Baldesion Arsenal Guide
By Kalina Skysong (Leviathan)
- Entry Requirements/Pre-Entry
- Party Composition & Logos Actions
- General Behavior
- Raid/Boss Guide
- Other Notes
Entry Requirements/Pre-Entry
- Base Requirements
To be eligible to participate in Baldesion Arsenal at all, you must be Level 60, completed the Eureka storyline, and have talked to the Expedition Scholar in the main base of Hydatos to unlock the Baldesion Arsenal.
- Getting in to Baldesion Arsenal
To get into Baldesion Arsenal at all, you must first Spawn, then Kill the NM Ovni at the FATE “I Don’t Want to Believe”. This fate is either automatically spawned, or spawned via killing the Sprites on Sprite Island, so in most instances he will simply spawn naturally. However, if you are in a fresh instance, you may want to send a reflector to Sprite Island to be safe.
Once Ovni has been killed, 48 Blue Unstable Portals will spawn on the map, and players who were level 60 before Ovni died, and received gold credit on his FATE, will receive a 10 minute buff, which will allow them to use portals to enter Baldesion Arsenal.
Blue Portals can only be used by players with a Stabilizer item. After 5 minutes Earth time, the Blue portals despawn, and Red Stable Portals spawn instead near them, which anyone with Ovni’s buff may use. In practice thus far, everyone simply takes the five minutes before the portals change over to prepare for entry. During this time, I suggest setting up Parties and Logos actions, if you have not already. You can also get Hydatos Elemental buffs which will carry over into Baldesion Arsenal, if there is an Elemental available.
Party Composition and Logos Actions
- Party Compositions
Party compositions are mostly laissez faire, but it helps to have standard 2 Tank/2 Healer/4 DPS compositions, to ensure you have enough of each role for mechanics down the line. Where possible, optimize party comps to make sense, but don’t worry about it too much.
At minimum for Baldesion Arsenal you will require 6 tanks (whether that is Platebearer/Incense users or actual Tanks), and 6 healers. More is not strictly necessary, but provides redundancy to ensure a smooth clear.
- Logos Actions Overview
Logos Actions are extremely important in Baldesion Arsenal. As such, the following setups are suggested, to maximize your ability to clear both the trash and the bosses in Baldesion Arsenal.
Throughout the course of the dungeon you will swap active Logos Actions multiple times, thus redundancy in Logos Actions is useful, as is the ability to store 6 Logos Action Sets instead of just 3, if you can take the time to farm the Flasks for it.
- Actions All Players Should Have:
- Spirit of the Remembered: Pre-pop this in the entry hall, then put on your other actions. It will stay on even after changing logos actions. If you die and get revived by it, activate a new Spirit of the Remembered.
- You will notice nearly every combination includes Spirit of the Remembered; this is to ensure you have sufficient copies available for new players with limited slots. As you get comfortable with fights/switching Logos Actions efficiently, you may cut this number down. Realistically you only need 1-2 spares after your initial use.
- 2x+ Of their Role Actions mentioned in section #4.
- 1-2x of their Unique Actions mentioned in #5 of this section.
- Spirit of the Remembered: Pre-pop this in the entry hall, then put on your other actions. It will stay on even after changing logos actions. If you die and get revived by it, activate a new Spirit of the Remembered.
- Role Actions
- Every Tank should have
- 1x or more of Wisdom of Guardian/Indomitable + Remembered
- 0-1x of Wisdom of the Martialist + Remembered
- Every DPS should have
- 1x or more of Offensive Wisdom(Ex. Elder) + Offensive Skill(ex. Magic Burst)
- 0-1x of Wisdom of the Platebearer + Remembered
- Every Healer should have
- 1x or more of Wisdom of Platebearer + Remembered
- 0-1x of Wisdom of Aetherweaver + Remembered
- 0-1x of Sacrifice + Remembered
- Every Tank should have
- Unique Actions
- Each player in the party will have one action unique to them. All 8 of these skills should be considered mandatory for someone to have in the raid. This setup simply ensures each party has a copy for safety, ease of use, and equal burden among players.
