Difference between revisions of "Omega: Alphascape (Savage)"

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{{Duty infobox
{{TOCRIGHT}}
| name = Alphascape V3.0 (Savage)
{{see also|Omega: Alphascape|Omega (Savage)}}
| description = 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.
==General Information==
| image = Alphascape V3.0 Image.png
[[File:omega alphascape1.jpg|400px|right]]
| type = raid
[[Omega: Alphascape (Savage)]] is 3rd section of [[Omega (Savage)]], the main 8-player [[raid]] in [[Stormblood]]. Released on September 18, 2018, Alphascape (Savage) requires players with item level of 370 or higher to enter. Once unlocked, the raid can be queued from the [[Raid Finder]].
| level = 70
| level-sync = 70
| ilvl = 380
| ilvl-sync =
| difficulty = savage
| size = full
| time-limit = 90
| roulette =
| tomestones = 30 poetics
| entrance = The Interdimensional Rift
| entrance-coordinates = 21.1, 24.1
| req-quest = To Kweh Under Distant Skies
| patch = 4.4
| release = stormblood
}}


[[Alphascape V3.0 (Savage)]] or '''O11S''' is the third floor of [[Omega: Alphascape (Savage)]] and the harder version of [[Alphascape V3.0]]. The item level required to queue for it is 380+.
==Unlock==
To access Omega: Alphascape (Savage), players must access the [[Magitek Terminal]] in [[Rhalgr's Reach]] (X:13.5 Y:12.4) after completing the following quest: [[?????]]


==Omega's Phases & Abilities==
'''Quest Requirements'''
Omega has many tricks up its proverbial sleeve, some of which can be incredibly tricky to avoid. In this fight, all players are granted the '''Omega Jammer''' ability, which is used to deal with two specific situations. When used, an electrical AoE will surge over the target and anything else around it.
*[[Disciple of War]] or [[Disciple of Magic|Magic]] level 70
*[[Rhalgr's Reach]] (x13.5,y12.4)
*[[Magitek Terminal]]
*Prerequisite quest: [[?????]]


==Opening Phase==
==Floors==
'''[[Alphascape V1.0 (Savage)]]''' - iLvl 370


*'''Atomic Ray''' - inflicts unavoidable raid-wide damage.
'''[[Alphascape V2.0 (Savage)]]''' - iLvl 375


*'''Mustard Bomb''' - a vicious tankbuster against Omega's primary target that deals damage in a very small area. In '''savage''' mode, '''Mustard Bomb''' will also apply a short duration '''Bleed''' effect (6 seconds).
'''[[Alphascape V3.0 (Savage)]]''' - iLvl 380


*'''Flamethrower''' - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox. After dousing players in flame, Omega will follow-up with a blast of blue flame ('''Afterburner''') in the same shape and direction as the previous flamethrower blast. Players hit by '''Flamethrower''' will receive moderate damage, whereas those hit by '''Afterburner''' will suffer far greater damage and a hefty '''knockback'''. Everyone will need to bait the initial flame blast (without stacking on other players), then side-step the '''Afterburner'''. One easy method of accomplishing this is to have all players form a circle around Omega's hitbox - usually in a cardinal and inter-cardinal fashion - so that once the flames have been fired, the raid can rotate in a clockwise or counter-clockwise direction into their safe spot to avoid the '''Afterburner''' (follow-up blast).
'''[[Alphascape V4.0 (Savage)]]''' - iLvl 380


*'''Wave Cannon''' - comes in two variations - '''Larboard Wave Cannon''' and '''Starboard Wave Cannon'''. Larboard shoots from Omega's '''left''' side, while Starboard does the same for its '''right''' side. Getting hit will deal very high damage and inflict '''Vulnerability Up'''. After using a Wave Cannon attack, Omega will spin around to face the opposite direction and use a second Wave Cannon attack in an attempt to confuse players. It helps to remember that "'''L'''arboard" = '''L'''eft. If it's not larboard, it's to Omega's right. The savage version of wave cannon no longer has a telegraph, though this is of little consequence considering how short the telegraph was in normal mode.
*Item level restrictions do not apply when registering as a full party.
==Rewards / Exchange==
In addition to gear, players will receive a '''Alphascape Datalog''' from each area, which can be exchanged for gear of your choosing.
*Players will only receive one Alphascape datalog per area each week upon completing said area for the first time.


