Overview
Sometimes even the most thrilling tale can benefit from slight embellishment, and the wandering minstrel's reimagining of your foray into Midas─while stretching the bounds of believability─proves to be even more invigorating than your memory of it. A memory you must relive in order to compare...
Strategy Notes
- A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-Ultimate. Player's ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.
- The fight starts with Onslaughter, who will test the DPS's ability to coordinate both individually and as a group.
- Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.
- There are many strategies for clearing Final Punishment stacks, but two will be listed below:
- The first strategy involves marking the player with the highest Final Punishment count as the "leader" using a sign. The leader will run to Steam Gaskets with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them. Some groups may prefer to stack south and simply rotate around the room clockwise. The second strategy has, after the Hydrothermal Missile, the players with one and two stacks of Final Punishment share the Steam Gasket attached to the player with three stacks. Meanwhile, the player with three stacks will run to the Steam Gasket attached to the player with two stacks. This leaves three safe Steam Gaskets and a total of three stacks of Final Punishment for the remaining players to take solo. Be warned that during this time, Onslaughter will cast Seed of the Sky, Mega Beam, and then Perpetual Ray, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing Final Punishment.
- Once all stacks of Final Punishment are cleared, the party can defeat Onslaughter and start Phase 2.
Boss Encounters
Phase 1 - Onslaughter
- There is no cast bar for this attack, so players need to keep an eye out for the charging animation.
- The first player that enters each square will become tethered to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.
- The tethered players will be debuffed with Final Decree Nisi A or Final Decree Nisi B, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.
- Unlike Burden of the Father, having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is Invincible to damage otherwise.
- If a DPS dies while the debuff is active, or the debuff is allowed to expire, the entire party is executed.
- When a player touches a Steam Gasket, it creates a small simple circle AoE that explodes after one second , dealing moderate damage to those inside.
- Steam Gaskets will do lethal damage to the specific player it is tethered to, and normal damage to anyone else.
- Steam Gaskets do increasing damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a Steam Gasket will each take ~9000 damage.
- Of note, while Mega Beam by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it's pointed at them.
- The first major attack used in Phase 1 will be Execution, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their Steam Regulators as fast as possible.
- During Execution, Onslaughter will cast Seed of the Sky followed by Megabeam. As the DPS cannot leave their squares until the Regulator is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.
- Afterwards, Onslaughter will cast their first Perpetual Ray. The Vulnerability Up will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should Provoke during the initial cast.
- Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.
- Alternatively, tanks can use an invulnerability to ignore the entire barrage.
- Finally, Legislation will place Final Punishment on all the DPS followed by Discoid— creating Steam Gaskets that must be used to cleanse these debuffs.
- The party should stop DPS at Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.
- Steam Gaskets must be handled carefully, as they are lethal to the one player they are tethered to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.
- Take note that Steam Gaskets do not explode instantly, and instead create a delayed simple circle AoE. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of Final Punishment.
- All strategies begin by having all players (including the main tank) stack together after Legislation. Using party mitigations, players will intentionally share a hit of Hydrothermal Missile in order to cleanse one stack of Final Punishment from everyone.
Phase 2 - Blaster, Brawler, Swindler, and Vortexer
- Detailed mechanics not available from the source page.
Phase 3A - Brute Justice
- The players with Prey will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.
- Low party-wide damage is dealt twice with Short Needle at the beginning and end, and a Flarethrower is cast after the first Seed of the Sky.
- All players (excepting the main tank) start stacked together to ensure the first Seed of the Sky is grouped on the same spot.
- The two players marked with Prey should separate from the group while all others rotate clockwise around the back of the boss— first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.
- Once the second Seed of the Sky drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.
- After the Stack marker resolves, the group should rotate clockwise again (to the north side) to dodge Mega Beam. The off-tank meanwhile should start running away to one of the corners of the arena to bait Super Jump.
Phase 3B - Trio 1
- Supercharge is a Line AoE charge that deals high damage and knockback.
- Both puddles inflict Heavy and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with Esuna.
- The Earth Missiles land first, with the Ice Missiles landing later— at the same time Height finishes casting.
Phase 4 - Trio 2
- These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.
- Each leg is an individual structure. Players will have to hide specifically behind the legs, not just the hitbox of Onslaughter.
Phase 5 - Winged Justice: Verdict
- One tank will be given Final Judgment: Max HP, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of Final Punishment.
- The other tank will be given Final Judgment: Min HP, requiring that player to have the least HP of the entire party. They will also be given 4 stacks of Final Punishment.
- One healer will be given Final Judgment: Penalty I, requiring that healer to have no other enfeeblements. They will also be given 3 stacks of Final Punishment.
- The other healer will be given Final Judgment: Penalty II, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of Final Punishment.
- Two DPS players will be given Final Judgment: Penalty III, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of Final Punishment.
- One DPS player will be given Final Judgment: Nisi Decree A, requiring that player to be debuffed with Final Decree Nisi A. They will also gain 1 stack of Final Punishment.
- One DPS player will be given Final Judgment: Nisi Decree B, requiring that player to be debuffed with Final Decree Nisi B. They will also gain 1 stack of Final Punishment.
- After the cast of Verdict, the tank with Final Judgment: Min HP should Provoke the boss, letting Brute Justice's auto-attacks bring them to one stack of Final Punishment. Once the Min HP tank reaches one stack, the Final Judgment: Max HP should Provoke the boss and hold enmity for the rest of the phase.
- The healer with Final Judgment: Penalty II, and the DPS with Final Judgment: Penalty III should each take one J Storm.
- This will add the Final Flight debuff and satisfy their Penalty conditions while removing 1 stack of Final Punishment.
- The DPS with Final Judgment: Nisi Decree A and Final Judgment: Nisi Decree B should run to and destroy the Steam Regulator matching their debuff. Afterwards, they should run towards the closest Steam Gasket in the north and wait for the healer with Final Judgment: Penalty I.
- The healer with Final Judgment: Penalty I should take one of the southern Steam Gaskets alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.
- This will remove all stacks of Final Punishment, thus satisfying the condition for Penalty I.
- Once Brute Justice begins their cast of Gavel, the tank with Final Judgment: Min HP will take the last J Storm, setting their health to 1 before the cast finishes.
- After Gavel ends, the two DPS with Final Judgment: Penalty III will remove their final stack of Final Punishment by sharing the last Steam Gasket together.
Phase 6 - The Finale
- Unlike its previous iteration, Compressed Water will not pass to another player, disappearing once it resolves.
- If a player dies with Compressed Water, it will simply disappear— no Punishing Wave will be cast.
- After the stack marker is resolved, the Hidden Minefield should either be burst by the off-tank or by the DPS inflicted with Compressed Water. In the latter case the DPS will die, but the debuff will also disappear.
Duty Information
- Duty Finder: Savage Raids (Heavensward)
- Time Limit: 90 minutes
- Tomestones: 15 poetics
Achievements
Music
- Onslaughter / Robots: Metal
- Brute Justice: Metal - Brute Justice Mode