- Each player should take 1-2 copies of [Their Unique Skill] + [Wisdom of their Choice]
Tanks
T1 – Protect (Keep up on party full time, can swap off after using each time)
T2 – Feint (Use on all wind based enemies, including Absolute Virtue)
DPS
D1 – Dispel (Use on any enemies with buffs)
D2 – Spirit Dart (Use on all enemies)
D3 – Perception (Use constantly when traveling to new areas)
D4 – Shell (Keep up on party full time, can swap off after using each time)
Healers
H1 – Refresh (Use during Trash Packs)
H2 – Bravery (Use for Absolute Virtue/Proto-Ozma)
Where possible, try to set these up before going into the Arsenal, but if you do not have time to do so, you can also adjust your Logos Actions and recharge your Magia energy at the Baldesion Arsenal Entrance. You cannot return to the entrance after you start, so plan accordingly to have multiple copies of skills you need.
- Magia
Players should generally all have one point in the defensive element and 4+ in offense, with the exception of tanks (who should be 5/0 or 4/1 in the reverse direction). If you’re planning on running Platebearer, have significant Eureka gear, VIT Melds+Food, or more than five magicite, you can go 5/x more safely.
General Behavior
Baldesion Arsenal does not play like standard content. You cannot Raise dead people outside of Sacrifice and Healer LB3. Additionally, a single tap from a trash mob may kill any non-tank if they are not in Platebearer/Defensive, ending their run. Furthermore, traps can end the entire raid’s run very quickly as well. As such, some adjustments to normal behavior must be observed.
- The Party/Raid must always be lead by the player(s) with the Perception Logos Action, scanning for Traps as they go. Traps are not like they are in Palace of the Dead; there is no potential ‘Safe’ part of a hall you can run down without scanning. Traps also like to live near chests, portals, and other interactable items, and can bait in greedy players who do not wait for Perception first.
- Let tanks establish Aggro. Normally pulling a mob for a single hit is fine. In the Arsenal, it can and will kill careless players, ending their run if Spirit of the Remembered does not proc.
- /magiaauto should be on for all players in parties with Refresh available; Tanks should use it twice to set it to Defensive mode. If a party does not have Refresh, you will have to be very sparing with your Magia board spins. /magiaattack and /magiadefense can be used to one-time set your Magia board instead of using auto or manual spins.
- Ready Checks and Countdowns do not work outside your party. The pulling Tank(s) may wish to have /say countdown macros.
- Everyone has a Job: If you have Shell, keep track of when you need to re-Shell the party. If you have Refesh, use it frequently during Trash packs, etc. So on so forth; don’t expect others to tell you when to do your job.
- Play Safe: You run ends if you die. There are no FFLogs for these fights, and your personal GCD of DPS is often completely irrelevant. Respect the mechanics and do not try to see if you can get that last extra GCD in if you want to see Proto Ozma
Raid/Boss Guide
Path to Twin Spears
The first boss is the Twin Spears; but before we get to them, we have our first trash mobs.
First of all, DO NOT JUMP OFF THE LEDGES YET. Once you jump down, you cannot get back up, and are locked into that side for the first boss. Take your time organizing parties, setting up Logos Actions, and refreshing your Magia Spinner. Once you are ready, and know which side your party is on, you may jump down.
The trash mobs are the same on both side; split the raid up roughly evenly between the two sides. The West side goes to the Black Spear, the East side goes to the White Spear. If your raid has an odd number of parties, send more parties to the East/White Spear side, as it is usually the slower and harder of the two bosses.
The first Trash mob is Demon Wall. It does nothing special particularly other than Auto Attacks, and is a simple tank and spank check to enter your hall. After that, there are a few trash packs which include Mammets, Frogs, and Behemoths. Pull them one at a time with /magiaauto on and focus them down. Assign a tank to pull if there is any confusion on which is pulling.