*'''Peripheral Synthesis #1''' - spawns a total of six (small) ''rocket-punch'' adds - half of which will be blue and the other half yellow - at the location of all four '''damage dealers''' and both '''healers''', tracking their movements. After a brief delay, each fist will launch itself at the current location of the players that spawned them. If two fists of the same colour collide with each other as a result, they will explode, dealing massive raid-wide damage and afflicting nasty debuffs upon the group. However, if two fists of opposite colour collide with each other, they will destroy themselves at no detriment to the group, leaving behind a collectable damage-up buff ('''Live Wire''').
If your party contains players replaying an area prior to the weekly reset, the number of treasure coffers appearing upon completion will decrease. Furthermore, players will be ineligible for rewards from treasure coffers as well as Alphascape datalogs when replaying an area prior to the weekly reset.
*If there are one to four players in your party replaying an area, only a single treasure coffer will appear. If there are five or more players in your party replaying an area, no treasure coffers will appear.


Due to the colours being random, it is up to the raid to position themselves and quickly mix-and-match the upcoming collisions so that no two same-colour fists launch into each other. A simple method of achieving this is to have the group divide into three pairs (excluding the tanks - who will not spawn a fist) and have the three groups form a semi-circle around the boss. Once the fists have spawned, players will be able to identify their colour (yellow or blue) and see if their fists are of opposite colours. If so, the pair can remain in place and bait their fists into colliding with each other. If a pair of players have identical coloured fists, then one player from that pair can swap with a player from a different pair as needed.
Players in the party who have yet to complete a given area in Omega: Alphascape (Savage) prior to the weekly reset will receive a Alphascape datalog.


==Add Phase==
===Exchange===
 
By speaking with [[Gelfradus]] in [[Rhalgr's Reach]] (x13.7,y12.0), players can exchange Alphascape datalogs from Omega: Alphascape (Savage) for corresponding gear.
It won't be long before Omega exit's the arena, leaving behind circular electro-puddles in the center and around the outer edges that will instantly kill anyone standing in them (or walking through them) when it finishes forming, just like normal mode. Once the arena has been augmented, a '''Level Checker''' will spawn in the central AoE and begin to cast various '''Executables'''.
 
===Executable #1===
 
*'''Executable #1''' - inflicts a '''Looper''' debuff on all players, the duration of which will always be just below 14 seconds. If a player fails to dispel the '''Looper''' debuff for any reason, they will lose control of their character, forcing them to run around aimlessly, possibly walking into fatal danger-zones or being incapable of fulfilling important mechanics. To dispel the '''Looper''' debuff, players must successfully soak upcoming '''meteor''' mechanics.
 
*'''Storage Meteors''' - creates four large yellow circles within the arena; each circle requiring at least one player to stand inside them before their respective 'meteor' hits the arena. At this point in the battle, two circles will spawn at opposite sides of the central death-zone, while another two will spawn at opposite ends of the far edge of the arena. Players who successfully soak a tower will have their '''Looper''' debuff removed, thus the goal is to have a pair of players soak each tower so that '''Looper''' debuffs are removed from the whole group. However, '''Ferrofluid''' - a '''push/pull''' mechanic - will take place at the same time to complicate matters.
 
*'''Ferrofluid''' - tethers pairs of players together and marks everyone with positive & negative symbols, (+) & (-). After a moderate delay, tethered players with opposite symbols (+ & -) will be '''pulled''' towards each other. Simultaneously, players with identical symbols (+ & + or - & -) will be '''pushed''' away from each other.
 
