Difference between revisions of "Alphascape V1.0"

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<u>'''Advice and Tips'''</u>
 
<u>'''Advice and Tips'''</u>
* The entire party should gather together after '''Cyclone''' is cast to handle the '''Knockback (Water/Wind)''' and subsequent '''Damning Edict'''.  
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# The entire party should gather together after '''Cyclone''' is cast to handle the '''Knockback (Water/Wind)''' and subsequent '''Damning Edict'''.  
 
# After '''Chaotic Dispersion''' and another '''Knockback (Water/Wind)''', he'll use '''Knock Down (Water/Wind)''' on the two healers, who should run to the two neighbouring corners to reduce party damage and make it easier to dodge '''Big Bang (Water/Wind)''' and for the tanks to handle the '''Fiendish Orbs (Water/Wind)'''.  
 
# After '''Chaotic Dispersion''' and another '''Knockback (Water/Wind)''', he'll use '''Knock Down (Water/Wind)''' on the two healers, who should run to the two neighbouring corners to reduce party damage and make it easier to dodge '''Big Bang (Water/Wind)''' and for the tanks to handle the '''Fiendish Orbs (Water/Wind)'''.  
  
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<u>'''Advice and Tips'''</u>
 
<u>'''Advice and Tips'''</u>
* Make sure to drop '''Knock Down''' as close to the edges of the arena as possible to make it easier to dodge '''Big Bang''' and for the tanks to pick up '''Fiendish Orbs'''.
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# After '''Tsunami''', the group should stack in the center to handle '''Dynamic Fluid'''.
* Be careful not to stand in the '''Tsunami''' puddles.  
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# For '''Knock Down (Water/Wind)''', the two healers should run to the North and South to reduce party damage and make it easier to dodge '''Big Bang (Water/Wind)''' and for the tanks to handle the '''Fiendish Orbs (Water/Wind)'''.  
  
 
=== Part 2: Earth ===
 
=== Part 2: Earth ===
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{{!}}width="20%"{{!}}'''Earthquake'''
 
{{!}}width="20%"{{!}}'''Earthquake'''
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{{!}}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.
 
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{{!}}'''Latitudinal/Longitudinal Implosion'''
 
{{!}}'''Latitudinal/Longitudinal Implosion'''
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{{!}}'''Chaotic Dispersion'''
 
{{!}}'''Chaotic Dispersion'''
{{!}}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.
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{{!}}Tankbuster. Has a lengthy cast time.  
 
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{{!}}'''Knockback (Earth/Wind)'''
 
{{!}}'''Knockback (Earth/Wind)'''

Revision as of 17:13, 24 December 2018

Raidicon.pngAlphascape V1.0
Raid
Open this page in Garland Data Open this page in the Eorzea Database Run a search in YouTube

Alphascape V1.0.png
While you recuperated from the latest round of testing, Omega's trials proceeded apace. Of the eighty-nine combatants in Psi group, four emerged victorious. Of those four, one proved itself the mightiest of the last remaining test world: a champion designated as "Psi IV." This immensely powerful being will be your opponent as you strive to complete the final stage of Omega's grueling experiments.

Requirements:

For eight players (2 tanks, 2 healers, 4 DPS)
※The above composition requirement is not imposed upon preformed parties.
Class: Disciples of War or Magic

Restrictions: Awards Obtainable: Weekly
Undersized Parties Not Allowed

Tankroleicon.png Healerroleicon.png Dpsroleicon.png
2 2 4
Type: Raid
Zone: Aetherial Rift
Region: ??? (Region)
Minimum Level: 70
Synced Level: 70
Min iLvl: 355
Unlock Quest: In the Beginning, There Was Chaos
Duty Finder: Raids (Stormblood)
Duty Roulette: Normal Raids
Expansion: Stormblood
Background Music: Battle (Music)
Tomestones
Allagan Tomestone of Causality Icon.png
20
Allagan Tomestone of Comedy Icon.png
10



Chaos
Divider3.png
Chaos has 5 distinct phases, during which he uses the following moves and mechanics. As the fight is heavily scripted, with certain phases only following after another, it will be broken into 3 phases with multiple parts.

After an initial Chaotic Dispersion, he will use either Damning Edict or Latitudinal Implosion. Damning Edict signals the start of Phase 1, while Latitudinal Implosion signals the start of Phase 2.

Phase 1

At the start of the fight, signaled through the use of Damning Edict.

