Eden's Gate: Inundation

Raidicon.pngEden's Gate: Inundation
Raid
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Eden's Gate: Inundation.png
Ryne is now able to concentrate on the task of turning Eden's immense power to the task of balancing the aetherial alignment of the Empty. Such a delicate task must be approached one element at a time, and Urianger suggests that the first should be water, essential to all life. However, for the aether to be restored, it must first be given shape through a process akin to summoning. As you call upon your memories of the dread Leviathan, the raging fury of the deluge begins to take form...

Requirements:

1 to 8 players (2 Tanks, 2 Healers, 4 DPS)
Class: Disciples of War or Magic
※ Limited jobs can participate only in a preformed party meeting party size requirements or an unrestricted party, and if duty rules allow.
Level: 80
※ Level will be synced upon entry.
Average Item Level: 425
※ While synced, all item stats are adjusted.
※ Role and item level restrictions are lifted for parties meeting minimum size requirements.


Tankroleicon.png Healerroleicon.png Dpsroleicon.png
2 2 4
Type: Raid
Zone: The Nereus Trench
Region: Norvrandt
Minimum Level: 80
Synced Level: 80
Min iLvl: 425
Unlock Quest: Nor Any Drop to Drink
Duty Finder: Raids (Shadowbringers)
Duty Roulette: Normal Raids
Expansion: Shadowbringers
Background Music: Blinding Indigo
Guide: Eden's Gate: Inundation Guide
Tomestones
Allagan Tomestone of Poetics Icon.png
10



Objectives
  • Defeat Leviathan: 0/1

Leviathan
Divider3.png
Leviathan has 3 phases, during which he uses the following moves and mechanics.

Phase 1

Attack Name Description
Rip Current Tankbuster. Shoots a long thin line AoE through the MT. Deals heavy damage to tanks and will one-shot anyone else.
Temporary Current Leviathan moves his heads to the left or the right side of the arena and shoots a massive blue line AoE at a diagonal across the arena, leaving two small corners of space on opposite sides of the arena. Players need to move to those two safe spots ASAP because if they are hit by the AoE they will be flung off the arena and die.
Drenching Pulse Drops large AoEs under random players' feet. Deals damage and applies a debuff if hit. Stacking up beforehand allows for more space to dodge the AoEs. Immediately followed by Freak Wave.
Freak Wave Immediately after Drenching Pulse. Marks each player with a large AoE circle. Spread out and avoid stacking with others to prevent excessive damage.
Tidal Roar Arena-wide AoE.
Tidal Wave A giant pillar of water will appear at either the East or West. At the end of the cast, it will knockback players away from it, about ~50% of the arena. Immediately followed by Undersea Quake.
Undersea Quake Immediately after Tidal Wave. The boss opens both mouths and they begin glowing with blue light. The heads will either split to reach both edges of the arena or be close together facing the center. At the end of the cast, the heads charge forward, crashing into and destroying parts of the arena in long line AoEs. Players caught in this will plummet to their deaths. The boss always destroys the floor in the same order, with the edges first, then the middle, and repeats until dead.
Crashing Pulse Drops large AoEs under random players' feet. Deals damage and applies a debuff if hit. Stacking up beforehand allows for more space to dodge the AoEs. Immediately followed by Killer Wave.
Killer Wave Immediately after Crashing Pulse. Obvious stack mechanic.
Tsunami The boss swims around the top of the arena before hitting everyone for moderate damage. Also marks each player with a specific debuff with a varying amount of time on it.
  • Surging Waters Icon.png Surging Tsunami: Player is marked with a 360° knockback that pushes players about ~50% of the way across the arena, based on their orientation to the marked player. Marks 1 tank and 1 DPS. First debuff (tank) lasts ~8 seconds, and the second debuff (DPS) lasts ~30 seconds.
  • Smothering Waters Icon.png Smothering Tsunami: Player will have a stack mechanic, requiring at least 3 people to stand with them to prevent lethal damage. Marks 1 healer. Debuff lasts ~16 seconds.
  • Swirling Waters Icon.png Swirling Tsunami: Player will be marked with a large donut AoE. Marks 1 DPS. Debuff lasts ~22 seconds.
  • Splashing Waters Icon.png Splashing Tsunami: Player will be marked with a medium AoE. Marks 1 tank, 1 healer, and 2 DPS. Debuff lasts ~22 seconds.
Maelstrom Indicates the start of Phase 2.

