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WIKI/raids/ultimate/Omega Protocol (Ultimate)

Omega Protocol (Ultimate)

ultimateEndwalker

Overview

What if Omega's relentless testing had continued, and provided the elusive answer it sought? The minstrel's words invite you to imagine this scenario─to entertain the possibility of that which may have been─and follow the experiment to its ultimate conclusion.

Strategy Notes

  • All throughout this battle, the arena will be surrounded by a border that will kill any player who touches it.
  • Failing mechanics or being hit by avoidable AoEs is usually lethal, although tanks may survive. However, they will be inflicted with a crippling -90% Damage Down debuff that lasts for 3 minutes. If the player does not need to be immediately alive for a mechanic, they should incapacitate themself by walking into the wall and then be resurrected to remove the Damage Down, as the Weakness debuff is only around a 25% damage loss that lasts for half the time.
  • Program Loop: Assigns various debuffs to players.
  • Pantokrator: Assigns various debuffs to players.
  • Atomic Ray: Enrage. The boss must be defeated before this short cast finishes or the party will wipe.
  • Firewall: causes Omega-M and Omega-F to inflict Packet Filter F or Packet Filter M onto each player, rendering them incapable of damaging the other Omega form for as long as the debuff persists. Each boss will inflict their debuff on the four closest players to it, allowing the party to preposition. It is not possible for one player to have both debuffs at once.

Boss Encounters

Phase 1: Omega

  • All players will be given Looper with various timers (16, 25, 34, or 43 seconds). For ease of identification, each Looper timer will be denoted with a First/Second/Third/Fourth in Line debuff. Two random players will each receive a given debuff timer. Players must cleanse this debuff by soaking a yellow tower, which will also deal moderate damage (Storage Violation) and inflict a stack of Twice-come Ruin. If this reaches two stacks (i.e., the player is is hit by another mechanic until it wears off) it will inflict Doom, killing them. Failing to cleanse Looper before the timer expires will inflict the player with Memory Loss, causing them to uncontrollably walk into the death wall.
  • Four sets of two towers each will sequentially spawn. Towers will always spawn 90 or 180 degrees from each other between the intercardinals. Players must soak these towers in the order of their Looper / In Line debuffs or the tower will explode and wipe the raid (Storage Violation Obliteration). Players who do not have Looper are unable to soak towers.
  • The boss will also tether two random players at the start of the mechanic. These tethers can be passed between players. It will use Blaster four times in a row, hitting the currently tethered players with a massive circular AoE that inflicts HP Penalty debuff that decreases their maximum HP by 99% for the debuff duration and inflicts a stack of Twice-come Ruin.
  • To prevent deaths from overlapping mechanic damage and excess stacks of Twice-come Ruin, these tethers should be grabbed in the order of 3 - 4 - 1 - 2 based on the In Line debuffs. Players who get the tethers must move away from the towers that are about be soaked. Players who are not currently soaking towers should stand near them to dodge the Blaster AoEs. Players whose HP Penalty debuffs fall off and are about to soak a tower will need to be healed, or they will die from the soak damage.
  • All players will be given Guided Missile Kyrios Incoming with various timers and Condensed Wave Cannon Kyrios, both with various timers (12, 18, 24, or 30 seconds). For ease of identification, each Guided Missile Kyrios Incoming timer will be denoted with a First/Second/Third/Fourth in Line debuff. Two random players will each receive a given Missile debuff timer, which also determines their Wave Cannon timer. When the debuff expires, the player will be hit with a medium-sized circle AoE (Guided Missile Kyrios) that deals moderate damage, inflicts Magic Vulnerability Up, and knocks back and kills anyone else caught in the AoE, requiring the player to be isolated when the debuff expires.
  • When Condensed Wave Cannon Kyrios expires, the player will be targeted with a heavy-hitting line AoE that must be split among three players to prevent lethal damage. This also inflicts Magic Vulnerability Up.
  • The boss will telegraph two opposite, conal AoEs (Flamethrower), each covering a sixth of the room, that will rotate either clockwise or counterclockwise. Note that it is not possible to determine the rotation until the AoEs start rotating (which will all have orange indicators).
  • During this mechanic, telegraphed circular AoEs (Ballistic Missile) will periodically appear at each player's position.
  • The party must split into two groups of four players, each having four different In Line debuffs. Each group will rotate to dodge the conal and circular AoEs while remaining stacked to soak Condensed Wave Cannon Kyrios. Heavy mitigation and healing are required. Players whose Missile debuffs are about to expire must leave the stack and soak their missile alone to prevent killing others, while avoiding the concurrent Wave Cannon. They must then return to the stack.
  • When all debuffs resolve, the boss will target the two furthest players with five-hit, massive tankbuster cleaves (Diffuse Wave Cannon Kyrios). In addition, three non-tanks will be marked with an orange marker, indicating they will bait a line AoE (Wave Cannon Kyrios) that deals damage and inflicts Magic Vulnerability Up. After these resolve, the remaining three non-tanks will be marked and must bait the AoEs. Both tanks can stack on each other at max melee range in front of the boss and use their invulnerability cooldowns, while the rest of the party spreads and stays in fixed positions along the flanks and rear.

