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WIKI/raids/savage/Alphascape V4.0 (Savage)

Alphascape V4.0 (Savage)

savageStormblood

Overview

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.

Strategy Notes

  • The battle takes place upon a large circular platform. Any player who jumps (or is pushed) over the edge will fall to an early doom, though they may be raised by a healer after a moderate delay. Unlike normal mode, players will also notice Omega's eye is present outside of the arena, gazing over the battle and taking part in various mechanics whilst players contend with Omega-M and Omega-F (see Suppression and Advanced Suppression).
  • Below is a list of mechanics related to Omega's Eye, Omega-M (individually), Omega-F (individually), and Omega-M+F (simultaneously), followed by each phase being explained via a mechanical timeline so you'll know what to expect (and when).
  • NOTE: Whenever Omega-M is formed from synthetic goop, he will always cast Efficient Bladework - a point-blank AoE at his current location (with no telegraph) before becoming active.
  • Seeing as one attack requires avoiding players whilst the other requires stacking, players should spread evenly within the safe-zones of upcoming Suppression beams, wait for a player to be hit by Beyond Defense, and then have everyone except the victim stack together to absorb the follow-up attack.
  • NOTE: Whenever Omega-F is formed from synthetic goop, she will always cast Discharger - a raidwide knockback from her location before becoming active.
  • A typical method of handling Fundamental Synergy is to have all odd-numbered players (1 & 3) move to the opposite side of the platform, making sure not to stand anywhere near other players. By doing so, each Omega form will criss-cross a large distance per numbered target, preventing players from taking colossal (or even fatal) damage. Players will be unable to avoid receiving at least one Magic Vulnerability Up debuff, thus it is imperative that everyone avoids overlapping seeing as further collisions from either Omega-M and Omega-F (on an already debuffed player) will likely be fatal.

