Alphascape V1 (Savage) a comprehensive Text Guide
by Fennek F’ox 🦊
Thanks for helping out with optimisations to:
lilzael LelenaLena Raikeron Ashe Iceblood
OneBit Miss Lexi
Introduction:
The fight against Chaos can be separated roughly into four segments, which can occur in two different patterns:
Damning Edict→ Fire → Wind → Interlude → Water → Earth → Enrage
Long/Latt → Water → Earth→ Interlude → Fire → Wind → Enrage
Chaos starts off the fight with one of three moves:
Longitudinal Implosion:
- He will cast two sets of two cones back to back. The first set will be in front and behind him. The second set at each of his flanks. The party will have to move from his flank to his front/rear to avoid getting hit.
Latitudinal Implosion:
- Like Longitudinal Implosion, but the other way around.
Damning Edict:
- He will deal heavy damage and apply knockback to all targets in front of him. Stand behind him.
Fire Phase:
The fire phase is commenced with Blaze, a big raid-wide aoe, which applies Entropy debuffs to all players. At the same time he renders the entire arena except for the center burning, causing players standing in the fire to receive a DoT that ticks with about 15k damage per second. Avoid that.
The eruption timer on Tanks/Healers will be 10s. The timer on DPS will be 20s. After the debuff runs out an aoe appears around the player, damaging and knocking back all other players hit by the aoe.
After the first set of Entropy runs out he will cast either Longitudinal or Latitudinal Implosion. Avoid this as usual.
After that the Entropy on the DPS runs out.
The Images above show how we positioned players for the Entropy procs.
(The DPS and tank in the east are a little further north so they can still attack the boss safely [Melee Position])
After that the main tank will be hit by Chaotic Dispersion, a tank buster which causes physical vulnerability up. Accordingly a tank swap here is recommended.
This is followed by another Blaze, which reapplies Entropy on all players. Again, tanks and healers run out first, then DPS. But this time, instead of the filler move, he will cast Big Bang on all Tanks and healers. This is a stack marker that causes magic vulnerability down and needs to be shared between a tank/healer and a dps. We moved tank/healers out for the first set of entropies, stacked the dps with the same position on top of them and then moved the tanks and healers in the middle for the second set of entropies.
To finish the Phase, Chaos casts Big Bang causing AoE‘s to appear wherever the stack markers were shared. Just move the DPS into the middle for this one.
After this the fire on the ground will disappear and i recommend pulling Chaos to the North West to get a consistent movement pattern. (but any corner will do).
For the last mechanic in this phase four orbs will spawn at intercardinal positions in the inner circle, shooting 4 sets of line AoE’s through the area. Pro tip: dodge.
This phase is always followed by the…
Wind Phase:
The wind phase commences with Cyclone, a heavy hitting raid wide aoe that grants all players in the party one of two debuffs.
The tanks and healers will get the Headwind debuff, causing them to receive half the knockback if it hits them from the rear, and double if it hits them from the front. If they dont get knocked back before the debuff ends, they will get knocked airborne, receive a good chunk of dmg and a dmg down debuff.
The DPS receive Tailwind, which is just like Headwind but with front and rear swapped.
After Cyclone a circle of windy terrain appears in the center of the arena, which again applies a heavy DoT on anyone entering. Walk around that.
The first thing chaos will do is a proximity based aoe in the opposite quadrant of the arena. If you pulled him into the NW, he will jump into the SE.
After that he will cast another Damning Edict and a raid wide knockback from the center of the platform will be telegraphed. The players must run to the south eastern part of the arena, staying close to the edge of the windy terrain. Tank/Heal must look away from the center and DPS towards to be knocked behind Chaos and not off the platform.
This is followed by a Chaotic Dispersion, demanding another tank swap.
After that another Cyclone hits the raid applying the same debuffs as the first time. Shortly after, both healers will be marked with a proximity damage marker. We moved one to the NE, one to the SW so that they are well spread.
While the healers move another raid wide knockback from the center will be telegraphed. Tanks and DPS just move to the edge of the terrain again and handle it as they already did. The healers move to the edge of the terrain in their assigned corner and let themselves be knocked into the corner.
After that Chaos casts another Big Bang, this time bigger AoE‘s will hit wherever the healers placed their proximity damage. Move the healers back to the party and all is good.
The last mechanic in the Wind phase is Fiendish Orb. Two random players will get tethered by an Orb in adjacent quadrants to Chaos, which deal heavy damage once Chaos finishes his cast. Keep the party in the edge, as not to mess with the tethers. The tanks need to walk through the tethers to grab the orbs and mitigate the incoming damage. Alternatively, one tank can grab both orbs and invuln them.
Water phase:
The water phase starts of with Tsunami, a heavy raid wide AoE that applies the debuff Dynamic Fluid to all players.
Once the debuff runs out a donut aoe will be cast around the player, dealing heavy damage to everyone caught by it. He will also render the arena with watery terrain (once again DoT) apart from a corridor in the middle from north to south.
It is recommended pulling Chaos north after Tsunami. Chaos will jump to the opposite side of the corridor and start casting Damning Edict. We stacked the party in the north of the platform until he jumps to minimize proximity damage. At the same time as he jumps the first set of donut AoEs appears, but the party is stacked so there’s no casualties.
Then the party moves to the south side of the platform and stacks behind him. Shortly after Damning Edict the second set of donuts goes off, so stay stacked for a little longer.
After that we pulled him a little north of the center, in before the next Chaotic Dispersion and a tank swap.
Chaos will cast another Tsunami applying the same debuffs to all players.
