Alphascape V3.0 (Savage) raid guide
Alphascape V3.0 (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: 380
- 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 V3.0 (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 V3.0 (Savage) has local boss notes for: Omega. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Atomic Ray - inflicts unavoidable raidwide damage.
- Mustard Bomb - a vicious tankbuster against Omega's primary target that deals damage in a very small area. In savage mode, Mustard Bomb will also apply a short duration Bleed effect (6 seconds).
- Flame Thrower - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox. After dousing players in flame, Omega will follow-up with a blast of blue flame (Afterburner) in the same shape and direction as the previous flame thrower blast. Players hit by Flame Thrower will receive moderate damage, whereas those hit by Afterburner will suffer far greater damage and a hefty knockback. Everyone will need to bait the initial flame blast (without stacking on other players), then side-step the Afterburner. One easy method of accomplishing this is to have all players form a circle around Omega's hitbox - usually in a cardinal and inter-cardinal fashion - so that once the flames have been fired, the raid can rotate in a clockwise or counter-clockwise direction into their safe spot to avoid the Afterburner (follow-up blast).
- Wave Cannon - comes in two variations - Larboard Wave Cannon and Starboard Wave Cannon. Larboard shoots from Omega's left side, while Starboard does the same for its right side. Getting hit will deal very high damage and inflict Vulnerability Up. After using a Wave Cannon attack, Omega will spin around to face the opposite direction and use a second Wave Cannon attack in an attempt to confuse players. It helps to remember that "Larboard" = Left. If it's not larboard, it's to Omega's right. The savage version of wave cannon no longer has a telegraph, though this is of little consequence considering how short the telegraph was in normal mode.
- Peripheral Synthesis #1 - spawns a total of six (small) rocket-punch adds - half of which will be blue and the other half yellow - at the location of all four damage dealers and both healers, tracking their movements. After a brief delay, each fist will launch itself at the current location of the players that spawned them. If two fists of the same color collide with each other as a result, they will explode, dealing massive raidwide damage and afflicting nasty debuffs upon the group. However, if two fists of opposite color collide with each other, they will destroy themselves at no detriment to the group, leaving behind a collectable damage-up buff (Live Wire).
- Executable #1 - inflicts a Looper debuff on all players, the duration of which will always be just below 14 seconds. If a player fails to dispel the Looper debuff for any reason, they will lose control of their character, forcing them to run around aimlessly, possibly walking into fatal danger-zones or being incapable of fulfilling important mechanics. To dispel the Looper debuff, players must successfully soak upcoming meteor mechanics.
- Storage Meteors - creates four large yellow circles within the arena; each circle requiring at least one player to stand inside them before their respective 'meteor' hits the arena. At this point in the battle, two circles will spawn at opposite sides of the central death-zone, while another two will spawn at opposite ends of the far edge of the arena. Players who successfully soak a tower will have their Looper debuff removed, thus the goal is to have a pair of players soak each tower so that Looper debuffs are removed from the whole group. However, Ferrofluid - a push/pull mechanic - will take place at the same time to complicate matters.
- Ferrofluid - tethers pairs of players together and marks everyone with positive & negative symbols, (+) & (-). After a moderate delay, tethered players with opposite symbols (+ & -) will be pulled towards each other. Simultaneously, players with identical symbols (+ & + or - & -) will be pushed away from each other.
- Pattern #1: east & west meteors close to the level-checker + north & south meteors at the outer edge of the arena.
- Pattern #2: east & west meteors at the outer edge of the arena + north & south meteors close to the level-checker.
- Executable #2 - inflicts a new set of Looper debuffs on all members of the raid that must be dispelled in the same manner as before. However, the Looper debuff will have varied durations per player: either 12 seconds, 21 seconds, or 29 seconds. Players with the shortest duration must cleanse their debuffs before those with higher durations.
- Chain of Memory - afflicts the two farthest players from the Level Checker with a special debuff. While the Chain of Memory debuff is active, a visible straight-line AoE will be visible between the two affected players that will persist for the next half-a-minute. If any non-tethered players touch the purple line for any reason, they will succumb to confusion, causing the victim to wander around aimlessly. To make matters worse, the two tethered players will suffer a stackable debuff (Memory Degradation) if they remain close together. If either player acquires six stacks of Memory Degradation, they will become confused.
- Storage Meteors - creates large yellow circles within the arena in a staggered fashion; each circle requiring at least one player to stand inside them before their respective 'meteor' hits the arena. Any player who successfully soaks a tower will have their Looper debuff removed. However, seeing as Looper has been applied to all players with variable durations during this Executable, players with the shortest duration of Looper must soak towers first (or they will succumb to Confusion and likely perish).
- Reset - spawns a point-blank AoE underneath the level checker at various points throughout the tower-soaking process. All non-tethered players will need to move away from the level checker to avoid taking damage.
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: eScape
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.