Boss Encounters

Omega-M & Omega-F

  • Omega's Eye - all players must be wary of the large mechanical eyeball located outside of the arena. Periodically, it will alter its position and unleash either a straight-line or point-blank AoE across the platform. At the beginning of the battle, Omega's Eye will always be positioned to the north, and will only move to cardinal points around the arena (N, S, E, W).
  • Suppression - causes Omega's Eye to unleash a massive straight-line AoE across the arena, leaving small safe zones to the sides of the beam. After doing so, Omega's Eye will teleport to another cardinal position.
  • Advanced Suppression - causes Omega's Eye to unleash a massive point blank AoE from its location, leaving a crescent moon area (farthest away from the eye) as a safe spot. After doing so, Omega's Eye will teleport to another cardinal position.
  • Electric Slide - causes Omega-M and/or Omega-F to devolve into a non-targetable puddle of synthetic goop. Shortly afterwards, both healers will be targeted with a stack marker, forcing the raid to split into two groups and stack with each victim to soak the damage. After a brief delay, the unformed goop will divide into two parts, with each part leaping towards a marked victim. After landing on the platform, Omega-M and Omega-F will form from the synthetic puddles. As a result, players can pre-position themselves so that Omega-M and Omega-F spawn in specific locations, keeping in mind that Omega-M will always cast Efficient Bladework (point-blank AoE) at his location, whilst Omega-F casts Discharger (knockback).
  • Synthetic Shield - equips Omega-M with a synthetic shield that will allow him to execute specific abilities.
  • Beyond Defense - causes Omega-M to dash towards a random player, inflicting moderate AoE damage and a Magic Vulnerability Up debuff against the primary target, as well as anyone else caught in the blast zone. As a result, the raid should avoid stacking during Beyond Defense to ensure that the damage and debuffs do not overlap onto other players. Beyond Defense is immediately followed by Pile Pitch.
  • Pile Pitch - a direct follow-up to Beyond Defense - which causes Omega-M to select a random target and blast the victim with a shareable AoE attack. The raid will need to stack up to share the damage of Pile Pitch, except for the previous victim of Beyond Defense, who will still be suffering from Magic Vulnerability Up.
  • Synthetic Blades - causes Omega-F to morph her legs into sharpened blades that will allow her to execute specific abilities.
  • Superliminal Motion - causes Omega-F to charge up a 300 degree AoE directly in front of her, leaving only a thin safe-spot directly behind her.
  • Optimized Fire III - causes Omega-F to blast all members of the raid simultaneously with a flaming AoE. Bear in mind that Optimized Fire III has no telegraph nor cast-time, thus all players must learn exactly when the ability will be used throughout the encounter and move to pre-assigned positions or patterns to avoid overlapping each other with damage.
  • Optimized Blizzard III - creates two straight-line AoEs across the arena through Omega-F's front and sides, forming a cross-shape (+). For the sake of ease, it is always wise to have Omega-F facing a cardinal direction (such as north) so that the AoEs remain predictable. Bear in mind that Optimized Blizzard III is typically followed by Optimized Fire III.
  • Firewall - causes Omega-M and Omega-F to inflict Packet Filter (M or F) onto nearby players, rendering them incapable of damaging the other Omega form for as long as the debuff persists.
  • Resonance: (Local) or (Remote) - provides Omega-M and Omega-F with lethal damage buffs depending on their proximity to the other form. If Resonance (Local) is active, both forms will need to be kept separate from each other to prevent both forms from gaining lethal damage. The opposite is true for Resonance (Remote), requiring both forms to be kept close together to avoid the lethal damage buffs. The initial cast of Resonance is random, whereas the second cast will always involve the version that was not previously used. For example, if the first cast of Resonance is (Local), the next will always be (Remote).
  • Fundamental Synergy - causes Omega-M and Omega-F to place markers (numbered from 1-to-4) on their respective half of the raid - blue markers for Omega-M and purple markers for Omega-F (see Firewall). After a brief delay, each form will start dashing towards their numbered targets (1, 2, 3, 4), inflicting AoE damage and applying Magic Vulnerability Up to each victim and any player overlapping the target. Furthermore, the damage is greatly increased depending on how close consecutive targets are to each other during collisions.
  • Laser Shower - bombards the arena with unavoidable raidwide damage.
  • Solar Ray - a vicious tankbuster against both tanks, dealing major damage in a small area around each victim. As a result, all non-tanks should make sure that they are not standing anywhere near either tank during Solar Ray casts.
  • Operational Synergy - typically cast after Synthetic Blades (Omega-F) or Synthetic Shield (Omega-M) to signify an upcoming mini-phase of overlapping mechanics from both forms at the same time.
  • Optimized Meteor - applies a proximity marker to a random tank, marking them as the upcoming victim of a ranged-magic Limit Break 3, forcing them to run as far away from the group to reduce overall raid damage.
  • Optimized Sagittarius Arrow - applies an orange marker to a random tank, making them as the upcoming victim of a ranged-physical Limit Break 3. Once cast, Omega-M will unleash a column AoE from himself through the marked target. As a result, the marked tank must try to aim the attack away from the rest of the group.
  • Cosmo Memory - inflicts massive raidwide damage.

Phase 1: Mechanical Timeline

  • Synthetic Shield - always cast at the beginning of the battle.
  • Suppression - a large straight-line AoE from Omega's Eye will 'eventually' shoot across the platform before the eye changes position.
  • Beyond Defense - raid splits up to avoid overlapping damage.
  • Pile Pitch - raid stacks to absorb damage, excluding the victim of Beyond Defense. Suppression will land at this point.
  • Subject Simulation - causes Omega-M to morph into Omega-F, who will then unleash Discharger (knockback) from her location.
  • Synthetic Blades - always cast after Omega-F is initially spawned.
  • Advanced Suppression - a large conal AoE will 'eventually' shoot from Omega's Eye (covering about 1/2 of the platform).
  • Superliminal Motion - a 300-degree cone, forcing the raid to stand directly behind Omega-F to avoid it. Advanced Suppression will land at this point.
  • Optimized Fire III - blasts all participants with an AoE circle of fire. Has no telegraph or cast-bar, thus everyone must ensure they are spread out.
  • Subject Simulation - causes Omega-F to morph into non-targetable goop.
  • Electric Slide - stack markers on both healers, forcing the raid to split evenly and soak the damage. Once concluded, Omega-M and Omega-F will form, unleashing Efficient Bladework (Omega-M - point-blank AoE) and Discharger (Omega-F - knockback).
  • Firewall - both forms inflict Packet Filter onto nearby players, rendering them incapable of damaging the other form.
  • Resonance - casts either (Local) or (Remote) Resonance, forcing the raid to split both forms (Local) or keep them together (Remote).
  • Advanced Suppression - a large conal-AoE will 'eventually' shoot from Omega's Eye (covering about 1/2 of the platform).
  • Fundamental Synergy - both forms mark their half of the raid with numbers from 1-4. Odd-numbered players from each group should retreat to opposite sides of the arena, with the entire raid ensuring they do not stack with any other player. Advanced Suppression will land about midway through Fundamental Synergy.
  • Laser Shower - bombards the entire raid with unavoidable damage.
  • Solar Ray - simultaneously blasts each tank with a tankbuster.
  • Synthetic Shield or Synthetic Blades followed by Operational Synergy. A mini-phase will follow depending on whether Shield or Blades was cast.
  • Firewall - both forms inflict Packet Filter onto nearby players once again.
  • Resonance - casts either (Local) or (Remote) Resonance - whichever was not used previously.

