Difference between revisions of "Syrcus Tower"
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Revision as of 18:52, 27 December 2014
- Main article: Crystal Tower
Syrcus Tower is the second section of the Crystal Tower dungeon. It is scheduled to be released in patch 2.3. The raid composition is 3 tanks, 6 healers and 15 DPS (1:2:5 ratio). It differs from the classic 1:1:2 ratio of other dungeons and trials.
- Reward: 50 Allagan Tomestones of Soldiery and 15 Allagan Tomestones of Poetics
As of Patch 2.4 the loot lockout has been removed.
- A fourth treasure chest may occasionally appear upon defeating the last boss of Syrcus Tower.
Unlock
- Quest: Syrcus Tower (Quest)
- Location: Rammbroes in Mor Dhona (x30,y12)
- Prerequisite: For Prosperity quest (Completion of Labyrinth of the Ancients questline)
Bosses
Scylla
Scylla has two phases and can be tanked in the middle, or to the north. Most groups will choose middle, but north is highly preferable since you will need a lot of room to maneuver.
Phase 1:
Scylla will spawn staves throughout the fight which cast an annoying centered AoE around themselves for about 2k damage. Because the AoE is donut-shaped instead of circular, it is perfectly safe to be right next to it. More of a nuisance than a serious threat AS LONG AS people aren't frozen in the blast strip.
Three distinct pillars of Lightning are found in the boss arena. They will be needed for the intermission phase. Assign each group to a pillar - A takes far left, B takes center, and C takes far right.
Elemental balls - Random DPS and healers will be marked to be followed by balls of elemental energy. Lightning balls appear purple, ice balls appear blue, and flame balls appear red. You will have to deal with this mechanic throughout the fight.
Lightning ball - Neutralized by the lightning pillar. Running them into the lightning pillar energizes the pillar, which is denoted by panels of light on the ground next to the pillar. Three charges are needed and will produce a red marker indicating that the pillar is fully charged. Lightning balls detonate for heavy raidwide damage after about 15 seconds if not run into a pillar.
Ice ball - Trails a target and will freeze that target after a set duration of time. This is unavoidable and cannot be stopped. What you can and should do is to make sure that people around you aren't caught in the freeze, an important consideration for melee. Thaws after 30 seconds.
Flame ball - will chase a target and detonate after about 15 seconds. Can be used to thaw frozen targets, and you should. Thawing a frozen target leaves behind a patch of water on the ground which confers very high fire resistance.
In this phase Scylla will also be doing raidwide AoE and damage as a whole is fairly heavy, which can be problematic if the healers are undergeared.
Transition from phase 1 to 2 - When Scylla casts Daybreak
Daybreak - Scylla casts Daybreak, which petrifies everyone in the room for 30 seconds. If your lightning pillars are not fully charged by this point, everyone is petrified, which can lead to a wipe (but can be salvaged if you have a healer LB3).
- How to avoid: it's the same mechanic as Ancient Flare from the final boss in Labyrinth of Ancients formerly known as Acheron and now Phlegethon. Each group must stack on a small platform energized by the lightning orbs, which raises a shield that blocks the Daybreak cast. If stacking is not properly performed, then the shield fails.
Phase 2:
Various adds will spawn. Have the offtanks pick them up and DPS them down. Not too threatening.
Ice balls and Flame balls continue to spawn. Lightning orbs no longer spawn. Continue to deal with the elemental ball mechanic as before.
Scylla will now cast Ancient Flare at regular intervals and it has a long cast time, meaning everyone should be able to see it coming. To handle this mechanic, stand in the puddles of water created by the thawed orbs, which confers high fire resistance. Ancient flare will evaporate the water and hit you for around 400 damage. Which is highly preferable to being hit for 4k damage if you lack the resistance.
- Overall this fight is extremely hectic, reminiscent of Thanatos in the Labyrinth of the Ancients.
Glasya Labolas
This fight occurs on a big, circular central platform surrounded on all sides by smaller platforms connected by one-way launch pads and is a two phase fight interrupted by an intermission in the middle.
Unlike Scylla, you'll want to tank Glasya in the center of the arena. The usual ground-targeted AoEs appear here and can be dodged easily. Glasya also summons adds. Clockwork Wights can be killed easily, but form a line to Glasya and either draw power from him or give him power. A DPS or healer needs to stand in the small shaded area next to the add and intercept the line. This stuns the player but allows the add to be killed.
Clockwork Squires also spawn. They only spawned once for us, but may spawn multiple times in phase 1. These adds will spawn with six energy nodes that cause Glasya to reflect all magical and physical damage so long as they are connected to him. The clockwork men can intercept these power lines and should, as they cannot be brought below 1 HP until they are connected by power lines. Around 40% in our attempt, the intermission occurred.
Intermission Phase - Assault on the platform rings
Glasya will now return to the center of the stage and activate the three hitherto dormant teleportation pads on the central platform. He also begins to cast a spell, and the effect is simple - if you are still on the central platform when it completes, YOU DIE (which killed off a majority of our raid in our only attempt).
