Alphascape V3 (Savage) – A comprehensive text guide
by Fennek F’ox 🦊
Hello Everyone, and welcome to the comprehensive text guide for O11S. I hope this guide can help some of you with your raid progress. If you find any mistakes, or know something i missed (patterns, targets, etc…) let me know, either on reddit or on Discord at Fennek#7777
Thanks to people helping out with this guide:
authorus Ashe Iceblood Croue Alice Loyce 93dt
Derak Achae Roxas Keyheart GamingGirlx3 CelestialWyrm Miss Lexi
Introduction:
The Omega fight is pretty linear, little important RNG going on. There is going to be small DPS check, a couple of hard hitting raid damages and a lot of potential for mess ups. Be aware where left and right are, and you’ll have a great time progressing through this.
The fight in its totality from start to enrage takes a little over 11 minutes, or less if the add is killed faster.
Phase 1 (Pre-Add):
Note: You can fall off the platform.
The first phase starts with Atomic Ray, dealing heavy raid wide damage to all players. Not much to this, but Adlo-spreads before the pull make sense.
Shortly after Omega will casts its tank buster, Mustard Bomb. This will deal about 150k magic damage if not mitigated, and apply a bleed debuff to the tank that stays for about 5 seconds. Simply using invulnerabilities to avoid this damage is advised. You won’t need them any time soon.
Immediately after boss will cast its first real mechanic: Flamethrower. Similar to Earth Shaker (o3s Waltz, Protean Wave, etc.) each player will get hit with a conal AoE that deals high damage. Stacking these is lethal, even for tanks, so assign positions around the boss to spread to.
Shortly after the first set of red flames hits, another set of blue flames will hit in the same spots, dealing high damage again and knocking players back, most likely off the platform.
After the first set, move in the small save spots that are available in between the fires.
Agree before the fight whether you will be rotating clockwise or counter-clockwise, this will become important later in the fight.
After this Omega will use two times either Starboard or Larboard Wave Canon, which will render the right (Star) or left(Lar) side of Omega unsafe respectively. The AoE covers a little more than 180° around Omega, so be careful. (Images will be adjusted shortly) After each cast he turns around 180°, changing which side he is facing.
Move to the safe side of Omega first. Then, if he casts the same skill he used first again, move to the other side. If not, stay where you are. This part works just like in normal mode, but hurts a lot more if done wrong.
Next up: Peripheral Synthesis
Omega will spawn 6 fist adds. 3 of which will be blue, the other 3 will be yellow. Each of these adds targets a healer or a dps. Which colour any given add has seems to be completely random.
In intervals of a few seconds, these fists will punch the ground underneath the player they are targeting with a small aoe. This aoe deals a good chunk of damage, applies Vulnerability Up and Confusion, so avoid these at all cost.
When two fists of the same colour hit roughly the same area (aka. are being stacked to hit the same spot), they will explode for big raid wide damage and a Vulnerability Up debuff. If two fists with different colours collide, they will just destroy each other and drop a small lightning puddle. Stepping into this puddle will make it disappear and the player that stepped in receives the Live Wire (more on this later). In case they have different colours you can even stand in the AoE and receive little to no damage.
This mechanic is becomes fairly easy over time, you will start intuitively matching fists on their first punch. Just spread decently south of the boss, and matching them immediately will be pretty easy. However, if your party is having trouble at the start, here is a small tactic that helps you determine how to match them:
The goal is to coordinate the fists so that three pairs of one yellow and one blue fist collide. For that purpose, before the cast of Peripheral Synthesis, we make two lines of three players each. The front line should contain the melees, and if you have one, the BLM. The only players moving are the people in the backline. If the player in front of you has a differently coloured fist, you walk onto him to collide fists. If he has the same colour, you look for the other pair of players with same-coloured fists and walk to the front player of that pair.
(Please abandon the “Line strat”, it was just a bad temporary solution to a superficial problem xD)
During all this action the tank will also be hit by a Mustard Bomb, so be prepared for it.
The Live Wire buff lasts for 25 seconds and slightly increases the players dps against enemies that are vulnerable against Omega. Let the three dps with the with the highest output in that phase pick up the buffs.