Various Mammets: These have basic telegraphed AoEs, and go down easy. Nothing Special
Frogs: These hit the tanks hard and fast, expect to need Cooldowns and heals in significant amount. Nothing feels worse than having your Tank’s run end on the 3rd mob.
Behemoths: They do a basic targeted AoE, and a Tail Swipe. Dodge both and beat them up.
You are now onto the first boss(es). Follow the guide for your appropriate boss. These bosses will stay alive until both bosses reach 1 HP. As such, don’t pull until both groups are at the bosses, or you’ll just give yourself more time to have to stand around doing mechanics.
These two bosses have no known enrage timer, and as such, you may opt into using your Wisdom of the Platebearer sets, and/or using defensive Elements if you feel uncomfortable with the bosses.
Note: Nearly all raidwide AoEs in Baldesion Arsenal can potentially one-shot players who do not have any defensive actions/logograms/eureka gear/food/etc. As such, eat food, and shield for AoEs to be safe if your party has players with no defensive stats.
Boss: Black Spear – Art: VoD Link
Art has a few basic abilities that have telegraphs, cast bars, and unique animations. The bolded ones are the most important ones.
- Thricecull – Basic Tankbuster.
- Acallum no Senorach – Basic raid-wide damage AoE.
- Legendcarver – Telegraphed basic circle AoE.
- Legendspinner – Telegraphed dynamo/donut type AoE.
- Legendary Geas – Flashes the floor black, then heavily slows any player who moves during the mechanic.
- Jump & Gravity Ball – Art will leave the field, leaving behind a proximity AoE marker, and marking one player. A gigantic gravity ball will begin chasing that player for a number of hits. They should continuously run from it, while everyone else simply avoids the Proximity AoE.
- Spiritcall – Places AoEs and red-triangle stack markers on various players.
Additionally, the boss will periodically summon spears, which tether to him. He will peform either the Donut or Circle Aoe after. The spears will immediately follow up by performing the same AoE themselves after. As such, dodge Art’s AoE, then either run back to middle or to a spear to dodge the spears’ AoE copies.
Legendary Geas is also followed up with some basic line AoEs. Thses are easily dodgeable as long as you do not get slowed by Legendary Geas. If you do, you may still survive with sprint or movement skills such as Elusive Jump
Boss: White Spear – Owain: VoD Link
Much like Art, Owain has a few basic abilities that have telegraphs, cast bars, and unique animations. The bolded ones are the most important ones.
- Thricecull – Basic Tankbuster.
- Acallum no Senorach – Basic raid-wide damage AoE.
- Elemental Magics – Telegraphed AoE Circle.
- Mythcall – Summons 8 Spears in a circle around the arena.
- Elemental Shift – Changes the bosses element to either Ice or Fire, and makes glowing Ice/Fire balls circle around him to match it.
- Spiritcall – Places AoEs and red-triangle stack markers on various players.
- Hand Mechanic – Unknown name, summons hands tethered to players. Look at them to make them stop moving. Tethered players must be in melee while looking at the hand to remove the Hand’s Damage Resistance. The hands explode in an enrage after some time.
Much like Art, this boss’s spear’s will perform the Owain’s AoEs; however Owain’s happen at the same time. The difference is only the spears which match Owain’s element will perform his AoE. Thus, whenever the boss performs Elemental Magics, stand on a spear of the opposite element of the Boss. If he’s on Fire, go to an Ice Spear, or vice versa.
For Spiritcall, players with AoE indicators should move away from the party. Players with the red triangle indicators should stack with each other on the boss. If done during the Spears mechanic, be aware you have plenty of space to work with, as the spear explosions aren’t all that large.
If the boss lasts long enough, which he often does not, there is a third mechanic. Owain will summon large hands tethered to multiple players. The player with the tether should look at their hand to stop it in place. The rest of the raid may then kill the hands. The player with the hand will need to move into melee range with the hand to remove the Damage Resistance on the hand; however, if they are in melee range of the hand while it is unfrozen it will attack and potentially kill the player. The hands additionally enrage after some time.
