Sigmascape V3.0 (Savage) raid guide
Sigmascape 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 urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...
- Category: Raid (savage)
- Difficulty: savage
- First Appearance: Patch 4.2, *Stormblood*
- Level: 70
- Item Level Requirement: 350
- 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 Sigmascape 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
Sigmascape V3.0 (Savage) has local boss notes for: Guardian. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Magitek Ray - Guardian turns to face a random player and - after an animated wind-up - emits a straight-line AoE across the arena. As a rule of thumb, if the Guardian turns to face you or your general direction unexpectedly and you notice blue energy forming by its cannon, a hefty side-step can take you out of danger. Any player hit by the beam will suffer high damage and be afflicted with a stackable Vulnerability Up debuff.
- Arm & Hammer - a devastating tank-buster against Guardian's current target. Be sure to mitigate the blow with cooldowns whenever possible.
- Atomic Ray - places orange markers upon random damage-dealers. After a brief delay, marked players will detonate via unavoidable AoE damage and leave behind a pulsing orb at their current locations (which will periodically explode in a large AoE radius). As a result, marked players should spread apart from each other (and the rest of the raid) to avoid overlapping the initial explosions. Once the orbs have been dropped, the entire raid should move away from their location seeing as they will soon begin to periodically unleash large AoE explosions until they expire.
- Prey Missile - places a noticeably large orange-red marker on a random damage dealer. After a brief delay, the marked target will suffer moderate damage and receive a flaming debuff.
- Missile Simulation - creates multiple missiles at various edges of the arena that will slowly begin to travel from one side to the other, leaving only a few gaps for players to weave through them. Any player hit by a missile will suffer moderate damage and debuffs, so avoid at all costs.
- Diffractive Plasma - unleashes unavoidable raid-wide AoE that will require heavy healing.
- Load Program - as mentioned before, the monitors outside of the arena will display an image that represents which program is being loaded. There are four possible programs - each being represented by a recognizable sprite of Dadaluma, Ultros, Air Force, and Bibliotaph.
- Load (Program) - displays a program (sprite) on the monitor before unleashing a program-specific opening attack.
- Run (Program) - summons an add based on the program. For example, if the Guardian runs the Biblotaph program, then Bibliotaph will be summoned into the arena.
- Skip (Program) - causes the Guardian to completely skip the program being displayed on the big screen and run the program on the small screen instead.
- Retrieve (Program) - causes the Guardian to retrieve and Load a previously Skipped program (see above).
- Copy (Program) - causes the Guardian to make a copy of the currently active program which it will eventually Paste later in the encounter.
- Paste (Program) - causes the Guardian to utilize a previously Copied program. Bear in mind that Paste (Program) will not take place until the finale.
- Load: Whenever the Dadaluma program is loaded, players should expect a knockback in the form of a damaging shockwave. Bear in mind that being knocked into the outer walls of the arena will debilitate you with debuffs, so make sure to position yourself so that you remain inside the arena.
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: 15 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: A Battle Decisively
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.