Phase 2: Omega-M and Omega-F

  • Several clones of Omega-M and Omega-F will appear in fixed patterns. These will telegraph certain AoEs based on their stance. Players will need to quickly identify and dodge into the safe spots, as the orange AoE indicators will very briefly appear.
  • An Omega-M and Omega-F clone will always be directly opposite from each other with a third clone in line in the middle. The clones at the ends of this line will attack first.
  • If the Omega-M clone has a shield, it will use Beyond Strength, a donut AoE.
  • If the Omega-M clone has a sword, it will use Efficient Bladework, a point-blank AoE.
  • If the Omega-F clone has bladed legs, it will use Superliminal Steel, which hits the sides of the clone, leaving the middle safe.
  • If the Omega-F clone has a staff, it will use Optimized Blizzard III, a cross AoE through where it is facing, leaving her relative intercardinals safe..
  • After dodging these AoEs, players will need to identify the large eye at the edge of the arena, which spawns at a random cardinal or intercardinal.
  • This eye will do a massive line AoE (Optical Laser) through the middle of the arena, requiring the party to split into two groups of four players at the edges.
  • Each player will be hit with Optimized Fire III, a large circle AoE that requires the party to be fully spread to the two safe spots at the sides of the eye. Players must also satisfy their Glitch distance requirement to prevent lethal damage. Note that if a player is dead when the AoEs resolve, a random player will receive two AoEs, killing them.
  • If Mid Glitch is active, each pair must position so their tether is perpendicular to the eye line AoE and not fully stretch it out, i.e. they must be close to the line AoE but not directly next to it.
  • If Remote Glitch is active, each pair must be opposite from each other as far as possible. The two pairs closest and furthest from the eye must stretch their tether through the center point, while the two middle pairs can go to the wall and have their tether perpendicular to the eye line AoE. Alternatively, all pairs can stretch their tether through the center point.
  • Afterwards, two random players will be given a stack marker (Spotlight), while an Omega-F clone will cast Discharger, a knockback from the middle. Five clones close to the edges will each use a point-blank AoE (Efficient Bladework), leaving three small safe spots that are 90 degrees from each other. Three clones will be directly adjacent (45 degrees) to each other, which can be used to orient to the safe spots. The party must again correctly split into two groups of four and be knocked back to different safe spots that satisfy the Glitch distance requirement to prevent lethal damage from the stack AoE.
  • If Mid Glitch is active, the light parties must be knocked back to adjacent safe spots (90 degrees apart).
  • If Remote Glitch is active, the light parties must be knocked back to opposite safe spots (180 degrees apart).
  • The Glitch debuffs will expire, concluding the mechanic.
  • Omega-F will move to the north of the arena and begin a long cast of Laser Shower, which will wipe the party if she is not defeated before this cast finishes.
  • Omega-M will remain in the middle and make Omega-F invulnerable. He must be defeated first. The party will lose the Packet Filter debuffs, so everyone should focus on Omega-M.
  • An Omega-M clone will target a random party member with Optimized Sagittarius Arrow, a telegraphed line AoE. The party should stack to bait this, then dodge.
  • An Omega-M and Omega-F clone will tether two random players. These tethers must be picked up by the tanks, who will be hit with Optimized Bladedance, a massive conal tankbuster that requires heavy mitigation and inflicts Physical Vulnerability Up. These must be baited away from the party, who will be dodging Optimized Sagittarius Arrow.
  • An Omega-F clone will mark 3 random players with flare markers and Prey, who will be hit with Optimized Meteor, a proximity AoE. These players can move away from the center to lower the proximity damage. Alternatively, with heavy mitigation, they can stack together near the middle.