Once both bosses reach one HP, they will die, and you can advance on to the next segment of the Arsenal.
Path to Raiden
The next boss is Raiden, an Odin-looking boss. But before we get to him, we again have some trash mobs and halls to get through.
First off, use Perception to clear the hall past the first boss, until you come to a large room with a chest in it. One team may come across a sprite add. Simply burn it down and Silence any spells it tries to cast if possible.
In the large room, clear the side away from the monster with perception, have everyone collect the chest (each person can use it for individual loot). You may then proceed to start clearing the room. There will always be multiple traps in this room, so be careful to keep Perception checking while pulling until you have found them all. There are Mammets, Dolls, Ghosts, and Centaurs in this room.
Mammets : Much like before, they use basic telegraphed AoEs and die relatively easily. They may have another ability if they live long enough, but I’ve yet to see it resolve before they are dead.
Dolls : These have an un-telegraphed, charge up cleave attack, similar to Slipstream from Garuda HM/EX. Face them away from the group, and all players including the Tank should move behind it when it is casting. If they live long enough, they also do a double ground pound raid-wide AoE.
Ghosts : These are patrolling mobs, which do relatively little of note. Just keep an eye on them and pull them when it is convenient.
Centaurs : These should be dispelled as soon as they use Berserk. Other than that, they just have basic telegraphed AoEs. You can also use Sleep to interrupt Berserk.
Once these mobs are dead, Perception your way up the hall to the next boss, Raiden.
Boss: Raiden: VoD Link
Raiden is slightly more complicated than the previous two bosses, however, he thankfully also has no known enrage, though he does have some easy DPS check phases. As such, Wisdom of the Platebearer is again a valid option, and may help you survive a single failed mechanic in some cases. You will also lose your Limit Break gauge when you pull, so you may wish to use Caster Limit Breaks to pull the boss.
Raiden’s Basic Abilities are listed here. Bolded are the abilities you should pay the most attention to.
- Spirits of the Fallen – Basic Raid-wide damage AoE.
- Shingan – Basic Tankbuster.
- Thundercall – Electrifies the edge of the arena permanently.
- Booming Lament – A basic ground AoE that is a bit slow in resolving. Don’t rush immediately back into it.
- Ame-no-Sakahoko – Raiden does a very large circle AoE around himself, back-flipping across the arena in the process. Run ahead of time and do not wait for the indicator.
- Whirling Zantetsuken – Raiden holds his sword up and performs a Dynamo/Donut style AoE. You must be inside Raiden’s Hitbox to survive.
- For Honor – Raiden holds his sword down and performs a basic untelegraphed Circle/Chariot style AoE. Run away to survive.
- Charge Attack – Raiden teleports outside the arena, places ground AoEs, then Charges through the middle, slashing one side with his glowing sword. Wait for the AoEs in middle, then run to the side away from the sword to survive.
- Lancing Bolts + Ultimate Zantetsuken – Raiden marks 6 players with AoEs, which must be spread out. A Spear add spawns at each AoE location. They must be all be burned down before Ultimate Zantetsuken Resolves to reduce it’s damage.
- Cloud to Ground – Thunder Exaflares. These AoEs march across the Arena. Go near the first one, then stand in the space it left behind. To dodge any additional paired mechanics, simply walk down the lane of AoEs you’re already standing it.
- Bitter Barbs – Odin drops repeated small AoEs on a few players, and binds various pairs of players together with tethers. This is paired with Cloud to Ground the first time. Just walk down the lane of Exaflares, and have tether players split off to break their tethers.
- Levinshower – A high damage raid-wide AoE, possibly Proximity based. Simply stay stacked and use mitigation abilities. This is paired with Cloud to Ground the second time.