Phase 2 - Mechanics & Abilities

  • Target Analysis - targets one of the two players that currently have the highest enmity (typically one of the tanks) with a circular (blue) marker. Once targeted, the chosen player will receive a Magic Vulnerability Up debuff. Once applied, Omega will immediately prepare to blast its primary target with Savage Wave Cannon - which involves magic damage.
  • Savage Wave Cannon - a vicious tankbuster against Omega's primary target (in the form of a straight-line AoE beam) that can be rendered non-lethal by sharing it with a fellow tank. The brunt of its damage will be applied to the closest target, thus if being shared between two tanks, the one with Magic Vulnerability Up (Target Analysis) should make sure they are standing behind the non-debuffed tank. Alternatively, immunity cooldowns can be used to soak the beam individually.
  • Patch - tethers each tank and healer to a random damage dealer with one of two color tethers - either blue (Remote Regression) or reddish-green (Local Regression). Depending on the type of tether, it will explode if the connected players move too close (red-green / local), or too far away from each other (blue - remote). Whenever a tether explodes, the entire raid will suffer unavoidable damage and receive 2 stacks of Magic Vulnerability Up (which lasts for 2 seconds). All tethers will remain connected until they have been intentionally exploded and will typically overlap through various mechanics. Thanks to the debuffs applied with each explosion, the goal is to methodically explode tethers at a slower pace, as popping too many too quickly will overwhelm the entire raid with increased debuff stacks (thus higher damage).
  • Diffuse Wave Cannon - causes Omega to fire beams across the arena from either its front & rear or from both of its sides. Thankfully, players will be able to discern where beams will be fired by paying attention to the charge-up animation. Whilst charging up, three noticeable orbs will be present either at Omega's front & rear, or its sides. As a rule of thumb, the area where orbs are located are essentially the safe spot. For example, if you notice three orbs in-front and/or behind Omega, Diffuse Wave Cannon will be fired from its sides.
  • Oversampled Wave Cannon - causes Omega to summon a collection of computer monitors at a random direction around its hitbox. After a delay, Omega will target two random players in the direction the monitors are facing and simultaneously blast them with large AoE circle tankbusters. Due to the aiming component, all non-tanks should make sure that they stand away from where the monitors are facing (preferably behind the boss), whereas both tanks should move towards where the monitors are facing to select themselves for the tankbusters. Due to being large AoE circles, the damage can overlap, so make sure you do not stack with your fellow tank whilst being blasted.
  • Ion Efflux - Omega peppers the entire raid with very high levels of unavoidable damage. Also, any unresolved Patch tethers will be forcefully detonated by Ion Efflux, causing tethered players to instantly die.
  • Hello, World #1 - causes Omega to teleport to the center of the platform and bombard the raid with unavoidable damage, followed by a collection of varied debuffs against the majority of the raid that each has to be dealt with in different ways.
  • Debuff: Critical Overflow Bug - an 8-second durability debuff against a random tank. Once the debuff expires, the debuffed player will suffer major damage and unleash a massive AoE circle at their location that can transfer fresh Critical Overflow Bug debuffs to anyone hit by the blast - excluding the exploded player, who instead will receive a Debugger debuff, rendering them immune to further Critical Overflow Bug and Critical Synchronization Bug applications - (see below).
  • Debuff: Critical Synchronization Bug - applied to two random damage dealers (unaffected by Critical Overflow Bug). One debuff will have a 12-second duration while the other will have an 8-second duration. After expiring, the debuff will cause affected players to explode, dealing moderate damage and emitting medium-sized AoE circles at their location which will apply Critical Synchronization Bug to anyone caught in the blast. Just like Critical Overflow Bug, exploded players will receive Debugger, rendering them immune to further applications of Critical Overflow Bug and Critical Synchronization Bug debuffs (see above).
  • Debuff: Latent Defect - a 10-second durability debuff against a random tank (whichever is not effected by Critical Overflow Bug), a random healer, and a random damage dealer. If not cleansed before expiring, the affected player(s) will instantly be slain. To cleanse Latent Defect, afflicted players must be hit by (any) source of damage.