Intermission: Reconfiguration

  • Four random players will receive Sniper Cannon Fodder (purple). When the debuff expires, the players will emit a medium-sized circular AoE that deals high damage and inflicts Magic Vulnerability Up, requiring them to be spread.
  • Two random players will receive High-powered Sniper Cannon Fodder (white). When the debuff expires, the players will emit a medium-sized circular AoE that deals high damage, inflicts Magic Vulnerability Up, and must be split with one other player.
  • The remaining two players will receive no debuff. Each will stack with a player inflicted with High-powered Sniper Cannon Fodder.
  • A telegraphed circular AoE will appear in the middle, which will leave a puddle that will inflict a lethal Bleeding debuff. The initial AoE will also cascade outward as donut AoEs (Wave Repeater) twice, requiring players to dodge into the previously unsafe area. The puddle will disappear at the end of the mechanic.
  • Six Left/Right Arm Unit adds will spawn in two sets of three, 120 degrees from each other. These will telegraph a large circular AoE (Colossal Blow) in the order they spawned.
  • To resolve this mechanic, the party will spread to areas between the first set of Arms that spawn, with each no-debuff player stacking with a white debuff player. Players will dodge the first set of Wave Repeater AoEs while spread. Afterwards, they will position directly next to the AoE telegraphs from the first set of Arms. They will then move diagonally into the previously unsafe area to avoid the second Arm AoEs while dodging the second Wave Repeater AoEs. During this dodge, the debuffs will resolve, so players should spread and stack as needed.
  • Note that if a player with a debuff dies before their debuff expires, it will automatically detonate on another random player, likely resulting in more deaths.