Phase 2 (Add Phase):
Omega will fly away and render everything but a donut shaped area on the platform lethal to anyone that enters it. In the middle he will spawn a Level Checker, with a lethal zone just around it as well.
The add will cast Executable, applying the Looper debuff to everyone in the party with a duration of 23 seconds. When this debuff runs out the player will receive Confused and most likely run into a wall. The debuff is removed by standing inside one of the upcoming meteors.
Shortly after, players will be marked with magnetic + and – markers, and tethers connecting pairs of players. As per usual, players with the same polarity (+ and + / – and -) will be knocked away from another after a short period of time, players with different polarities will be pulled together. The pairs always consist of a tank or healer and a dps.
Four meteor markers will appear on the platform, with two dots circling on the edge to indicate that two players have to stand in each of these markers. The markers will appear on the cardinal directions around the add and either on the inner or outer edge of the safe zone. (opposite sides are always on the same end, if W is far the E is far as well.) Taking these towers alone will inflict Memory Loss (confusion) on the player.
We assigned the tanks and healers to the N and E sides, the DPS to the S and W sides. The players with opposite polarities move on the outer edge, so that they will be pulled in towards the two meteor circles on the inside. The players with equal polarities position around the inner zone so that they get knocked into the outer meteors.
The Level Checker will cast another Executables, this time inflicting all but the two furthest players with Looper debuffs, with durations of twice a little over 10, twice little over 20, and twice little over 30 seconds.
The two furthest players from the boss will be tethered with a wide purple tether, Chains of Memory. Anyone that touches this tether will be inflicted with Confused and will most likely wipe the party as they are unable to execute the upcoming mechanics. These two players need to move to the outer edge of the safe zone and stay far apart. If they even move a little bit closer, they both receive a stack of Memory Degredation. At either
six stacks of Memory Degredation, or when another player touches the line, they will be inflicted with Memory Loss, causing them to lose control of their character and running around aimlessly. Afterwards meteors will spawn around the safe zone in intervals in one of two possible patterns.
We move the whole party to the east, and two players that can easily move while attacking to the north and south. In our case these are the SCH and BRD. The raid then waits for the Meteors to spawn and moves in one of the following patterns:
The chains will first rotate either clockwise or counter-clockwise, depending on where the first inner meteor appears. The two players with the 10s debuffs move into that meteor. Then the chains stay in the inner meteors until they pop. They will then always rotate clockwise, while the two players with the 20s buffs stand in the inner meteor.Again the chain players wait for the inner meteors to pop before moving. The next rotation is always clockwise again, this time the inner meteor is taken by the 30s players.Again, chains wait until the meteor pops. Lastly the chains preferably rotate counter-clockwise into the last set of meteors. The Level Checker casts Reset, damaging all players close to him.(Counterclockwise here eases the movement of the party) After that the Level Checker casts Reformat, damaging all players that are away from him. |
The last counterclockwise rotation is for that the group can stay in the same quadrant, which means less movement for 6/8 of the party.
Alternatively you can determine, based on the first towers, which pattern it is going to be. That allows you to start with the Chain of Memory tether in a horizontal position and reduces the amount of movement for the players on the outside.
(I found this horizontal chain strategy however to be slightly worse with pugs, since people make errors on where to start and a single wrong player will set the party back quite a bit. You gain a tiny bit of dps on casters you send outwards, so for log runs I recommend horizontal chain, for weekly kills and practise the vertical chains)
After this the Level Checker will start hardcasting Force Quit, which wipes the party upon completion. You will need to kill the add before this, but don’t worry, the DPS-check is not too tight.
Transitioning into the third phase, the platform turns normal again, Omega reappears and starts to cast Delta Attack. This ability will dead HEAVY damage to the entire raid and needs to be mitigated with the tank limit break! It also applies the Gradual Petrification debuff. Players will need to be healed up to max health within the next 10 seconds, else this will turn into Stone Curse. Stone Curse renders the player incapacitated and they will instantly die upon receiving damage. This is worse than just dying instantly, since the dps lose about 20 seconds of time where they can not even be rezzed. So heal up.