Most of Raiden’s individual mechanics/abilities are straight forward to resolve on their own. However, if the fight goes long enough, he will perform both his Charge attack and Lancing Bolts at the same time, on the second round. Move to the middle of the arena, dodge the AoEs, resolve Lancing Bolts first, then dodge the Charge Attack. You have plenty of time, just don’t panic and you will be fine. If things get dicey, you can use DPS Limit breaks to kill the nails at the end of the mechanic.
Cloud to Ground is one of the most visually messy mechanics, with lots of explosions happening, but ultimately is actually very easy to deal with. Just make sure the party stays stacked at the start of the mechanic behind the first Exaflare, and the rest is easy.
Whirling Zantetsuken and For Honor may be randomly chosen later on in the fight, so be aware to watch out for either, including back to back usages of the two. Sword Up => Get in. Sword Down => Get Out. “Down and Out”, like the debuff.
Depending on your DPS, you may simply Kill Raiden before you see a second round of Lancing Bolts.
Upon defeating Raiden, he leaves behind a chest for more personal loot, and you can begin the somewhat long trek to Absolute Virtue.
Path to Absolute Virtue
Upon leaving Raiden’s room, you will have a few stairs and a corner room to cut through. As before, pull mobs one by one, and use Perception liberally to avoid traps. Try to avoid fighting monsters on the stairs, as it can make AoEs difficult to see correctly.
Books : These hit reasonably hard, and do either a Donut or Circle telegraphed AoE. Dodge as appropriate. The telegraph for these breaks pretty badly on stairs, which can be dangerous.
Dolls: Patrolling, and same as the previous Doll mobs.
Fan : Has a basic Line AoE.
Mammets : These mammets have a buff called Condensed Libra, which makes them hit harder. Dispel/Cooldown as available.
Eye : Probably does something eventually, but it’s always died before casting anything.
From here, Perception your way up the long stairs, and through the next room to collect another Treasure chest. After some more stairs, you will enter the hall leading to Absolute Virtue and 6 side rooms. Give AV a wave, and don’t worry about him for a bit, you have plenty to do before actually fighting him.
First, clear out the Dullahan patrol, being careful of cleaves. Once that is done, peek into each of the rooms, and see if you can locate a Treasure Chest. One of the six rooms will have one. Clear out that room (or all of them until you find it, if you can’t find the chest from the doorways). Be sure to use perception through the halls and rooms, there are traps frequently all over this area. Once you have obtained your Treasure, Scan each room for traps until you reveal a special Teleport circle (small white circle). Everyone file on through the teleport, to be taken to another identical hallway.
Perception the room, and collect another chest. At this point, you should have seen and dealt with all the monsters, so simply clear out the halls. In each of these new six rooms, use Perception to reveal any potential traps, and a blue switch/portal in the middle. Do not touch them yet.
You will now need to split your raid up into 6 functional groups; that means at least a Tank, Healer, and some amount of DPS per group. Each group will be given a room, and must touch the blue circle in the room, locking the door and spawning monsters for them to kill.
This has two purposes; most immediately, it unlocks the door at the end of the hall so your raid can return to Absolute Virtue’s boss room. Secondarily, once all 6 switches are hit, a new NM FATE will spawn in the South of Hydatos with the name “The Baldesion Arsenal: Expedition Support” [VoD Link]. This fate includes a boss which has a crit buff which should be feinted and dispelled. Upon this FATE dying, two things occur.
- Absolute Virtue is replaced by a version of himself without his Super-Buff, allowing you the ability to sanely fight him.
- 8 Red New Stable portals appear in Hydatos for 8 more players to join your raid.
Clear out the 6 rooms, gather your raid back together, and fight your way back to Absolute Virtue’s boss room (some of the trash respawned when you hit the switches), and wait for the FATE to be completed outside and your 8 new reinforcements to join you.
Boss: Absolute Virtue: VoD Link
First of all, once you reach Absolute Virtue, you no longer need many of the skills used for cleaning up trash mobs/halls from here on out. You can now drop Perception, Refresh, Dispel, and Proctect/Shell if you refresh it pre-pull on everyone and don’t take a long time before pulling Proto Ozma. After AV, you may also drop Feint. Only combat-relevant Logos Actions should be used from here on out.