The healers will be marked with a proximity damage marker each. One is moved into the far north, one into the far south. The party stays in the middle. As their Proximity markers pop, the first set of donut AoE‘s explodes around the healers and tanks. The Healers should be isolated in the N/S, and the party stacked in the middle.
The healers move back to the party as the boss casts Big bang, causing AoE‘s to hit where the healers placed their proximity markers. At the same time the second set of donut AoEs explodes, so stack up.
Lastly the two orbs will spawn in the N/S of the platform, and Chaos will start casting Fiendish Orb. Similarly to the Wind phase the tanks need to grab and mitigate the incoming damage.
Before the earth phase i recommend pulling Chaos a bit north.
Earth phase
This is in my opinion the most difficult phase of this fight.
The phase begins with Earthquake, a heavy raid wide AoE that applies two kinds of debuffs. The tanks and healers obtain Accretion, which forces them to be healed to full health before the timer ends. The DPS get Primordial Crust and need to „die“ before the timer ends. At the same time the southern half of the map is rendered with earthy(?) terrain causing, again, a DoT to anyone inside.
Healers should try to heal before the next mechanic. (mt use conva pls)
Shortly after a knockback towards the south will be telegraphed on the northern half. All players must either move to the northern edge or nullify this knockback to avoid being pushed into the terrain.
After this Chaos will cast either Longitudinal or Latitudinal Implosion. The tanks and healers need to dodge these as usual, while the DPS need to get hit by both attacks to „die“ and lose their debuff.
Then Chaos casts another Chaotic Dispersion, causing a tank swap.
Another Earthquake follows and applies the same debuffs again. Healers are advised to heal the tanks and healers before the following raid wide knockback to the center.
Four stack markers will appear, one over each tank and healer. The floor will indicate a knockback to the south, so all players must stack with their preassigned partner on the northern edge of the platform. (Preferably stack tanks with melees and healers with ranged DPS).
After this the boss will cast Big Bang causing aoes to appear wherever the stack markers were taken. This mechanics is supposed to kill the DPS, so while the tanks and healers move out, the DPS stay where the stack was and get killed.
For the final mechanic in the earth phase, four orbs will spawn in the corners of the northern half and shoot 4 sets of line AoE’s through the arena. Just dodge those.
The Interlude:
The Interlude in this fight is a little tricky, but if you come to understand how it works it will be easy to handle.
The boss will cast Bowels of Agony, reducing all players health to 1 and applying various debuffs to the party. The tanks and healers will receive the Headwind and Dynamic Fluid, while all DPS receive Entropy and Primordial Crust. It is important that the healers don’t shield until after the donut AoE’s have gone off so that the DPS can safely drop below 1HP. However the Tanks and Healers, so heal without shields. The debuff prevents DPS from being healed.
Shortly after an add spawns in the middle of the arena. This add needs to be killed before the progress bar fills.
The debuffs pop in the following order: Entropy → Dynamic fluid → Primordial Crust → Headwind
We position the dps around the add in max melee range according to their positions in the Fire Phase. Their stack partner move behind of them them, facing away from the center of the platform to get knocked back a little but not off the platform. After the knockback, the tank/healer moves back a little so that they hit their DPS (and only theirs!) with the donut.
Proceed with killing the add and heal/shield up for the incoming raid wide AoE.
The Enrage:
For the enrage Chaos will cast all 4 elemental raid wide AoE’s in succession, applying their debuffs.
He will first cast Blaze and apply Entropy. All upcoming debuffs have a duration of only 5s, so be prepared and handle them swiftly.
Secondly he casts Tsunami, applies the Dynamic Fluid debuffs. Stack underneath him to avoid taking damage when the debuffs run out.
Thirdly he casts Cyclone, applying Headwind and Tailwind respectively. The catch is – there is no knockback to be had here. So this debuff will run out heavily damaging players and applying a Damage Down debuff no matter what.
What’s more: Shortly after the boss will cast Earthquake as well for heavy damage. Of course he also applies Accretion to all players. Full heal the party to prevent those from killing everyone.
For his hard enrage he hard casts Bowels of Agony, killing the raid for good.
Finally:
I hope you all found this comprehensive short guide useful. If you found any mistakes or additions don’t hesitate to let me know in the reddit commands. Lastly, here are the macros I used to communicate the strat with pugs.
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.
Macros:
Macro 1:
/p Fire-Phase:
/p ==============================
/p . MT > M1
/p . >
/p H1 > P < OT > R1 >P< M2
/p . >
/p . H2 > R2
/p ==============================
/p Earth Phase:
/p ==============================
/p >R1< >M1< >M2< >R2<
/p >H1< >MT< >OT< >H2<
/p X
/p =================================
Macro 2:
/p =================================
/p Wind Phase:
/p ____________ ____________
/p |P |>| (H2) |
/p | X |>| |
/p | |>| MT |
/p | |>| (H1) OT X |
/p —————— ——————
/p Water Phase:
/p ____________
/p |~~|(H2) |~~|
/p |~~|(MT) |~~|
/p |~~|(OT) |~~|
/p |~~|(H1) |~~|
/p ——————
Macro 3:
/p ============================
/p 50% Waymark:
/p _____________________
/p | |
/p | MT |
/p | M1 |
/p | H1 R1 X M2 OT |
/p | R2 |
/p | H2 |
/p | |
/p ——————————–
/p ->Tank/Heal look out, get bumped and “kill” their dps with donut AoE
/p =============================
/p Enrage: Spread for Fires, Stack under for Water, Shield up for Wind!