The goal is to quickly identify '''Ferrofluid''' symbols and ensure that tethered pairs of '''opposite''' symbols move to the outer edge of the arena so that they are pulled into '''Storage Meteors''' near the arena centre. Meanwhile, tethered pairs of '''same''' symbols will move close to the central death-zone and wait to be pushed into the '''Storage Meteors''' at the far edges of the arena. If successful, all four meteors will be soaked and all eight players will have their '''Looper''' debuffs removed. If any meteor goes through, the entire raid will suffer moderate damage and be inflicted with '''Damage Down'''.
 
'''''NOTE:''' All players should pay attention to the pattern of '''Storage Meteors''' during '''Executable #1''', as the pattern here will determine what the pattern will be in '''Executable #2'''.
 
*Pattern #1: East & West meteors close to the level-checker + North & South meteors at the outer edge of the arena.
*Pattern #2: East & West meteors at the outer edge of the arena + North & South meteors close to the level-checker.
 
===Executable #2===
 
*'''Executable #2''' - inflicts a new set of '''Looper''' debuffs on all members of the raid that must be dispelled in the same manner as before. However, the '''Looper''' debuff will have varied durations per player: either 12 seconds, 21 seconds, or 29 seconds. Players with the '''shortest''' duration must cleanse their debuffs before those with higher durations.
 
*'''Chain Of Memory''' - afflicts the two farthest players from the '''Level Checker''' with a special debuff. While the '''Chain of Memory''' debuff is active, a visible straight-line AoE will be visible between the two affected players that will persist for the next half-a-minute. If any non-tethered players touch the purple line for any reason, they will succumb to '''confusion''', causing the victim to wander around aimlessly. To make matters worse, the two tethered players will suffer a stackable debuff ('''Memory Degradation''') if they remain close together. If either player acquires six stacks of '''Memory Degradation''', they will become '''confused'''.
 
*'''Storage Meteors''' - creates large yellow circles within the arena in a staggered fashion; each circle requiring at least one player to stand inside them before their respective 'meteor' hits the arena. Any player who successfully soaks a tower will have their '''Looper''' debuff removed. However, seeing as '''Looper''' has been applied to all players with variable durations during this '''Executable''', players with the '''shortest''' duration of '''Looper''' must soak towers first (or they will succumb to '''Confusion''' and likely perish).
 
*'''Reset''' - spawns a point-blank AoE underneath the level checker at various points throughout the tower-soaking process. All non-tethered players will need to move away from the level checker to avoid taking damage.
 
The goal is to have the two tethered '''Chain Of Memory''' players soak the farthest '''Storage Meteors''' whilst the rest of the group handle the meteors close to the level checker. Seeing as '''Chain Of Memory''' is guaranteed to afflict the two farthest players from the '''Level Checker''', it is best to assign this task to two ranged damage dealers so that they can continue to damage the level checker whilst handling the upcoming tether. Simply have both players stand to the far east and west of the arena (forming a straight line through the level checker) so that once '''Chain Of Memory''' is cast, they will automatically become the targets.
 
Meanwhile, the rest of the group will need to stack near the north or south of the Level Checker to avoid the upcoming '''Chain Of Memory''' tether. Whether they stack to the north or south will depend on the pattern of '''Storage Meteors''' during '''Executable #1'''.
 
*If Executable #1 = East & West meteors close to the level-checker + North & South meteors at the outer edge of the arena, then the group should stack to the '''south''' of the level checker.
*If Executable #1 = East & West meteors at the outer edge of the arena + North & South meteors close to the level-checker, then the group should stack to the '''north''' of the level checker.
 
Once the group has been positioned, the '''Storage Meteors''' will begin to spawn in a staggered circular fashion around the level checker and the outer edges of the arena. Non-tethered players with the lowest duration of '''Looper''' will need to soak first. As this continues, the two players tethered by '''Chain Of Memory''' will need to move in a clockwise pattern so that they provide enough space for the rest of the group to soak the remaining level checker towers as they spawn, but also so that they rotate themselves into the two towers that will eventually spawn at the outer edges of the arena.
 