Phase 3 (After Delta Attack):
To start the third phase, after a couple of auto attacks Omega will mark each player with a Ballistic Impact marker that damages players and drops a fire puddle underneath them on impact. Standing in this puddle will damage players and apply a Burn DoT.
He will then cast Flamethrower. Move to your position and handle this mechanic just like the first time. The Ballistic Impact will hit after the blue flames. Stand outside of omega until then, and move inside his hitbox afterwards. He will then proceed to use Starboard/Larboard twice, handle these like before, but this time inside of his hitbox.
Omega will tether to a healer (please tell me if it can be a dps as well). This player will be hit by Blaster, an AoE that deals percent damage to the tethered player (small tank buster) and applies HP Penalty to everyone hit by it. If the player(s) that get hit are not full life they will be afflicted with the Doom debuff and die 3 seconds after. You can have either a tank or a ranged DPS handle this mechanic. If a tank gets the HP Penalty, his HP will be reduced to about 18k. With a shield he can still survive the upcoming Atomic Ray. If you let a DPS handle the tether he will drop to about 10k HP, meaning he will either need multiple shields and buffs, or a cover to survive Atomic Ray.
While the tether is being handled the main tank will be hit by a Mustard Bomb. Mitigate appropriately and healers be aware that these two mechanics are happening at the same time.
Afterwards, Omega will cast Atomic Ray. Since the offtank is stuck with the HP Penalty until after this, he will need shielding and maybe mitigation to survive this.
Next up is another Peripheral Synthesis. This time it is spawning four big fists, tethered to one player each, off of each edge if the platform. The tethered players are inflicted with the Biohacked debuff, which stuns them at the end of its duration. The big fists will move along the edge they spawned at, always being at the same height as the player they are tethered to. Shortly after the Biohacked debuff runs out, the fists will charge through the tethered player, damaging anyone in their path and knocking them back all the way across (and off) the platform.
Determine which player has which tether. The players without a tether move to the middle, while those with a tether move close to their fist. They will all need to stand either on the left or right side of the edge (facing outwards, we used right in our runs), close enough to the corner as to not hit the middle, but far enough from it as to not hit the other players with their fists. Use the tiles on the ground as a guideline, on the fifth tile (counting the corner tile as well) from the corner is fine.
Next the boss will Electric Slide, which is a share mark. Healers will need to heal the party up from the fist damage. After this he is going to use another Peripheral Synthese with four big fists, now on the four players that did not have the tether on the second PS.
This time he will immediately use another Star/Lar combo. Since the cast is relatively fast its advised for the players that got tethered second to either use sprint, or if they had the N or S fist to run along the edge if they need to dodge. What’s also useful is to always have the boss face north at this point, since you then won’t check which direction he is looking and adjust to it.
After this Omega will cast Update Programm, initiating the last phase of the fight and adding effects to certain skills.
Phase 4 (Updated Programm):
Starting off the fourth phase we have a Flamethrower. Handle it the same way as before, but this time it also applies a fairly strong burning dot, so healers be ready to recover the groups health as soon as the red flames hit. Following this, the boss will cast Starboard / Larboard Wave Canon Surge. This skill works out basically like two Starboard/Larboard casts, but without the second cast in between. So move to the corresponding side, and immediately move back through the boss on the other side.
Next up: Pantokrator. The boss will drop 5 sets if small AoE’s underneath random players. Stack up in the south of him, and move as a group around him (clockwise for this one) baiting one set of AoE’s after the other underneath and dodging them.
During the whole time there will be small MRV Missile Kyrios going off around the arena, damaging the raid in intervals for little, but it adds up since this will go on for the next couple of mechanics.
Casters be advised: the AoE’s drop to fast to cast anything in between. So RDM might want to plan around having their melee combo up for this, BLM to have their Tripple Cast or at least Swift Cast. Dragons don’t jump here!
After the last set of AoE’s he will start casting Engage Ballistics System, which is a linear stack marker. Line up for this mechanic and mitigate a little, as the Condensed Wave Canon Kyrios deals noticeable damage.
