Difference between revisions of "Alphascape V1.0 (Savage)"
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===Accessories=== | ===Accessories=== | ||
{{:Omega Accessories}} | {{:Omega Accessories}} | ||
==Lore== | |||
The switch taunts you. You cannot resist. A satisfying "click" and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand. | |||
{{Duties nav|raid}} | {{Duties nav|raid}} |
Revision as of 11:03, 16 November 2018
Alphascape V1.0 (Savage) or O9S is the first floor of Omega: Alphascape (Savage) and the harder version of Alphascape V1.0. The item level required to queue for it is 370+.
Strategy
Mechanics
Chaos has two different rotations that he will do depending on the first casted move he does, if he does Damning Edict then he will do Blaze followed by Cyclone. If a Longitudinal/Latitudinal Implosion is casted, then Tsunami followed by Earthquake. The first move is random so be vigilant as to what move he casts first.
The fight is split into four notable segments:
- First Phase: Two Elemental Attacks, determined by what he casted first.
- Second Phase: Chaos Orb
- Third Phase: Two Elemental Attacks, the two he did not do in the First Phase
- Final Phase: Enrage
Another notable difference is the inclusion of four new debuffs for Cyclone and Earthquake.
Non-Elemental Attack Specific Moves
Chaotic Dispersion: Physical Tank Buster that also applies Physical Vulnerability Up, tank swap or other forms of avoiding the debuff on the main tank is needed.
Latitudinal Implosion: 90 degree cone that first attacks from his sides then followed by his front and rear. Getting hit applies Magic Vulnerability Up. This has no telegraph in Savage.
Longitudinal Implosion: Like Latitudinal but instead attacks the front and rear first followed by his sides.
Damning Edict: Chaos will attack in a 180 degree area in front of him, this attack will also knockback any players hit. This attack also does not have a telegraph on Savage.
Umbra Smash: A Proximity Telegraph appears on the side of the arena furthest from where Chaos is currently at. Chaos will the leap to that area dealing damage based on how close players were to it. This attack is found in Tsunami and Cyclone and is followed by Damning Edict.
Fiendish Orbs: Two Orbs spawn that will tether to a player, when the cast finishes the orbs will deal damage to the tethered player. The tether can be passed to other players by intercepting the line from the orb to the tethered player. This attack is only found in Cyclone and Tsunami.
"Dancing" Orbs: Four Orbs spawn on the intercardinals of the safe area on the arena and will dash four times around the arena. This attack is found only during Blaze and Earthquake.
Knock Down (Blaze and Earthquake): Marks four players (Specifically Tanks/Healers) with a Stack Marker. Getting hit with at least one other player will deal moderate damage and apply Magic Vulnerability Up. If the stack is taken alone, it will deal heavy damage and stun the player. Wherever the Knock Down finishes determines the location of Big Bang.
Knock Down (Tsunami and Cyclone): Targets two players (Specifically the Healers) with a Proximity Marker. The attack deals more damage the closer you are to the player with the marker. Big Bang resolves wherever the marked player were when it detonates.
Big Bang: AoE that explodes where the Knock Down attacks resolved, this attack has no telegraph. Getting hit knocks up the player hit. The Tsunami/Cyclone version of Big Bang is much larger than the Blaze/Earthquake version.
Blaze
The arena is limited to a circle area in the middle of the arena, walking outside the safe area will apply Burn.
Debuff - Entropy: A small AoE explodes on the player when the debuff ends, other players hit by this are knocked away from the player. Applied whenever Blaze is casted, there is a delay between the Tanks/Healers and the DPS where the Tanks/Healers will detonate first then followed by the DPS.
Timeline
- Blaze - Raid-Wide Damage and Entropy is applied
- Tanks/Healers Entropy explodes
- Lat/Long Implosion
- DPS Entropy explodes
- Chaotic Dispersion
- Blaze - Raid-Wide Damage and Entropy is applied
- Tanks/Healers Entropy explodes
- Tanks/Healers targeted with Stack Marker for Knock Down
- DPS Entropy Explodes
- Big Bang explodes
- Dancing Orbs spawn and shoot around the arena
Cyclone
The center circle, where the safe area of Blaze was, becomes unsafe. Walking into the cyclone in the center will apply Windburn.
This debuff is added in Savage and not found in Normal. The debuff is cleansed only by getting knocked back by the cyclone and as such using a knockback invulnerability is strongly discouraged. Failing to cleansed the debuff will knockup, deal heavy damage and apply a Damage Down to the player. The debuff is dealt with by facing a specific direction based on the cyclone.