Bear in mind that '''Reset''', a point-blank AoE, will force the non-tethered players to move away from the level checker at various intervals, starting with the third successfully soaked tower.
 
Once all towers have been successfully soaked, the '''Chain Of Memory''' tether will dissipate, and the level checker will omit a large donut AoE ('''Reformat'''), forcing everyone to move into the central safe-zone as soon as possible.
 
===Delta Attack===
 
With both '''Executables''' out of the way, the Level Checker will immediately begin to cast '''Force Quit'''. If the Level Checker has not been defeated by the time '''Force Quit''' is cast, the raid will suffer an unavoidable wipe.
 
If the Level Checker is successfully defeated, Omega will appear at the outer edge of the arena and prepare to blast the raid with its devastating '''Delta Attack''' - an unavoidable raid-blast. Unlike normal mode, players are not given a shield to survive the mechanic, so it is best to utilize a Limit Break 3 (Tank version) along with regular shields and healing to survive the ordeal.
 
==Post Delta Attack==
 
After surviving the raid-wide blast, Omega returns to the platform and the fight resumes as normal.
 
*'''Ballistic Missiles''' - marks the entire group with AoE circles. Once detonated, all marked players will receive moderate damage and leave behind a persistent puddle of flame at their current location that will debuff players with a fatal '''Burns''' debuff if they remain inside for too long. Bear in mind that '''Ballistic Missiles''' will detonate '''after''' an upcoming '''Flamethrower''' (see below).
 
*'''Flamethrower''' - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox, followed by a blast of '''Afterburner''' in the same shape and direction as the previous blast. Just like earlier, all players will need to bait the initial flame blast, then side-step the follow-up '''Afterburner''' blast, except now, everyone must do this with the '''Ballistic Missiles''' (AoE circles) in mind. Simply form a distant circle around Omega just like in the first phase so that everyone can safely side-step the '''Afterburner''' with enough space to avoid overlapping '''Ballistic Missile''' AoE circles as well. Due to '''Ballistic Missiles''' leaving behind flaming puddles, make sure that nobody remains within Omega's hitbox when they detonate.
 
*'''Wave Cannon''' - peppers the raid with more '''Larboard Wave Cannon''' and/or '''Starboard Wave Cannon''' while the '''Ballistic Missile''' flame puddles exist. Remember - Larboard shoots from Omega's '''left''' side, while Starboard fires from the '''right''' side and Omega will spin 180 degrees after each blast to add more confusion. Assuming the raid has placed flaming puddles ('''Ballistic Missiles''') outside of Omega's hitbox, they can now move into Omega's hitbox and safely react to Starboard or Larboard blasts without fear of walking into the puddles. After successfully dodging all '''Wave Cannon''' attacks, the fire puddles from '''Ballistic Missiles''' will finally fade, giving the group more freedom.
 
*'''Mustard Bomb''' - the nasty tankbuster from earlier, except now, it is represented by a tether rather than manually cast against the primary target. Despite the minor difference in mechanic, the AoE component and '''Bleed''' component remain, so be sure to mitigate '''Mustard Bomb''' whenever possible and take the hit away from the group. At the same time, players will also need to deal with '''Blaster''' - another tether mechanic (see below).
 
*'''Blaster''' - creates a tether between Omega and a random healer that must be picked up by whichever tank is not presently dealing with '''Mustard Bomb'''. After detonation, '''Blaster''' will inflict tremendous damage within a massive AoE circle and also applies a debilitating '''HP Penalty''' on the initial target. If the target was not full HP at the time of the blast, they will also receive '''Doom'''. Tanks should grab this tether as soon as possible and move it as far away from the group as possible. Simultaneously, healers will need to ensure that the target is at full HP to prevent the '''Doom''' component. Remember - '''Blaster''' and '''Mustard Bomb''' will detonate at the same time, so be wary.
 