Part 1: Fire

Begins with Blaze.

Attack Name Description
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.
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. Happens after Blaze. 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. Followed by Knock Down (Fire).
Knock Down (Fire/Earth) Used immediately after Entropy wears off. Obvious stack mechanic that targets 2 DPS at once. Deals magical damage and inflicts Magic Vulnerability when it hits, making it deadly to be hit by both at once. Parties should split into two groups on either side of the boss 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 each time and there won't be a need to shuffle. Followed by Big Bang.
Big Bang (Fire/Earth) Used immediately after Knock Down (Fire). Circular AoE targeting all the DPS. Stack to bait them to one location, then spread out to dodge. Followed by Fiendish Orbs (Fire/Earth)
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 this phase because the center will be safe.

Advice and Tips

  1. Begins with Blaze, followed by Entropy. Have players spread out equally along the edge of the arena so no one is in range of anyone else.
  2. To handle the stack mechanic of Knock Down (Fire/Earth), the group should split into two light parties with a marked and unmarked DPS in each, then remain stacked for the second hit.
  3. All DPS should stack to bait the Big Bang (Fire/Earth) in one spot and scatter once the AoEs appear.
  4. Stack in the center to dodge Fiendish Orbs (Fire/Earth).

Part 2: Wind

Begins with Cyclone.

Attack Name Description
Cyclone Forms a large cyclone AoE in the center of the room.
Damning Edict 180 degree attack targeting the tank. Get behind him to dodge.
Chaotic Dispersion Tankbuster. Has a lengthy cast time.
Knock Down (Water/Wind) Used after the first Knockback (Water/Wind). Targets both healers with a proximity attack and should move North and South while the group remains in the center. Followed by Big Bang (Water/Wind).
Knockback (Water/Wind) Attack that pushes players away from the center. Occurs multiple times in the phase. Position at the edge of the circle pointing towards a corner.
Big Bang (Water/Wind) Immediately after Knock Down (Water/Wind). Two large AoEs land where Knock Down did. Followed by Fiendish Orbs (Water/Wind).
Fiendish Orbs (Water/Wind) Immediately after Big Bang (Water/Wind). Two Chaospheres will land where Knock Down did earlier and target the nearest player with a tether for a heavy single target Orbshadow. Tanks can and should grab this off of other players.

Advice and Tips

  1. The entire party should gather together after Cyclone is cast to handle the Knockback (Water/Wind) and subsequent Damning Edict.
  2. After Chaotic Dispersion and another Knockback (Water/Wind), he'll use Knock Down (Water/Wind) on the two healers, who should run to the two neighbouring corners to reduce party damage and make it easier to dodge Big Bang (Water/Wind) and for the tanks to handle the Fiendish Orbs (Water/Wind).

Phase 2

At the start of the fight, signaled through the use of Latitudinal/Longitudinal Implosion.

Part 1: Water

Begins with Tsunami.

Attack Name Description
Latitudinal/Longitudinal 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.
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. Followed by Dynamic Fluid.
Dynamic Fluid Immediately after Tsunami. players will have a donut AoE 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. Followed by Knock Down (Water/Wind).
Knock Down (Water/Wind) Used immediately after Dynamic Fluid. Targets both healers with a proximity attack and should move North and South while the group remains in the center. Followed by Big Bang (Water/Wind).
Big Bang (Water/Wind) Immediately after Knock Down (Water/Wind). Two large AoEs land where Knock Down did. Followed by Fiendish Orbs (Water/Wind).
Fiendish Orbs (Water/Wind) Immediately after Big Bang (Water/Wind). Two Chaospheres will land where Knock Down did earlier and target the nearest player with a tether for a heavy single target Orbshadow. Tanks can and should grab this off of other players.

Advice and Tips

  1. After Tsunami, the group should stack in the center to handle Dynamic Fluid.
  2. For Knock Down (Water/Wind), the two healers should run to the North and South to reduce party damage and make it easier to dodge Big Bang (Water/Wind) and for the tanks to handle the Fiendish Orbs (Water/Wind).

Part 2: Earth

Begins with Earthquake.