Following this, he will mark the four closest players with a red marker. Delayed by a few seconds, the marked players will get hit with Wave Canon Kyrios, a linear AoE from the center of the boss through the player which deals about 22k damage, but more importantly it applies a Magic Vulnerability Up debuff. He does that twice in a row, and due to this debuff none of the players that took the first set of Wave Canon Kyrios can take any of the second set without dying.
We spread all players around the boss in their Flamethrower positions, as not to clip the AoE’s. Then we assigned four players for the first set, four for the second. Those assigned for the first set stay on or inside his hitbox until they get the red marker, while those assigned for the second set stay at max melee range or further away.
You can also say that cardinal/intercardinal players go in first/second. And since one tank is on a cardinal, one on an intercardinal, this distribution works for the 2nd Pantokrator as well.
Shortly after the first markers have been acquired, random AoE’s will hit the arena. All players are advised to dodge these outwards as dodging inwards gets you dangerously close or inside the Wave Canon lines. There is enough time for the second set of players to move inwards for their markers after the AoE hit.
Immediately after the wave cannons, omega will place Long Needle Kyrios, a proximity marker, underneath him. Move to an agreed upon corner, we prefered the NW corner. The boss will follow the team into the corner and target a healer with the Blaster tether. Let the offtank take this tether again, and run away from the party as not to hit anyone with the HP Penalty debuff. Shield the tank, because after Atomic Ray will deal raid wide damage again.
Next Omega will cast another Peripheral Synthese, spawning eight red fist adds tethered to one player each. Exploding these red fists together in sets of two deals about 35k damage.
If they don’t explode in time they will deal heavy raid wide damage, most likely wiping the party in the process.
The easy strategy here is to use the tank limit break alongside some mitigation to absorb all this damage and stack all fists on the first punch in the middle. However, if your party lacks damage and needs the limit break for melees, you can spread around the boss and always explode pairs of fists, one on each punch. Pair up, for example, the tanks, the healers, and 2 pairs of dps. It is recommended to let the healers and melees explode their adds first since they will need to top and shield the party swiftly after the first punch or have positionals.
This is followed by a Mustard Bomb and an Atomic Ray. Nothing special about those.
Next we have another Flamethrower. In addition to the burning dot players will also have Ballistic Missiles hitting them and placing the fire puddles. You handle this mechanic exactly like any other Flamethrower, but it deals way more damage to the party! Shield up, mitigate the Flamethrower cast, and healers start casting their high range AoE heals half way through the cast, so that they land just shortly after the red flames. Be ready for the Starboard/Larboard Wave Canon Surge afterwards.
Next, we have an improved and extended version of the Pantokrator. MKV Ballistic Missiles will deal small amounts of damage here again over an extended period of time. Since there won’t be any time to cast for the next ~22 seconds healers should put a regen on the party.
Here’s what is new to this mechanic: After the second set of AoE’s, Omega will additionally cast Flamethrower cones on his left and right side (where the party stands at this moment) that cover an angle of 30°. He does that 6 times in total, in intervals of about ~2 seconds, placing cone AoE’s in a clockwise or counterclockwise motion. Those cone AoE’s will cover every segment of the platform exactly once.
Additionally, after the fifth set of missiles, Omega will target the player that is the farthest away from it with Guided Missile Kyrios, which has about 2.5 times the diameter of the small missile AoE’s. While the first one takes hits after about 3 seconds, the next five hit almost instantly after they have been indicated, and that in intervals of just 1 second.
This Pantokrator will last for a total of 10 small missile AoE’s, so twice as long as the first one, and is also followed up by Engage Ballistics Systems (the line share marker).
That all sounds a lot, but there is an easy way to deal with all of it: Invulnerability. The real problem in this phase are the Guided Missile Kyrios, which hit hard, fast, with a big diameter, on the furthest player and while the cone AoE’s are going on. We just send our PLD (DRK is also possible, WAR’s holmgang is not suitable for this) going straight to the south-eastern corner, while the party moves clockwise. As soon as the first Guided Missile Kyrios is about to hit, he uses his Hallowed Ground to nullify the incoming damage of all 6 impacts.