*'''Atomic Ray''' - inflicts unavoidable raid-wide damage. Due to the '''HP Penalty''' from '''Blaster''', the tank who handled the mechanic may need to utilize mitigation CD's (or extra shielding from healers) to survive.
 
*'''Peripheral Synthesis #2''' - spawns a total of four (large) ''rocket-punch'' - one at each edge of the arena (N,S,E,W) - that will tether to one '''tank''', one '''healer''', and two '''damage dealers'''. After a delay, all fists will then simultaneously launch in a straight line from one end of the arena to the other, inflicting damage, knock-back, and '''Blunt Resist Down''' against anyone caught in their wake. Due to the '''Blunt Resist''' component, any tethered player hit by their tethered fist (and someone else's) will likely perish. While tethered, players can drag the fists left or right along their respective edge to reposition it before it launches across the platform.
 
'''''Example''': If you are tethered to a large fist that has spawned at the northern edge of the arena, you can move the fist east or west along the northern edge, but the fist will always shoot in a straight line from north to south. If you are hit by someone else's fist as well as your own, the '''Blunt Resist Down''' component will likely result in an untimely death.''
 
Due to the aiming component of '''Peripheral Synthesis #2''', all tethered players will need to position themselves so that fists do not punch through the raid (or other tethered players). A simple way of achieving this is to have two tethered players stand slightly apart from one another in a far corner of the arena (standing as close to their respective fist as possible), while the other tethered players do the same in the opposite corner. This will leave a safe-zone in the centre of the arena for non-tethered players and prevent tethered players from being hit by other fists.
 
*'''Electric Slide''' - creates a stack-marker on a random player. After a brief delay, Omega launches itself into the targeted player's location, inflicting shareable damage. All players must stack on the selected player to save them from a grisly fate.
 
*'''Peripheral Synthesis #2''' - repeats the large fist mechanic, except this time, they will tether to the four players who were '''NOT''' tethered previously (the other tank, the other healer, and the two other damage dealers). A tank-swap may be required to keep Omega in the centre of the arena while the tethered players retreat to the corners.
 
*'''Wave Cannon''' - peppers the raid with more '''Larboard Wave Cannon''' and/or '''Starboard Wave Cannon'''. Due to the knockback component of the previous '''Peripheral Synthesis #2''', players who are out of position may need to sprint (or utilize gap-closers) to get close to Omega as soon as possible to better avoid the upcoming L/R blasts.
 
*'''Update Program''' - increases the damage inflicted by Omega's auto-attacks and also 'updates' upcoming mechanics by giving them additional components. For reference, mechanics effected by '''Update Program''' will be described as '''(Updated)''' for the rest of the guide.
 
*'''(Updated) Flamethrower''' - targets all active players and blasts them with a flaming cone-AoE from the center of Omega's hitbox, followed by a blast of '''Afterburner'''. Thanks to '''Update Program''', the initial blast will now apply '''Burns''' to all players. Despite the '''Burns''' component, both the initial blast (and follow-up '''Afterburner''') are handled in the same manner as before.
 
*'''(Updated) Wave Cannon''' - Omega will utilize a Larboard(L) or Starboard(R) blast, then immediately follow up with a blast to the opposite side. This follow-up blast will not come with cast-times or telegraphs of any kind, so players will need to immediately rush to the opposite side of Omega after all Larboard or Starboard blasts.
 