Attack Name Description
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.
Latitudinal/Longitudinal 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.
Chaotic Dispersion Tankbuster. Has a lengthy cast time.
Knockback (Earth/Wind) Attack that pushes players south. Used multiple times in this phase.
Knock Down (Fire/Earth) Immediately after Knockback (Earth/Wind). Obvious stack mechanic that targets 2 DPS at once. Deals magical damage and inflicts Magic Vulnerability when it hits, making it deadly to be hit by both at once. Parties should split into two groups on either side of the boss 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 each time and there won't be a need to shuffle.
Big Bang (Fire/Earth) Immediately after Knock Down (Fire/Earth). Circular AoE targeting all the DPS. Stack to bait them to one location, then spread out to dodge. Followed by Fiendish Orbs (Fire/Earth).
Fiendish Orbs (Fire/Earth) Four Chaospheres will land around the arena and use Orbshadow to dash around in a predetermined pattern.

Advice and Tips

  1. Starts with Earthquake, followed by Knockback (Earth/Wind). Stack at North or use an anti-knockback skill to avoid being punted into the Sludge.
  2. Watch the Latitudinal/Longitudinal Implosion so you aren't hit by the AoEs.
  3. After Chaotic Dispersion is another Knockback (Earth/Wind), so be ready to move North again.
  4. To handle the stack mechanic of Knock Down (Fire/Earth), the group should split into two light parties with a marked and unmarked DPS in each, then remain stacked for the second hit.
  5. All DPS should stack to bait the Big Bang (Fire/Earth) in one spot and scatter once the AoEs appear.
  6. Watch for the Fiendish Orbs (Fire/Earth); there is no safe spot in the center this time.

Phase 3

Used immediately after the initial Phase 1 or 2. Followed by whichever of Phase 1 or 2 he didn't start with.

Attack Name Description
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.
Entropy The four DPS will be marked with a red marker and an AoE that deals damage to anyone caught in the blast and knocksback any players inside.
Dynamic Fluid The tanks/healers will have a large donut AoE around them when the debuff is close to falling off. Players should stack to avoid.
Soul of Chaos Chaos' ultimate attack, deals more damage the higher the Dark Aether gauge fills. If the bar reaches 100%, the raid will wipe.
Dark Crystal Players must kill this before the Dark Aether gauge fills or the raid will wipe. Once it dies, Chaos will use Soul of Chaos.

Advice and Tips

  • After Bowels of Agony, Entropy will hit first, followed by Dynamic Fluid.
  • Soul of Chaos will go off after the Dark Crystal dies or the Dark Aether gauge fills, whichever is first.
Chest
Alphascape Chain Icon.png Alphascape Pedal Icon.png Alphascape Bolt Icon.png Battle Orchestrion Roll Icon.png


Drop Table (8)
Divider3.png
Item Type iLvl Requirements Stats
 A Day in the Life: Battles for the Realm Icon.png  
A Day in the Life: Battles for the Realm
Gold chest icon.pngFATE Icon.png
 Other  &00000000000000010000001&00000000000000010000001
Req. Level 1
A hero's recollections of battles supposedly fought in the name of freedom. In actuality, said battles were largely motivated by a burning desire to obtain a slightly better weapon through a rather lengthy and complex sequence of transactions.


 Alphascape Bolt Icon.png  
Alphascape Bolt
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A uniquely crafted bolt discovered somewhere within the Interdimensional Rift.

One bolt can be traded for a special accessory.


 Alphascape Crank Icon.png  
Alphascape Crank
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A uniquely crafted crank discovered somewhere within the Interdimensional Rift.

Two cranks can be traded for special arm gear.


 Alphascape Lens Icon.png  
Alphascape Lens
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A uniquely crafted lens discovered somewhere within the Interdimensional Rift.

Two lenses can be traded for special headgear.


 Alphascape Pedal Icon.png  
Alphascape Pedal
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A uniquely crafted pedal discovered somewhere within the Interdimensional Rift.

Two pedals can be traded for special foot gear.


 Alphascape Shaft Icon.png  
Alphascape Shaft
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A uniquely crafted shaft discovered somewhere within the Interdimensional Rift.

Four shafts can be traded for special body gear.


 Alphascape Spring Icon.png  
Alphascape Spring
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A uniquely crafted spring discovered somewhere within the Interdimensional Rift.

Four springs can be traded for special leg gear.


 Battle Orchestrion Roll Icon.png  
Battle Orchestrion Roll
Seasonalachievementicon.pngGold chest icon.png
 Orchestrion Roll  &00000000000000010000001&00000000000000010000001
Req. Level 1
Music roll for Battle. Use to add to your orchestrion list.




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