Absolute Virtue is the first true test in Baldesion Arsenal, having a reasonably rough Hard Enrage. This will mean all of your players other than the active Tanks will need to be using Offensive Wisdoms and Magia Elements. Any additional Eureka-Specific gear players have will also go a long way to meeting the DPS check. The Healers with it should also break out their Bravery Logos Actions. 10% Damage up on the party is quite significant.
Once again, your Limit Break will reset on pull, so pull with Caster Limit Breaks.
Mechanically Absolute Virtue is relatively simple. The mechanics are listed below. Most important mechanics are bolded.
- Meteor – Generic Raid-wide damage AoE
- Auroral Wind – Generic Tankbuster, small AoE around the target.
- Medusa Javelin – Telegraphed Conal attack. This tends to follow on the heels of other mechanics.
- Eidos – Places Light or Dark bracelets on Absolute Virtue. This interacts with other abilities.
- Hostile Aspect – Places multiple puddle AoEs around the arena. Puddles which are the same color as AV’s bracelets will grow in size immediately before exploding. As such, find a space away from growing puddles to stand in. Puddles of either color will still do damage, even if they do not grow.
- Impact Stream – Divides the arena in half, one half light, one half dark. You must be on the side of the opposite color of AV’s bracelets. If he has dark bracelets, go to the light side. This mechanic is also cast by AV’s clones later on, so you must look at each Caster’s bracelets in turn. This still does non-trivial damage when you do the mechanic correctly.
- Turbulent Aether – Tethers many players with orbs of either light or dark, and places light and dark circles on the ground around the arena. Tethered players must stand in a circle of the opposite color to shield themselves from the orb chasing them. Stay in the circle until the orb explodes/disappears to resolve the mechanic. The orbs are non-interactive with other players.
- Jump & Clones – AV leaves the arena, placing multiple proximity AoEs, stay in the middle fo the AoE. After that, AV Clones spawn which will each perform Impact Stream with their own bracelets. Dodge these as appropriate, then avoid a final Proximity indicator to resolve the mechanic. AV will also repeat this mechanic later while not leaving the arena himself.
- Wyvern Adds – AV will summon two Lightning Element Wyvern adds. Have a tank in appropriate element pick them up and tank them while raid burns them down. They must be killed quickly or they will explode for large raid-wide damage and a raid-wid damage down debuff. Turbulent Aether, and Medusa Javelin will also be used during this phase. Be sure to use /magiaauto or manually adjust elements for dealing with the Wyverns and returning to AV.
AV’s mechanics mostly explain themselves. The only segments that may trip you up are dealing with the Clones’ Impact Streams and the Wyverns, simply due to being a little chaotic. Just keep your DPS up, respect the mechanics, and AV will fall over in no time, leaving you another personal Treasure Chest, and an open pathway to Proto-Ozma.
The Clones+Impact Streams mechanic will do a large amount of damage to the raid even when done correctly. Healers will need to do at least 1-2 AoE heals during the mechanic, or pre-shield it heavily, particularly as it is followed by a proximity AoE after the first time it happens.
Path to Proto Ozma
Unlike getting to Absolute Virtue, the Path to Proto-Ozma is an easy one. Just head down the path and up the stairs, and say hello to the final trash mobs in the dungeon. Thus far no one has encountered any traps in this hallway, so it is believed to be safe.
Chair-Owls : Face them away from the group, and silence/stun On the Properties of Darkness; it’s a targeted Dispel which will remove buffs (including Remembered) from players.
Boss: Proto Ozma: VoD Link
For Proto Ozma, split your raid into 3 and assign platforms. Be aware you can fall off of the platform, even while setting up. You can go down into Ozma’s area before pulling him; he won’t aggro until someone attacks him. Ozma will also require 3 Tanks to maintain top 3 Threat during his fight, to have appropriate targets for his lazer beams. Ideally these 3 tanks should be split across the 3 platforms.
