Difference between revisions of "Sigmascape V3.0"
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{{see also|Omega: Sigmascape (Savage)|Omega: Sigmascape}} | {{see also|Omega: Sigmascape (Savage)|Omega: Sigmascape}} | ||
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==Loot== | ==Loot== | ||
*[[A Battle Decisively Orchestrion Roll]] | |||
*[[Sigmascape Crank|Sigmascape Crank (Hands)]] | *[[Sigmascape Crank|Sigmascape Crank (Hands)]] | ||
*[[Sigmascape Spring|Sigmascape Spring (Legs)]] | *[[Sigmascape Spring|Sigmascape Spring (Legs)]] |
Revision as of 11:58, 16 November 2018
- See also: Omega: Sigmascape (Savage) and Omega: Sigmascape
Strategy
In Sigmascape V3.0 / O7 (Normal), a team of 8 players will engage and defeat Guardian.
Recommendation: Tank the Guardian at it's spawnpoint. Handle each ADD's according to it's abilities.
The fight could be separated in two (2) phases:
Phase 1: Just the Guardian. Uses abilities at own discretion.
Phase 2: Guardian + ADD (or ADD's if you botched it.) Guardian will use abilities according to the chosen ADD. After each phase change, the Guardian will fly up and target a random spot in the area (visible by a fiery line from Guardian to the target). After a few seconds a pulsing marker will indicate the target. The target will get hit by a blast, dealing AOE damage. Move away to reduce the damage suffered.
The Guardian will start in Phase 1. After the first transition to Phase 2, this phase will repeat, each time with a new ADD and set of abilities used by the Guardian.
So it would be: Phase 1 -> Phase 2 -> Phase 2 -> ...
Do note that most, if not all, abilities will apply a stack of a debuff (Vulnerability Up) to anyone hit. This debuff will increase the damage suffered. MT'ing with up to 3 stacks should be manageable, albeit not to be recommended. 4+ stacks will be very risky.
Further: Stay away from the edge of the area because the glowing line will do damage and add a Shocked debuff (paralyse) for about 15s. Healer should be able to remove that one.
Abilities
- Magitek Ray: Long range line shaped AOE. This ability will be pointed away from the tank in the direction of one or more party members. The ability does not have a telegraphed area, so watch out for the cast bar. Stand behind or about 45° to the side of the front of Guardian to avoid being hit. Getting hit by this will do damage and apply one stack of debuff.
- Arm and Hammer: Tank buster. This ability is directed at the MT only. Does moderate damage on a not debuffed tank.Healer should still pay special attention and the MT might consider using a damage mitigating ability.
- Prey: Redish circular marker on one (1) player. Moderate damage to the player but will apply a buring DOT for 10s. Marked player - move away from others. Healer - shield & heal the damage and HOT & heal the DOT. The DOT, probably, can not be removed.
- Load: Transition from one ADD to another. Have a look at the cards at the front side of the area - the picture indicates the ADD and the abilites used by the Guardian (assumption). Also, the Guardian will give a little speach, indicating the name of the ADD and abilities used. "Running {InsertNameOfAddHere} Combat Program..." See ADD's. And do pay attention to the ADD, because Load will do something special for each type.
- Run Program: Summons ADD - according to the card displayed.
- Diffractive Plasma: Area wide AOE, moderate damage. Shield & heal.
Abilities of Guardian according to the chosen ADD
- Tentacle Simulation (Ultros): Circular AOE's followed by tentacles around the Guardian. The tentacles will do line shaped AOE's.
- Diffractive Laser (Air Force): PBAOE around Guardian. Melee: Move out of it or suffer heavy damage, stun and one (1) stack of debuff.
- Missile Simulation (Air Force): A number of missiles will be moving (slowly) from left -> right, right -> left and behind -> front of the area. Avoid getting hit or suffer AOE damage.
- Bomb Deployment (Air Force): Places two (2) bombs, each with two (2) fuses attached. Stay away from the bombs until one (1) of the fuses starts glowing. One (1) player has to step into the active (glowing) fuse. The player will suffer some minor damage. Failure will result in moderate AOE damage and a stack of debuff.
- Demon Simulation (Bibliotaph): Places six (6) panels with three (3) spots each around the area. Each and every one must be deactivate by 3 player standing in it. Failure will summon a demon per active circle, on top of the Bibliotaph. Remember Gubal Library?
- Shockwave (Dadaluma): Large AOE, moderate damage but knockback. Stay near the boss.
ADD types:
- Ultros: Nothing special. Tank & spank. Load will end with circular AOE's placed around the group.
- Dadaluma: Ability: Aura Cannon - Long range line AOE. Face away from group. Load will place a number (8) of yellow circles around the area. Have one (1) player stand in each or suffer AOE damage for each free one.
- Air Force: Ability: Diffractive Laser - Long range cone shaped AOE in front of the mob. Face away from the group.
- Bibliotaph:
- Ability: Magic Burst - Large PBAOE around the Bibliotaph. Move out of it.
- Ability: Deep Darkness - Area wide PBAOE around the Bibliotaph but with a save zone close the mob. Stay near the mob.
As for the order of the ADD's: It seems that an ADD is choosen at random.
Loot
- A Battle Decisively Orchestrion Roll
- Sigmascape Crank (Hands)
- Sigmascape Spring (Legs)
- Sigmascape Lens (Head)
Lore
Known simply as the "Guardian", this foe is decribed by Cid as the machine responsible for defending a capital city.
As a creation of otherworldy engineering it is impossible to know exactly what weapons it will bring to bear - only that this will be a contest of force versus overwhelming brute force.