*'''Pantokrator #1''' - a mini-phase that will spit out waves of mechanics.
**Firstly, unavoidable raid-wide damage will be inflicted upon the group periodically, keeping healers on their toes for the entire duration of '''Pantokrator'''.
**Secondly, AoE circles will periodically spawn underneath four random players for the first half of '''Pantokrator''' (until four sets of AoE circles have been dropped). To save the raid from endangering themselves, have everyone stack together in one place and bait the AoE circles on top of each other while the group moves in a clockwise or counter-clockwise manner.
**Thirdly, Omega will tag a random player with a '''stack-line marker''' after the fourth set of AoE circles. If players are avoiding the AoE circles by stacking on top of each other and moving around the boss in a controlled manner, then the stack-line component will be a minor inconvenience. Once the stack-line has been executed, the periodic 4xAoE circles will cease.
**Finally, after the stack-line marker has concluded, Omega will tag the four closest players with orange markers. After a delay, Omega will shoot large straight-line AoE's through the marked players, inflicting moderate damage and a stackable '''Magic Vulnerability''' debuff on anyone caught in the blasts. Omega will then bombard the raid with four circular AoE's before repeating the mechanic a second time. As a result, players who have tagged themselves (by being the closest four players to Omega) will need to ensure that they do not get tagged again, as the stacking '''Magic Vulnerability''' component will cause previous victims to receive far greater (typically fatal) damage.
 
After dodging the periodic AoE circles and soaking the stack-line marker, the raid will need to co-ordinate so that half the group gets marked (by being inside Omega's hitbox), bait the cannon blasts away from the rest of the group and then move away, allowing the other half of the raid to be marked and bait the canons again, preventing '''Magic Vulnerability''' from stacking up repeatedly on any players.
 
*'''Long Needle Kyrios''' - creates a proximity blast in the centre of the arena, forcing all players to move to the outer edges to reduce upcoming damage. Due to upcoming mechanics, it is wise to have the entire group retreat to the same corner of the arena and allowing Omega to follow them into that corner after '''Long Needle Kyrios''' has concluded.
 
*'''Blaster''' - creates a tether between Omega and a random healer that must be picked up by the off-tank and dragged away from the group. Just like earlier, '''Blaster''' will inflict tremendous damage within a massive AoE circle that also applies '''HP Penalty''' to the initial target. Remember - if the target was not full HP at the time of the blast, they will also receive '''Doom''', so make sure the tank who intercepts the tether is topped up.
 
*'''Atomic Ray''' - inflicts unavoidable raid-wide damage. Due to the '''HP Penalty''' from '''Blaster''', the tank who handled the mechanic may need to utilize mitigation CD's (or extra shielding from healers) to survive.
 
*'''Peripheral Synthesis #3''' - spawns a total of eight (small) ''rocket-punch'' adds (one per player) - all of which will be the '''same colour'''. After a brief delay, each fist will launch itself at the current location of the players that spawned them. If two fists collide with each other, they will destroy each other and inflict survivable damage. If more than two fists collide for any reason, the raid will suffer far greater raid-wide damage instead. If fists do not collide at all, the fist(s) will repeat their leap-attacks until it collides with another fist (or until the player is slain).
 
The raid has two choices:
* Option One: Bait the fists so that they explode in staggered pairs, dealing survivable/manageable damage with each pair.
* Option Two: Utilize a (Tank) Limit Break 3 so that the raid can bait all fists into punching into each other at the same time and survive the resulting blast. The second method is infinitely quicker (and arguably safer) than the first, yet doing so means the raid will not be able to utilize a damage-based Limit Break 3.
 
No matter which method you choose, Omega will soon utilize:
 
*'''Mustard Bomb''' - the nasty tether-based tank buster.
 
*'''Atomic Ray''' - inflicts unavoidable raid-wide damage.
 
*'''(Updated) Flamethrower + Ballistic Missiles ''' - marks the entire group with AoE circles that will leave behind persistent flame puddles after detonating. Simultaneously, players must content with the upgraded '''Flamethrower''' (which applies '''Burns''' to all victims after the initial blast). Ultimately, this combination of mechanics is dealt with in the same manner as before. Simply form a large circle around Omega so that players can bait the initial blast of '''Flamethrower''' then safely side-step the upcoming '''Afterburner''' without overlapping their circles. Try not to drop any flame puddles inside Omega's hitbox!
 