Meanwhile the group just keeps dodging the small missiles in a clockwise motion. When we are at the north west of the boss he will start casting the Flamethrowers. IF the flamethrowers hit the arena in a counter clockwise pattern, we dodge the fourth set of Missiles outwards and change direction, dodging the next set back to the boss. A little something like this:
ELSE, if the Flamethrowers are going in a clockwise motion, they we keep moving clockwise. After the 10th set we stack up with the PLD in the north-east for the line share.
The line share will be immediately (3 seconds later) followed by Diffuse Wave Cannon Kyrios , a not too hard hitting (~18k unmitigated) cleave that Omega will use ten times on both tanks. The cleave covers an angle of about 120° and this will hit both tanks 10 times in a row in intervals of ~2.5s. while this adds up to 180k damage, it’s dealt over 22.5 seconds. Our tanks popped Rampart to mitigate those and our healers gave regens, they did not even have to pay attention to the tanks.
On the 3rd cleave he will mark the two closest dps and the closest healer for Wave Cannon, which will hit on the 4th cleave. He will do that again on the 6th cleave, hitting on the 7th.
We have the offtank stay north-east of Omega (cardinal, not boss rotation), and the maintank run to the north-west. The party runs and spreads in the south of the with preassigned positions, spreading evenly across the zone that is safe from the tank cleaves. The first group of players will get marked. We use the same groups as for the first Wave Cannon markers. After the marks are assigned, the marked players move outside his hitbox (and to be safe you can go a little further away than may melee range), as not to clip their Wave Cannons. As soon as these hit, the second group moves in and does the same.
Just like the first Pantokrator, this mechanic ends with a proximity marker underneath Omega. Move the group to the preassigned corner again.
For this one, since all our dps were already in the south-east we decided to go there.
If you made it this far, the hardest part is over. Breathe, relax, and focus. None of the following mechanics are new.
We kept the boss in the south east, facing south, for the remainder of the fight, since there is no reason to move him anymore. After a short while he will cast two Surge moves, each either Starbord or Larboard. Dodge them accordingly and change sides instantly.
Shortly after he will cast Charybdis, dropping the entire party to 1HP. Full heal the tanks first, as the main tank will get hit by a Mustard Bomb, and one of the healers will be marked with another Blaster tether that the offtank will have to take over. Be aware that the offtank must be full life or he will receive Doom.
We let the DPS stand to the east and north of the boss, and placed the healers in the north-west with the offtank standing in front of them. After tanking the tether he then moved east as not to hit the party with the AoE. For the sake of your healers, definitely let a tank grab this tether! There are three Atomic Rays incoming, and cover doesn’t last long enough for all of them.
Second to last, Omega will cast Atomic Ray three times in a row. The paladin will have to be shielded for each of these, since he has an HP Penalty.
And last but not least, Omega will cast Loop, his enrage, wiping the party upon completion. Kill him before that happens, preferably.
Finally:
And i thought the o10s guide was long. Here, have an even longer guide. The key to making this work in pugs, especially for first clears, is persistence. Stay on it, let the group adjust to each other, and don’t lose your mind if people fail Starboard Larboard.
If you’re lacking just a tiny bit of DPS, try moving some additional burst like group buffs that are up during the add phase to later when Omega spawns again.
As always thanks to everyone that helped out, and thanks to our pugs, your attitude was awesome.
If you found this or any of my other guides helpful, I’d greatly appreciate if you’d upvote the corresponding reddit post. If you found it to be complete and utter garbage please downvote it, and give me feedback what you’d like me to improve The more people see these posts, the more feedback i become and the more the guide evolves and becomes better and better.
And as per usual notify me if you have any suggestions on how to improve this guide, I’ll gladly discuss everything with you.
Good luck and have fun raiding. o/
(Random People, 18:28, 22.09.2018)
Macros:
Macro:
/p Flamethrower: Rotate clockwise
/p MT
/p R1 OT
/p H1 X R2
/p M1 M2
/p H2
/p .
/p Vertical Chain of Memory, Party in the East
/p .
/p Spread for after 2nd Pantokrator:
/p .
/p West > H1 R1 M1 M2 R2 H2 > East