Alphascape V1.0 (Savage) raid guide
Alphascape V1.0 (Savage) source-backed raid guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Raid (Savage) quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Raid (Savage) quick facts
The switch taunts you. You cannot resist. A satisfying "click" and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission-a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.
- Category: Raid (savage)
- Difficulty: savage
- First Appearance: Patch 4.4, *Stormblood*
- Level: 70
- Item Level Requirement: 370
- Party Size: Full Party (8 players)
- Region: Gyr Abania
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for Alphascape V1.0 (Savage).
- Repair gear and meet the listed level/item-level requirements.
- Tell the party if it is your first clear.
- Use the local wiki link for exact duty facts and related articles.
Boss and mechanic notes
Alphascape V1.0 (Savage) has local boss notes for: Chaos, Trivia. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- First Phase: Two elemental attacks - determined by which opening ability he used first (see above).
- Second Phase: Chaos Orb.
- Third Phase: Two elemental attacks - whichever didn't happen the first time (see above).
- Final Phase: Enrage.
- Latitudinal Implosion and Longitudinal Implosion - Chaos prepares to unleash an AoE attack across the platform in two directions (either from the sides or from the front and rear), shortly followed by additional blasts in the two remaining directions. Unlike normal mode, both versions will have no telegraph and will also apply Magic Vulnerability Up to anyone hit, making repeated failures fatal. Remember: If Chaos opens with Latitudinal Implosion or Longitudinal Implosion, the first elemental phase will involve Tsunami and Earthquake
- Damning Edict - causes Chaos to prepare a massive 180-degree frontal attack. Unlike normal mode, Damning Edict has no telegraph whatsoever. Whenever you notice Damning Edict being cast, all players should move behind Chaos as soon as possible. Remember: If Chaos opens with this move, the first elemental phase will involve Inferno and Cyclone.
- Chaotic Dispersion - a vicious tankbuster, depicted by Chaos pulling back his arm and unleashing a vicious swipe against his main target. Be sure to utilize mitigation CDs if necessary. In savage mode, Chaotic Dispersion will inflict Physical Vulnerability Up, which requires a tank-swap.
- Umbra Smash - creates a proximity marker within the arena - the furthest point from where Chaos is currently positioned. After a brief delay, Chaos will the leap to the marked area and deal damage to the entire raid based on how close players were to the point of impact. Umbra Smash can be seen during Tsunami and Cyclone phases and is generally followed by Damning Edict, forcing the entire raid to run behind Chaos as soon as possible.
- Fiendish Orbs - creates two orbs within the arena during Cyclone and Tsunami phases that will tether to a player each. After a delay, both orbs will inflict damage to the tethered players. During Fiendish Orbs, the tether can be passed to (or picked up by) a different player by intercepting the tether line. As a result, the tank and off-tank should grab these tethers whenever possible and mitigate the damage.
- Dancing Orbs - creates four orbs at intercardinal positions of the safe area during the Inferno and Earthquake phases which will shoot straight-line AoEs towards random players.
- Knock Down (Generic) - marks four players (specifically tanks and healers) with a stack marker. By stacking with at least one player, Knock Down will deal moderate damage and apply Magic Vulnerability Up. If the stack is taken alone, it will instead deal very heavy damage and stun the player. Bear in mind that the location(s) where Knock Down has concluded will be the target location for Big Bang follow-ups (see below).
- Knock Down (Tsunami and Cyclone) - targets two players (healers specifically) with a proximity marker. The attack deals more damage the closer you are to the player with the marker. Just like the other version, the location(s) where Knock Down has concluded will be the target location for Big Bang follow-ups (see below).
- Big Bang - a broad circle AoE that explodes wherever Knock Down attacks have concluded (with no telegraphs). As such, all players should be mindful of where any Knock Down mechanics were handled and avoid those areas until Big Bang has detonated. If any player is hit by a Big Bang blast, they will suffer major damage and be knocked up into the air. Also, the Tsunami and Cyclone versions of Big Bang are much larger than the Inferno and Earthquake variants.
- Inferno - inflicts unavoidable raidwide damage and blasts the arena with fire damage, spawning a single safe spot in the center of the arena in the shape of a circle. All players must remain within the safe area for the duration of Inferno to avoid Burns and sustained damage. All players will be afflicted by Entropy any time Inferno has been cast.
Duty finder and rewards context
Use this section to decide whether the duty belongs in roulettes, high-end queues, mentor roulette, or repeat farming.
- Duty Finder: Savage Raids (Stormblood)
- Time Limit: 90 minutes
- Tomestones: 30 poetics
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Music: Main: Battle
Verification boundary
This page is generated from local TJPedia wiki data. It does not invent missing mechanics, NPC coordinates, loot tables, or current-party-finder strategies. High-end positioning and current-prog tactics still need human review before being labeled as a full strategy guide.
- Source-backed: duty facts, local boss notes, achievements, and music.
- Needs human review: exact high-end progression strategy.
- Use official patch notes for changed requirements or rewards.
Related on TJPedia
Sources
Auto-draft eligible, human review required for volatile guide updates.