You will be launched to an outer platform. Groups should, as a rule, stay together and DPS down the add which appears on the platform, then move on to the next platform in the circle (remember, these launch pads are one way only). Group A starts on the upper left, Group B on the lower center, and Group C on the upper right. If all goes well, you will need to clear 3-4 platforms and then everyone returns to the center. In the event that most people die, the situation is still salvageable since any group can make a complete circuit of the outer arena and still kill all of the adds which spawn.
It is possible that Glasya's health regenerates during the intermission but I am not certain. Safety is more important than speed at any rate. Glasya will occasionally bombard an outer platform with electricity, electrifying the platform and dealing heavy damage to anyone on it. So if the ground beneath you lights up, move.
Amon
Amon should be tanked in the center of the opera house. He generates ground-based AoE which deals about 2k damage if you stand in it. Blizzard Forte is centered on Amon, Thunder Forte is cast on a patch of ground. Not sure about Firaga Forte but it doesn't seem avoidable, so healers will just have to deal with it.
Adds will spawn from the corners and march toward Amon (named Experiment #33, Experiment #66, Experiment #99, and so on). We managed to kill all of them before they reached him, so it's up to speculation what happens if they do. It is also possible that certain mechanics are used to kill them quickly, but we just brute forced it.
Occasionally, one person from a group will be turned into a flame toad a la Gilgamesh and have no command available except Flame Breath. Flame Breath can be used to unfreeze people encased in blocks of ice. You need the blocks of ice to hide behind at a few points, so this is usually a bad idea.
Snakes spawn at the same time that flame toad debuff occurs. The offtanks need to pick up the snakes while the DPS quickly kill them. If not picked up, snakes will aggro onto a flame toad and deal heavy damage (3-4k-ish) per autoattack. Remember the green chickens on Gilgamesh? Yep, same thing here.
Occasionally , Amon encases three people at random in blocks of ice. After a bit he will begin to cast Curtain Call.
Curtain Call: When Amon is casting the ability, hide behind the ice blocks. (Mechanics are similar to the meteor from King Behemoth.)
- Hide behind the frozen people when he uses Curtain Call (similar mechanic to Meteor in King Behemoth).
Xande
Xande should be tanked in the center of the arena. He has the standard "don't stand in this" mechanics, including a targeted AoE which deals about 2k damage. While not dangerous, a DPS can potentially be one-shotted if two are overlapping each other and the DPS is still standing in them. He also has The People's Elbow, which is centered on him, and deals moderate damage with a severe knockback. Melee must watch out for this.
Aetherochemical Explosion - Every now and then Xande creates golden orbs with a small golden radius around them. You have about 10-15 seconds before they detonate, so the raid should be fairly well spread in anticipation of this. They explode and deal about 500 damage per explosion if not neutralized, and since he spawns about a dozen at a time, this is a good way to lose a chunk of your raid if nobody is paying attention. To stop the explosion, simply have a person stand within the golden radius. This causes the orb to hit that person for about 50 damage upon detonation, rather than blasting the entire raid for ten times that damage.
At 70%, Xande teleports out of the arena and lounges on his throne while calling down meteors on your raid Sephiroth-style. This is the first intermission. 3 Attractors will appear on the edge of the arena. They must be killed quickly to prevent meteorfall. Additionally a giant attractor appears in the center. The entire raid should this one together once the three attractors on the fringes have been destroyed. We didn't find out what happens if the meteors land, but I assume it deals heavy raidwide damage if not destroying your raid outright. In short, handle this mechanic like the trash in Labyrinth leading up to King Behemoth.
Once Xande reappears, phase 2 begins. He now has a new ability where one person from each group gains an ominous black aura around them. This thing expires after about 15 seconds and deals close to 10k damage, split evenly amongst everyone standing in it, so each group should stack up close to Xande but without overlapping to soak. A null gravity zone is left behind upon detonation which lets you float. This is important because ...
Immediately after detonation, Xande will cast Ancient Quaga. The ability deals more than 5k damage to everyone in the raid. Ancient Quaga is nullified by floating. When Xande casts Ancient Quaga, everyone should move into a null gravity zone.
Xande retains golden orbs in this phase.
Intermission 2 - Same as intermission 1, except at 40% health. Only each group now has to deal with two small meteor attractors instead of just one. Not too difficult. Since no damage is going out in entire intermission, healers should catch up on healing or pop Cleric Stance and join in the damage.
After that it's the same straight burn to death. Xande retains Golden Orbs and Ancient Quaga from phase 2, and also starts casting Ancient Quake every now and then, which deals light raidwide damage. But you should be able to down him smoothly at this point in time.
Loot
Scylla Loot
Glasya Labolas Loot
Amon Loot
Xande Loot
Images
Lore
Having secured a path through the Labyrinth of the Ancients, the fellowship of NOAH finds itself before the entrance to the Crystal Tower proper. With the aid of their new comrades, Unei and Doga, the companions succeed in opening the gate whose workings had baffled even the brightest minds among them. Upon learning that dark forces have awakened within, the fellowship decides to suspend its investigative effort in favor of sealing off the tower. You must fight your way to the apex and defeat the resurrected Emperor Xande, that Eorzea might be free of his all-consuming ambition.