  • Critical Error - afflicts raidwide damage and applies Debuff: Critical Overflow Bug to all players that do not have Debugger, forcing the affected players to utilize previously assigned safe-spots to unleash a new wave of massive AoE explosions. Assuming the above mini-phase of debuffs were handled successfully, Critical Error typically results in three players being debuffed.
  • Archive Peripheral - creates three mechanical arms at the outer edge of the platform that will telegraph straight-line AoEs across the platform, along with a 'rotation' indicator, showing that each AoE will also rotate in a clockwise or counter-clockwise pattern (depending on the indicator) once they begin to fire. Despite some element of randomness, there will always be one safe spot within the arena that the raid must stand in to avoid suffering tremendous damage. During the first cast of Archive Peripheral, Omega will also cast Target Analysis - the soakable tankbuster from earlier - forcing the raid to not only avoid the rotating beams but also allow enough space for tanks to share the straight-line AoE without clipping the raid.
  • Index & Archive Peripherals - creates three mechanical arms at the outer edge of the platform that will tether themselves to a random player each. After a delay, these mechanical arms will fire straight-line AoEs in the direction of the tethered players. Simultaneously, Omega will utilize Wave Cannon, aiming straight-line AoEs at the closest players. All AoEs will be unleashed at the same time, thus the raid must co-ordinate themselves into a star pattern so that no AoEs overlap onto other players. An easy way to accomplish this is to have all tethered players move to the outer edge of the arena (directly opposite from the hands they are tethered to) whilst all non-tethered players stand in between the tethered patterns (close to the boss) to bait the Wave Cannon blasts. By doing so, beams will be fired towards cardinal and inter-cardinal positions with no overlap.
  • Archive All - creates mechanical arms around the outer edge of the platform that will begin to cast Colossal Blow, causing them to detonate in a broad area and inflict fatal damage upon anyone caught in the blast. To complicate matters, a massive and rotating straight-line AoE will repeatedly fire while slowly twisting in a clockwise or counter-clockwise motion. Furthermore, Omega will also cast Electric Slide, causing itself to turn in a specific direction and eventually charge, dealing proximity-based damage when it collides with the edge of the arena.
  • Delta Attack - causes one random player to acquire a stack marker, four players to acquire delayed circle-AoEss, and multiple players to drop circle AoEs beneath their feet. Due to the rotating Archive All beam (and the need to destroy the chosen mechanical arm before Colossal Blow causes them to explode), players will have very limited space and time to deal with the overlap. In short, everyone must run away as a group to avoid the AoE circles dropped on the ground, then have the stack-marked player move back into position and share damage with unmarked players whilst everyone with delayed circle AoEs spread out (away from the stack mark) to detonate safely. Colossal Blow will detonate shortly after Delta Attack resolves, thus the raid must destroy their chosen mechanical arm beforehand to avoid devastating results.
  • Hello, World #2 - causes Omega to teleport to the center and bombard the raid with unavoidable damage and debuffs, just like earlier, except this time, a new debuff (Critical Underflow Bug) will be added to the mini-phase, and the arena will also contain soakable light-pillars which (if left unsoaked) will detonate and destroy the raid.
  • Extra Debuff: Critical Underflow Bug - 15-second duration debuff against the healer who was not affected by Latent Defect. Once the debuff expires, the healer explodes, killing any players who are clipped by the blast. Unlike all the other debuffs, Underflow can be transferred to another player by making contact with them, and by doing so, the player who transferred the debuff will acquire a special Debugger, rendering them immune to the effect. As a result, the raid will need to contend with all the previous debuffs (and the new light pillars) whilst passing around the new debuff so that the entire raid becomes immune to it via transfer.
  • Debuff: Critical Overflow Bug - 8-second durability debuff vs random tank resulting in a large detonation that can transfer the debuff to players who do not have Debugger (just like before).
  • Debuff: Critical Synchronization Bug - applied to two random damage dealers - one with 8-second durability and one with 12-second durability - both resulting in a moderate detonation that can transfer the debuff to players who do not have Debugger (just like before).
  • Debuff: Latent Defect - 10-second durability debuff against a random healer, a random damage dealer, and whichever tank did not get Overflow. Just like before, the debuff can be cleansed by being hit by a source of debuff related damage. Failure to do so will result in instant death once the debuff expires.