Phase 3: Reconfigured Omega

  • All players receive Local Code Smell in four sets of timers, pairing random players. Player pairs whose timers will soon expire will be tethered with a semi-transparent red and green tether. When the debuff expires, it will turn into Local Regression. The tether will then become opaque. The tethered players must break the tether by moving close together, which will cause both players to emit a raidwide AoE (Patch) that deals damage and inflicts a stack of Magic Vulnerability Up and a stack of Thrice-come Ruin, each lasting a second. Failing to break the tether in time will cause the players to explode and wipe the raid. Breaking more than one tether at once will also wipe the raid due to excess debuff stacks and damage.
  • All players receive Remote Code Smell in four sets of timers dependent on the Local timers. Player pairs whose timers will soon expire will be tethered with a semi-transparent blue tether. When the debuff expires, it will turn into Remote Regression. The tether will then become opaque. The tethered players must break the tether by moving apart, which will cause both players to emit a raidwide AoE (Patch) that deals damage and inflicts a stack of Magic Vulnerability Up and a stack of Thrice-come Ruin, each lasting a second. Failing to break the tether in time will cause the players to explode and wipe the raid.
  • All players receive Latent Synchronization Bug. These debuffs must be cleansed by being hit with the stack AoE from Critical Synchronization Bug. Failing to cleanse it will cause the player to explode and wipe the raid.
  • Two random players receive Overflow Code Smell. When the 2s debuff expires, it will turn into Critical Overflow Bug (i.e., "defamation"). When this debuff expires, the player will emit a massive AoE that deals damage, inflicts Magic Vulnerability Up, and transfers the debuff to all other players in range of the AoE. The originally debuffed player will also receive Overflow Debugger, preventing them from receiving Critical Overflow Bug again.
  • Two random players receive Synchronization Code Smell. When the 2s debuff expires, it will turn into Critical Synchronization Bug (i.e., "stack"). When this debuff expires, the player will small AoE that deals damage, inflicts Magic Vulnerability Up, and must be shared with one other person, which will also transfer the debuff to that person. The originally debuffed player will also receive Synchronization Debugger, preventing them from receiving Critical Synchronization Bug again.
  • Either the two players with Overflow Code Smell or Synchronization Code Smell will both receive Underflow Code Smell. When the 2s debuff expires, it will turn into Critical Underflow Bug (i.e., "red rot"). Players with this debuff will be indicated with a red aura and overhead marker consisting of two cubes. Players with Critical Underflow Bug must soak red puddles that spawn, or they will explode and wipe the raid.
  • The other two players with Overflow Code Smell or Synchronization Code Smell will both receive Performance Code Smell. When the 2s debuff expires, it will turn into Critical Performance Bug (i.e., "blue rot"). Players with this debuff will be indicated with a blue aura and overhead marker consisting of a diamond. Players with Critical Underflow Bug must soak blue puddles that spawn, or they will explode and wipe the raid.
  • If players with these debuffs contact another player without it, it will propagate the debuff to the new player. It is possible for a player to have both color-coded debuffs at once, although this is a failure state.
  • Soaking a color-coded puddle will inflict either Cascading Latent Defect (red) or Latent Performance Defect (blue). These debuffs can be cleansed by allowing Critical Underflow Bug or Critical Performance Bug to expire, respectively. Failing to cleanse them will cause the players to explode and wipe the raid. This requires that the duration of Critical Underflow Bug or Critical Performance Bug is shorter than the Defects, i.e. players cannot wait too long to obtain Underflow / Performance Bugs before soaking a puddle.
  • When Critical Underflow Bug or Critical Performance Bug expire, the players will emit a medium-sized AoE that will kill anyone else caught in it, requiring them to be isolated. The players will also be inflicted with Underflow Debugger or Performance Debugger, preventing them from receiving the respective color-coded debuffs again.
  • Two random players not inflicted with the above debuffs will receive Latent Defect. They will always have the shortest duration Local Code Smell timer (23 seconds). These players must take damage before the debuff expires, or they will die.
  • The remaining two players will not receive additional debuffs. They will always have the shortest duration Remote Code Smell timer (23 seconds).
  • The boss will cast Latent Defect four times in a row. Two red and two blue puddles will spawn 90 degrees from each other in a box pattern (with puddles of the same color always being directly adjacent), requiring players with Critical Underflow Bug and Critical Performance Bug to soak red and blue puddles, respectively, before the cast bar finishes, or they will explode and wipe the raid.
  • Essentially, there are four roles to handle in this mechanic. Pairs of players will each be randomly assigned a starting role based on their debuffs, which will determine their next role. All players will cycle through all four roles.
  • In a given pull, only one Rot color will always be associated with Defamation, while the other color will always be associated with Stack.
  • During the fourth set of puddles, the remaining player pair with Local Code Smell (red and green tether) will stack behind the blue tether players to avoid being hit by Critical Overflow Bug (defamation).
  • The boss remains targetable during the mechanic and will auto-attack the main tank if not in a cast.
  • During this mechanic, the party should use mitigation and healing actions appropriately due to the heavy incoming damage.
  • Note that if fewer than two players are to the side of a blue monitor, the respective blue monitors will target random players instead, likely resulting in deaths.

Phase 4: Damaged Omega

  • During the second set of line AoEs, the party should stay out of the hitbox and then dodge in to avoid the donut AoE after taking the individual line AoEs.
  • During the third and final set of line stack AoEs, the party should take the stacks outside of the hitbox, then dodge in to avoid the donut AoE.