Debuff - Headwind: A strong wind blows towards the face of your character, meaning you must face away from the cyclone. Applied to Tanks/Healers. Debuff - Tailwinf: A strong wind blows towards the back of your character, meaning you must face the cyclone. Applied to DPS.
Timeline
- Cyclone - Raid Wide, Winds are applied
- Umbra Smash - Chaos leaps to the corner furthest from where he currently is.
- Damning Edict / Wind Debuff - The timing of this makes it so that you must be knocked back by the cyclone into the safe zone to avoid Damning Edict while also not being knocked off the arena.
- Chaotic Dispersion
- Cyclone
- Knock Down - Healers marked with Proximity Markers.
- Wind Debuff - Healers beware as Knock Down ends with the Cyclone Knockback.
- Fiendish Orbs - The off-tank can grab both of them and use their invulnerability.
Tsunami
The safe area is a strip in the center of the arena vertically. Going to either side will apply Dropsy.
Debuff - Dynamic Fluid: When the debuff expires a Doughnut-Shaped AoE attacks around the player. The debuff time is split between Tanks/Healers and the DPS. Stacking on top of one another prevents cleaving.
Timeline
- Tsunami - Raid Wide, Dynamic Fluid is applied
- Umbra Smash / Dynamic Fluid - Chaos will leap to the North or South based on which side he is further away from. The timing of Umbra Smash aligns with the first set of Dynamic Fluid AoEs.
- Damning Edict / Dynamic Fluid - Chaos will use Damning Edict and leave a vary small safe space behind him on the edge of the arena. The timing will also cause the second set of Dynamic Fluid AoEs to go off.
- Chaotic Dispersion
- Tsunami
- Knock Down / Dynamic Fluid - Healers marked for Proximity Markers.
- Big Bang / Dynamic Fluid
- Fiendish Orbs - Spawn on the north and south of the strip.
Earthquake
The northern half of the arena is safe, standing in the southern area applies Sludge.
Debuff - Accretion (Tanks/Healers): Player must be healed to full to cleanse the debuff. If not healed to full, the player is killed.
Debuff - Primordial Crust (DPS): Player must "die" to cleanse the debuff, healing is disabled. The player must intentionally die to a mechanic to remove the debuff, leaving their health at 1. Failure to do so will kill the player.
Timeline
- Earthquake - Raid wide, Debuffs applied
- Landslide - Players are knocked towards the southern half of the arena, can be knockback invulned.
- Lat/Long Implosion - Tanks and Healers should do this mechanic normally, healing to full. DPS must intentionally die to this attack. Note that the initial hit will apply a Magic Vulnerability Up ensuring that the second implosion will "kill" the player.
- Chaotic Dispersion
- Earthquake
- Landslide / Knock Down - Tanks/Healers marked with Stack Markers. Landslide knockback goes off before Knock Down, be aware of people using knockback invulns.
- Big Bang - Where the Knock Downs resolved, players with Primordial Crust must "die" to this.
- Dancing Orbs
Bowels of Agony
Mid-Phase Interlude
Chaos will drop everyone's health to one and apply two debuffs to each player. The debuffs are split as follows:
- Tanks / Healers - Headwind and Dynamic Fluid
- DPS - Entropy and Primordial Crust
The Orb of Chaos spawns in the center and must be destroyed before the meter reaches 100.
Timeline
- Entropy - Detonates, Tanks/Healers should be knocked back by this to remove Headwind
- Dynamic Fluid - Detonates, DPS must be killed by this to remove Primordial Crust
Enrage
After Chaos has gone through all four Elemental Attacks, he will leap to the center and begin his enrage phase. He will cast all four Elemental Attacks in succession. This will deal Raid Wide damage as well as applying their respective debuffs to all players.
Timeline
- Blaze - Applies Entropy to all players, they all detonate at the same time.
- Tsunami - Applies Dynamic Fluid to all players, they detonate at the same time.
- Cyclone - Applies Wind Debuffs to all players, because there is no way to get knocked back all players will take damage, get knocked up and applied a damage down.
- Earthquake - Applies respective debuffs, because of this DPS are definitely going to die Tanks/Healers are able to survive if healed to full.
- Bowels of Agony - Hard enrage
Loot
Upon clearing with 8 players who have not cleared for the week will reward two random pieces of Omega Accessory gear as well as giving all players an Alphascape Datalog v1.0. They can be traded for any of the items below to Gelfradus in Rhalgr's Reach (x13.7,y12.0).
Accessories
Lore
The switch taunts you. You cannot resist. A satisfying "click" and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.