Ozma will periodically switch forms himself, and also summon Ozmashades at the edge of the arena, which will perform attacks. Most commonly, these two happen back to back, so you will need to keep track of which switched first to avoid their transformation attacks.
Ozma Himself transforms into four forms; Three major forms and one transition state (Sphere). Ozma will always transform as [Spike/Cube/Triangle] -> Sphere -> [Spike/Cube/Triangle]. Each form grants Ozma access to a unique attacks.
- Sphere is essentially a brief transformation phase with one ability. On transform, Ozma will perform a raid-wide draw-in, spitting players back out into Hydatos. To avoid this, all 6 panels around the arena must have a player on them and every player must be in one of those 6 panels to be shielded from the draw-in. After this he will summon Ozmashades and change form.
- Ozma’s auto-attacks during Sphere are single target non-AoE attacks on the highest threat player per platform. If no players are currently on the platform, Ozma may auto-attack a random target.
- Ozma’s auto-attacks during Sphere are single target non-AoE attacks on the highest threat player per platform. If no players are currently on the platform, Ozma may auto-attack a random target.
- Spike-ball – does a large circle AoE, forcing all players into the far edges of the platforms.
- Ozma’s auto-attacks during Spike-ball are split-damage AoEs on random(?) players per-platform. The party must remain stacked when possible.
- Spike-Ball also grants Ozma access to Meteor Impact(Adds), and Shooting Star.
- Cube – Ozma does the old Dynamo/Donut AoE on transformation and spawns the rotating orbs on the edge of the arena which must be detonated by a Tank with CDs.
- Ozma’s auto-attacks during Cube are line lasers which cleave in a line, on the highest threat player per-platform.
- Cube also grants Ozma access to Meteor(Stack) and Holy.
- Triangle – Ozma does the old Lazer covering each platform on transformation.
- Ozma’s auto-attacks during Triangle are stacking AoE Bleed attacks on a random non-melee player (or melee if all in melee) on each platform. Put one player in the back when available to bait these. Similar targeting type to Twintania’s Fireballs from UCoB.
- Triangle also grants Ozma access to Meteor(Stack), Meteor Impact(Adds) and Acceleration Bomb.
The Ozmashades perform the same abilities on transformation as Ozma, then disappear.
- Triangle will shoot a laser through primary platforms.
- Cube/Square will do a large donut/Dynamo AoE.
- Spike-ball will do a large point-blank/circle AoE.
Ozmashades will be summoned at the end of each Sphere phase, then once again at some point during each major form, with the exception of the first major form, where Ozmashades are not summoned.
The following is a list of each of Ozma’s Attacks.
- Shooting Star: [Spike] Radial Knock-back indicators will be marked on the three platforms. Either get knocked onto the front/back of the platform, or onto the rings to resolve the mechanic safely.
- Meteor Impact(Adds): [Spike/Triangle] Places 6 AoE markers on players; 2 players per major platform. These AoE markers turn into Proximity AoEs, then into Adds. The Adds must be killed before their Tornado ability resolves.
- Holy: [Cube] A roomwide AoE with a small knockback from Ozma; stay slightly forward to avoid being knocked off.
- Meteor(Stack): [Spike/Cube] A generic party-stack Aoe, which deals magic damage and applies a magic vulnerability up. Tanks who are actively taking damage soon should not stack in this.
- Acceleration Bombs: [Triangle] Places countdowns on multiple players per platform, who must be doing nothing when it resolves, or they will detonate in an AoE which reduces all players to 10% HP, and applies a Damage Down effect. The countdowns for this mechanic are varying lengths, from ~8 seconds up to ~24 seconds.
Between each form he will go back to Sphere phase, where his rotation is BLACK HOLE => Double Transform attack with an Ozmashade, the Ozmashade transform attack goes off first, then Ozma’s attack. The first time Ozma returns to Sphere form, there is an additional single Ozmashade attack.