Phase 5: Dynamis Omega-M and Omega-F

  • When Hello, Near World expires, the target player will emit a large AoE. It will then "bounce" to the closest player to them, who will be hit with a medium-sized AoE. It will "bounce" again to the closest player from the second target, who will also be hit with a medium-sized AoE. Anyone except for the intended targets of the AoEs who are caught in them will die, which will also cause them to explode (Hello, World) and wipe the raid.
  • Hello, Distant World functions similarly except it targets the furthest players.
  • Each player hit with an AoE from the debuff will receive a stack of Quickening Dynamis, so each debuff resolution should give one stack to three players, if handled correctly.
  • These AoEs inflict Magic Vulnerability Up so it is important to not overlap with other sources of damage (e.g., Patch tether breaks).
  • If any player with these debuffs die before they expire, they will explode (Hello, World) and wipe the raid.
  • Four random players (two pairs) will receive Remote Code Smell and be indicated with a semi-transparent blue tether.
  • Among these players, Hello, Near World will be assigned to one, and Hello, Distant World will be assigned to another.
  • The other four players (two pairs) will receive Local Code Smell and be indicated with a semi-transparent red-and-green tether.
  • The large eye in Phase 2 will spawn on a random cardinal, which is considered the relative north. Beetle Omega will spawn relative west, and Reconfigured Omega will spawn relative east.
  • A yellow or blue colored fist add (Rocket Punch) will spawn next to each player. Several seconds after they spawn, they will telegraph a small circular AoE (Explosion) at their target player's location that should be dodged. These fists need to be disarmed by stacking two opposite colored fist AoEs on each other. Failing to do so will cause them to explode (Unmitigated Explosion) and wipe the raid.
  • For each tether type, the four players will always receive 2 blue and 2 yellow fists. In addition, the following combination of fist colors will always be assigned to the tethered pairs: 1 yellow-yellow, 1 blue-blue, and 2 yellow-blue.
  • If players are not stacked with a partner or are moving when the fists lock on, the AoE telegraphs will not appear, and the fists will explode and wipe the raid.
  • The eye will use Optical Laser, hitting the middle of the arena with a large line AoE.
  • Around this time, Remote Code Smell will turn into Remote Regression, requiring the blue tethered players to break them sequentially by moving apart. Local Code Smell will also turn into Local Regression, although the duration of this debuff is longer. Therefore, the red/green tether players will avoid breaking their tethers until the end of the mechanic.
  • Six Left/Right Arm Units will spawn outside the arena, 60 degrees from each other. These will telegraph either a clockwise or counterclockwise rotation according to the arrows. They will aim a telegraphed line AoE (Hyper Pulse) to the nearest player that will rotate according to the telegraph. These will need to be baited so they rotate away from the inside of the arena to avoid hitting anyone.
  • Omega-M at the center of the arena will use Beyond Defense on either the closest or second-closest player. Afterwards, it will use Pile Pitch on the closest player, a stack AoE that needs to be shared by three players, while the player hit by Beyond Defense stays out.
  • At the same time, Reconfigured Omega will cast Oversampled Wave Cannon, while a random player that originally had Remote Code Smell will receive Oversampled Wave Cannon Loading, making for 2 sets of "monitor" AoEs. These will need to be baited by the four players not soaking Pile Pitch or hit by Beyond Defense to prevent overlapping damage.
  • Finally, Beetle Omega will use Swivel Cannon, a large cleave that hits more than half of the arena based on which side of the boss has glowing orbs. This will be briefly telegraphed by an orange indicator. The party will need to dodge to the safe side while positioning for Hello, Near World and Hello, Distant World baits, which will resolve.
  • Around this time, Local Regression will soon expire, requiring the red/green tethered players to break them sequentially by moving towards their tether partner. One pair will break after the Thrice-come Ruins from Oversampled Wave Cannon / Beyond Defense / Pile Pitch have expired, and the final pair will break after the Magic Vulnerability Ups from Hello, Near/Distant World have expired.
  • If the mechanic is correctly resolved, six players will have one stack of Quickening Dynamis.