Phase 2: Mechanical Timeline

  • Target Analysis - applies Magic Vulnerability Up to one of the two players with the highest enmity.
  • Savage Wave Cannon - blasts the primary target with a shareable tankbuster. Tank with Magic Vulnerability Up should stand behind the other tank to share it or they'll likely take fatal damage.
  • Patch - connects each tank and healer to a random damage dealer with local (red) or remote (blue) tether. Tethers must be popped methodically by moving close to (or away from) their partner. One set of tethers should be popped as soon as Patch has been cast.
  • Diffuse Wave Cannon - Omega fires beams towards the front & rear, or to the sides. Safe spots/directions will be indicated by three glowing orbs. Another pair of players should intentionally explode their Patch tether at this point.
  • Oversampled Wave Cannon - tanks stand in the direction of monitors and spread apart for AoE tankbusters. Everyone else moves out of the direction of monitors to avoid being selected. Another pair of players should intentionally explode their Patch tether at this point.
  • Ion Efflux - raidwide damage that will also slay any players who haven't removed their Patch tethers. The final pair of tethers will need to be exploded. Do not leave it too late as the resulting debuffs will cause the entire raid to take increased damage.
  • Hello, World #1 - raidwide damage accompanied by various debuffs that need to be handled in specific ways.
  • Overflow + Synchronization - all 8 second duration debuffs will detonate first. Players need to coordinate themselves into safe spots to avoid (or intentionally take) damage from exploding players, remembering that Synch (medium) explosions need to be soaked by an additional player each.
  • Latent Defect - 10-second duration debuffs detonate, slaying anyone who has not removed them by taking damage.
  • Synchronization - 12 second duration debuffs will detonate.
  • Re-Applied Debuffs - Variable depending on how the raid decided to handle the above.
  • Critical Error - inflicts raidwide damage and applies Critical Overflow Bug to anyone who doesn't have Debugger.
  • Ion Efflux - raidwide damage.
  • Archive Peripheral - rotating beams from mechanical arms, forcing the raid to locate the only safe spot that will be formed.
  • Target Analysis - applies Magic Vulnerability Up to one of the two players with the highest enmity. Happens during Archive Peripheral beams.
  • Savage Wave Cannon - shareable tankbuster. Happens during Archive Peripheral beams. Tank with Magic Vulnerability Up must be extra careful.
  • Diffuse Wave Cannon - Omega fires beams towards the front & rear, or to the sides, same as before.
  • Oversampled Wave Cannon - tanks stand in the direction of monitors and spread apart for AoE tankbusters (whilst everyone else moves away from the monitor direction), same as before.
  • Index & Archive Peripherals - mechanical arms tether to random players and prepare to fire straight-line AoEs at them.
  • Wave Cannon - Omega prepares to shoot straight-line AoEs at the closest players. Raid forms a star-pattern by having non-tethered targets stand near the boss (in-between tethered targets, who stand at the outer edges of the arena, opposite their respective arms).

Duty Information

  • Duty Finder: Savage Raids (Stormblood)
  • Time Limit: 120 minutes
  • Tomestones: 30 poetics

Achievements

Music