Ozma always starts by transforming into the Spike-ball form, however, after that form transitions are random, following the [Major Form] => Sphere => [Major Form] pattern. The Initial Spike-ball form is a simplified version with no adds and no Ozmashades. As such, the opening ~2 minutes of the fight are your best opportunity for relatively free DPS.
Ozma is capable of changing from one major form into the same major form again. Ex. Triangle => Sphere => Triangle.
As the fight goes on, Ozma will combine various abilities together. Players will need to pay attention to the order the attacks come out, and resolve attacks in-order. The following is a non-exhaustive list of examples:
- Stack + Acceleration Bombs
- Stack + Tank Orbs + Auto-attack Cleaves
- Adds + Acceleration Bombs
- Ozmashade Attack + Shooting Star
- Ozmashade Attack + Stack + Holy
- Ozmashade Attack + Acceleration Bombs
- Etc.
There is a 10:30 Enrage on Ozma (long cast Shooting Star), which is reasonably easy to meet. In general, focus on mechanics for Ozma, and if most players remain alive, the DPS check is relatively trivial, given offensive Wisdoms and Magicite setups.
Other Notes
Sacrifice-Chaining: The Logos Action Sacrifice can be used to revive players, at the expense of the caster’s life. However, with Spirit of the Remembered, the caster can have a 70% chance to self-revive after, getting both players up. This can be further augmented by having another healer Sacrifice to get the original caster back up if they failed, trying for another 70% chance, and so on-so forth, as long as both Logos actions are available on some healers. This should only be done out of combat for sanity purposes.
A number of Logos Actions are potentially useful in the Arsenal that are not mentioned here, as they’re either niche, untested, or require more significant coordination to use safely. Among these are:
- Double Edge: Requires some caution to not kill yourself in the using. Bloodbath may be potentially used to help mitigate the damage, though then you are lacking a Wisdom bonus.
- Eagle Eye Shot: Taking Aggro because of the enmity multiplier is potentially dangerous, but may be worth using.
- Solid Shield/Spell Shield: May be worth using on Ozma Orbs or other specific mechanics potentially.
- Incense: May be worth taking as a backup on the occasional DPS in case you lose too many tanks before AV’s 6-rooms segment.
- Reflect: May potentially be able to reflect some attacks for damage, but unknown what may pierce it or not.
- Death: May potentially work on some trash mobs, but unknown what ones, and they’re all very killable already.
- Banish: Unknown what mobs, if any, classify as Undead.
The mid-way FATE is a relatively non-trivial boss, and has caused many groups to end up unable to even attempt Absolute Virtue properly. It may be advantageous to /shout and notify the zone when you’re getting ready to spawn it, so player will be ready ahead of time. Both Mighty Strikes and Shock Spikes should be dispelled on the boss as soon as they are used.
The players entering from the reinforcement FATE cannot get the personal chests before Absolute Virtue. They do however get a shortcut to end end of Raiden’s boss room.
i290/300 Accessories with VIT melds can net you some additional health/safety with minimal cost, if you have access to them. Additionally, don’t forget to eat food during Arsenal, particularly for Bosses.
Eureka-specific gear is extremely strong. Elemental Bonus effectively adds partial magicites to all elements on your board. As you get more gear, raid damage will go up significantly, and raid damage taken will go down. With enough, the DPS checks within Arsenal become relatively trivial, and you’ll have players able to survive single failed mechanics or trash auto-attacks without platebearer/etc.
Baldesion Arsenal itself has a timer; this timer is extended whenever you clear a major room or boss. Additionally, if your zone timer is less than the Baldesion Arsenal timer, your zone timer is extended to match it. As long as you don’t stop to take long AFK breaks, or take excessive time with explanations in the Arsenal, the timer should not be a concern.
This guide was made via Arsenal runs on the Primal Data Center, along with VoDs from attempts on Aether, Mana, and Gaia. The VoDs in this guide are all from the attempts on the NA Data Centers.
This guide was last updated on Feb 18th, 10:30 AM EST