Phase 6: Alpha Omega

  • Cosmo Memory: Catastrophic raidwide damage that requires a level 3 tank limit break and some additional party mitigation to survive.
  • Flash Gale (auto-attacks): The boss will use two sets of auto-attacks between each mechanic. These will hit both the highest enmity player and the furthest player with a small AoE that inflicts Magic Vulnerability Up, requiring both tanks to be isolated and for the off-tank to be the furthest player (outside the hitbox) to bait the auto-attacks, while the party is inside the hitbox.
  • Cosmo Arrow: Telegraphs two wide line AoEs that form a plus shape through the middle of the arena followed by four line AoEs that form a box on the outside, or vice versa. These AoEs will cascade outwards as narrower line AoEs multiple times, resulting in two possible dodge patterns depending on the pattern of the initial AoE spawns. Anyone hit by the AoEs will die.
  • Cosmo Dive: The furthest player is targeted with a large AoE that inflicts stack damage, while the two closest players are each hit with a large tankbuster AoE. The two tanks should be well inside the hitbox while the remaining 6 players stack slightly inside. Each hit inflicts massive damage and requires heavy mitigation or invulnerabilty cooldowns.
  • Unlimited Wave Cannon: Four "exaflare" AoEs will sequentially spawn on adjacent cardinals/intercardinals, while six large circular AoEs will sequentially appear at each player's location. Starting from the center, the party will move next to the first "exaflare" that spawns and into the previously unsafe areas while remaining stacked to bait the ground AoEs.
  • Wave Cannon: While the cast bar is filling, four random players will be targeted with a line AoE that inflicts high damage and Magic Vulnerability Up, followed by the four remaining players. When the cast bar fills, a random player will be targeted with a line stack AoE that inflicts massive damage and requires heavy mitigation. The two tanks must be in front of the party stack as they will take significantly increased damage, requiring heavy personal mitigation or invulnerability cooldowns.
  • Cosmo Arrow will be used again, immediately followed by another Wave Cannon. This requires the party to spread while dodging the Cosmo Arrow AoEs, as four players will be hit with Wave Cannon before the previous AoE sets fully resolve.
  • After two more auto-attacks, Unlimited Wave Cannon will be used again, immediately followed by another Cosmo Dive.
  • Cosmo Meteor: Begins a series of mechanics.
  • A large telegraphed AoE will spawn under each player. The party should stack in the middle to bait these, then spread to their clock positions, with the physical ranged DPS going north.
  • Four random players will be hit with an untelegraphed circular AoE that inflicts high damage and Magic Vulnerability Up, followed by the other four players.
  • Two large Cosmo Meteor adds will spawn at the north and south, while six small Cosmo Comet adds will spawn at east, west, and the intercardinals. These must be destroyed in time or they will explode and wipe the party. To destroy these, a level 3 magical ranged DPS limit break must be used to hit all the adds. Afterwards, a level 3 physical ranged DPS limit break must be used to finish off the Cosmo Meteor adds, which have more health.
  • During this sequence, the random untelegraphed AoEs that hit four players, followed by the other four players will repeat.
  • Three random players will receive a flare marker. They must be taken to east, west, and opposite the physical ranged DPS at north to lower the proximity damage. The rest of the party will need to stack with the physical ranged DPS (if they do not have a flare marker) or south (if they do have a flare marker), because a random non-flare player will be hit with an untelegraphed split damage AoE that deals high damage, requiring mitigation.
  • Magic Number: Massive raidwide damage that requires a level 3 tank limit break to survive. All players will be inflicted with Magic Number, which must be cleansed with a level 3 healer limit break or they will die. This attack will be used twice in a row.
  • **Run: *mi: Enrage. The boss must be defeated before this long cast finishes or the party will wipe. Unlike previous ultimate raids, the enrage sequence does not consist of individual party members sacrificing themselves.

Duty Information

  • Duty Finder: Raid Finder (Ultimate Raids)
  • Time Limit: 120 minutes
  • Tomestones: 100 Poetics

Achievements

Music