Advice and Tips

  • Tsunami order is Surging Waters Icon.png > Smothering Waters Icon.png > Swirling Waters Icon.png + Splashing Waters Icon.png > Surging Waters Icon.png
  • During Tsunami, for Swirling Waters Icon.png + Splashing Waters Icon.png, the Splashing Waters Icon.png marked players should move out and let everyone else stay stacked in the middle. Whoever has Surging Waters Icon.png should move to the front of the arena so players are knocked towards the back of the arena to help with later mechanics.

Phase 2

Attack Name Description
Spinning Dive A blue water portal will appear on one side of the arena. After a moment, the boss will charge through, hitting 50% of the arena for heavy to lethal damage and applying a Vulnerability stack. Occurs at the same time as Dropsy Puddles.
Dropsy Puddle 3 tiny puddles appear that then expand into giant AoE puddles. Standing in these puddles applies a ~12 second DoT and deals damage. Occurs at the same time as Spinning Dive.

Advice and Tips

  • Repeats both attacks twice before returning to the arena, signaling the start of Phase 3.

Phase 3

Repeats all mechanics from Phase 1.

Advice and Tips

  • Tsunami is combined with Undersea Quake, where only the center of the arena remains. Adjust knockbacks accordingly.
  • Temporary Current is combined with Undersea Quake, where only the sides of the arena remain. Be prepared to move North or South to the safe corners.
 Chest 1
Helm of Early Antiquity Icon.png Armor of Early Antiquity Icon.png Chausses of Early Antiquity Icon.png Bangle of Early Antiquity Icon.png
 Chest 2
Armor of Early Antiquity Icon.png Gauntlets of Early Antiquity Icon.png Chausses of Early Antiquity Icon.png Bangle of Early Antiquity Icon.png
 Chest 3
Blinding Indigo Orchestrion Roll Icon.png
(Fixed Rate Drop)
Lurid Memory of the Dying Icon.png


Drop Table (7)
Divider3.png
Item Type iLvl Requirements Stats
 Armor of Early Antiquity Icon.png  
Armor of Early Antiquity
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
Emblazoned armor forged by some ancient civilization, recovered from Eden's Gate.

Four suits can be traded for special body gear.


 Bangle of Early Antiquity Icon.png  
Bangle of Early Antiquity
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
An extravagant bangle forged by some ancient civilization, recovered from Eden's Gate.

One bangle can be traded for a special accessory.


 Blinding Indigo Orchestrion Roll Icon.png  
Blinding Indigo Orchestrion Roll
Gold chest icon.png
 Orchestrion Roll  &00000000000000010000001&00000000000000010000001
Req. Level 1
Music roll for Blinding Indigo. Use to add to your orchestrion list.


 Chausses of Early Antiquity Icon.png  
Chausses of Early Antiquity
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
Heavy chausses forged by some ancient civilization, recovered from Eden's Gate.

Four pairs can be traded for special leg gear.


 Gauntlets of Early Antiquity Icon.png  
Gauntlets of Early Antiquity
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
Wrought-iron gauntlets forged by some ancient civilization, recovered from Eden's Gate.

Two pairs can be traded for special arm gear.


 Helm of Early Antiquity Icon.png  
Helm of Early Antiquity
Gold chest icon.png
 Miscellany  &00000000000000010000001&00000000000000010000001
Req. Level 1
A winged helmet forged by some ancient civilization, recovered from Eden's Gate.

Two helms can be traded for special headgear.


 Lurid Memory of the Dying Icon.png  
Lurid Memory of the Dying
Gold chest icon.pngFATE Icon.png
 Other  &00000000000000010000001&00000000000000010000001
Req. Level 1
The lurid memory of a departed soul, forever trapped in crystal.




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