Raktapaska has 4 distinct phases, during which the following moves & mechanics are used. It is very important to note that touching the wall will instantly kill you.
Phase 1: Garuda
Attack Name |
Description
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Ferostorm
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Spawns two "nails" at opposing intercardinal positions on the boss' hitbox. At the end of the cast, resolves into two 90° conal AoEs encompassing the entire area in the nail's direction. Deals heavy damage and applies a Vulnerability stack. Avoid by standing in the empty space between the nails.
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Superstorm
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Moderate raid-wide AoE damage.
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Air Bump
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Two blue AoEs will appear on a random player. These are a stack mechanic, requiring at least 1 other player to stand inside the circle with the marked player. After a few seconds, the AoEs will go off, inflicting hit players with a temporary Magic Vulnerability Up debuff and leaving behind a circle AoE on the ground where the marked player was standing. If no one stands in the stack, the marked player will be flung high into the sky and take moderate damage, and will be hit (and likely killed) by the small circle AoE left behind. Stacking/overlapping the AoEs will kill players, as the circles deal magic damage.
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Downburst
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Massive blue AoE in the center of the room. Knocks back all players about half the distance between the AoE and the wall after a few seconds; anyone standing inside of it when it goes off will be instantly killed.
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Storm of Fury
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Massive circle AoE centered on the boss. Also marks two players with blue tethers. At the end of the cast, tethered players will be targeted with a thin conal AoE. Avoid stacking with each other or other players, and avoid standing between the boss and the tethered players.
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Vacuum Slice
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The boss jumps to the middle of the room and puts down a massive red bacon line AoE from either North to South or East to West. At the end of the cast, replaces with a black void that will instantly kill anyone that touches it. Immediately followed by Occluded Front. Any Occluded Front orbs that are pulled in will be deleted.
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Occluded Front
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Spawns three orbs on either side of the Vacuum Slice AoE. Followed by Irresitable Pull. After Irresitable Pull, the orbs will explode in large circle AoEs.
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Irresitable Pull
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Draw-in effect towards the Vacuum Slice. Sucks in the Occluded Front orbs. Huddle in the larger space between orbs against the wall during the pull to avoid being drawn into Vacuum Slice and avoid the Occluded Front AoEs.
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Advice and Tips
- Air Bump marked players should stand on either side of the boss to make it easier for other players to stand in the AoE with them.
- Irresitable Pull marks the end of mechanics for Phase 1, after which Garuda will leave and Ifrit will come down in her place.
Phase 2: Ifrit
Attack Name |
Description
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Touchdown
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Signals the start of Phase 2. A proximity marker will appear at the North end of the arena. Players should move past the halfway point of the arena to avoid heavy damage.
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Hands of Flame
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Tankbuster. Applies the Lightheaded debuff.
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Hands of Hell
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Marks one DPS or one healer with 3 tethers. Two other players must run through the tethers extending from the boss to pick them up and spread out. At the end of the cast, the boss charges to the marked player and kicks them while clones kick the additional tethered players, inflicting the Lightheaded debuff. If the tethers are not picked up, the original player is hit for each tether remaining and will likely die either from damage or the Concussion debuff.
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Lightheaded
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Debuff granted from Hands of Flame, Hands of Hell, and Eruption. Being hit a second time by abilities that grant this debuff transforms it into Concussion, which stuns the player for ~5 seconds.
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Instant Incineration
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Tankbuster. The boss will leap to the main tank, dealing heavy damage.
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Eruption
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Puts 4 large AoEs under random players. Deals moderate damage and applies the Lightheaded debuff.
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Strike Spark
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Summons a ring of fire orbs around the edge of the arena. The boss will jump to one of them and begin casting Hot Foot.
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Hot Foot
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The boss stands behind one of the orbs and at the end of the cast, kicks the orb into the center of the room, afterwhich all the orbs will erupt in large cirle AoEs. The safe spot is wherever the boss jumped to, so just remain huddled by the boss.
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Inferno Howl
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Moderate raid-wide AoE damage.
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Advice and Tips
- Inferno Howl marks the end of mechanics for Phase 2, after which Ifrit will jump away and return with Garuda.
Phase 3: Duo
Uses most abilites from Phase 1 and Phase 2.
Attack Name |
Description
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Hot Foot (modified)
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Instead of kicking Strike Spark fire orbs, Ifrit will jump to an Occluded Front orb and kick it parallel to the wall.
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Advice and Tips
- Each tank should take a boss and keep them near each other to allow players to AoE.
- Garuda will immediately split the arena with Vacuum Slice, so all players should try and remain on the same side to make the mechanics easier to handle.
Phase 4: Raktapaska
Uses most abilites from Phase 1 and Phase 2 in addition to those listed below.
Attack Name |
Description
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Radiant Plume
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Covers the majority of the floor with AoEs, leaving 3 safe spots evenly spaced along the edge of the arena.
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Hands of Flame (modified)
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Tankbuster. Tethers to the main tank and charges them at the end of the cast, cleaving the entire room on either side parallel to the tether and leaving a narrow line of space between the cleaves.
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Hands of Hell (modified)
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Same as the previous Hands of Hell, but cleaves the room in parallel lines like the modified Hands of Flame, leaving behind a small safe spot from where the boss started.
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Conflag Strike
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Summons Radiant Plumes two times with Eruptions in between, before using a 270° AoE that leaves the North portion of the arena safe. Deals heavy (likely lethal) damage to all players caught in it. Move to one of the edge safe spots for the Radiant Plumes and then stick near the boss for the second puddles, effectively dodging the Eruptions left behind in the first puddle safe spot. Move North after the second Radiant Plume while baiting Eruptions to get to the safe spot from Conflag itself.
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Advice and Tips
- Storm of Fury will be in conjunction with Eruptions.
- Try to stay near the North side of the arena for Conflag Strike to make it easier to dodge.
- The main tank should avoid taking Hands of Hell as the boss can use Hands of Flame or Instant Incineration immediately after, which will fling them into the sky and likely kill them.
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