*'''(Updated) Wave Cannon''' - Omega will utilize a Larboard(L) or Starboard(R) blast, then immediately follow up with a blast to the opposite side with no cast-time or telegraph. Players will need to move inside Omega's hitbox to avoid the previously dropped flame-puddles and remember to rush to the opposite side of Omega after all Larboard or Starboard blasts as soon as possible.
 
*'''Pantokrator #2''' - another mini-phase of mechanics (with two additional components and one altered mechanic to watch out for).
**('''NEW''') - Omega will begin to fire telegraphed cones of '''Flamethrower''' that will essentially begin to travel around the arena in a clockwise or counter-clockwise motion for the first-half of '''Pantokrator'''.
**('''NEW''') - Omega will periodically target the player farthest away from it with '''Guided Missile''', causing them to drop a large AoE circle at their location for the first half of '''Pantokrator'''.
**('''SAME''') - Unavoidable raid-wide damage will be inflicted upon the group periodically.
**('''SAME''') - AoE circles will periodically spawn underneath four random players for the first half of '''Pantokrator''' (until four sets of AoE circles have been dropped). Simply have everyone stack together in one place and bait the AoE circles on top of each other while the group moves in a clockwise or counter-clockwise manner.
**('''SAME''') - Omega will tag a random player with a '''stack-line marker''' half-way through '''Pantokrator''' (after the fourth set of AoE circles have been dropped). If players are avoiding the AoE circles (and '''Flamethrower''') by stacking on top of each other and moving around the boss in a controlled manner, then the stack-line component will be a minor inconvenience. Once the stack-line has been executed, the periodic 4xAoE circles (and '''Flamethrower''') will cease.
**('''NEW''') - After the stack-line marker has concluded, Omega will aim a massive '''Diffuse Wave Cannon''' (massive cone AoE) in the direction of both tanks that will repeatedly fire until '''Pantokrator''' has concluded. As a result, each tank will need to move away from each other (and the rest of the group) so that these cone-based attacks do not overlap onto each other. As soon as Omega begins to barrage both tanks with '''Diffuse Wave Cannon''', Omega will also tag the '''three''' closest players with orange markers. After a delay, Omega will shoot large straight-line AoE's through the marked players, inflicting moderate damage and a stackable '''Magic Vulnerability''' debuff on anyone caught in the blasts, then repeat the mechanic a second time.
 
Players will need to handle '''Pantokrator''' in a similar manner as before - except now, they also have to deal with a rotating cone of flamethrower and one player frequently being targeted with a larger AoE circle ('''Guided Missile''') until the fourth set of AoE circles have been dropped. To handle this craziness, have the group stack up and bait the periodic AoE circles in a clockwise or counter-clockwise manner like before. However, there is no guarantee that the rotating '''Flamethrower''' will be clockwise or counter-clockwise, so you may need to change direction once it begins to rotate. Meanwhile, a player will need to bait the '''Guided Missile''' by being as far away from Omega (and the group) as possible. If you happen to have a tank with an '''Invulnerability Cooldown''', you can cheese '''Guided Missile''' by having that tank move to the far corner and completely negate them. If that isn't an option, it is best to assign a ranged damage-dealer to bait (and avoid) guided missile by rotating around the outer edge of the arena (away from the rest of the group) whilst maintaining damage on Omega.
 
After the fourth set of AoE circles have been dropped, both tanks will need to move to one side of Omega (away from each other) so that '''Diffuse Wave Cannon''' doesn't overlap fellow tanks or other players. Simultaneously, the rest of the group will need to stand on the opposite side of the tanks (away from the '''Diffuse Wave Cannon''' blasts) and bait the first three orange marks by standing inside Omega's hitbox. Once marked, straight-line AoE's will eventually be fired through the marked players, inflicting damage and '''Magic Vulnerability''' on anyone in their path, then the mechanic repeats once more. Thanks to the debuffs, the three previously unmarked players should move into Omega's hitbox to bait the second set of straight-line AoE's, allowing players with '''Magic Vulnerability''' to safely avoid them.
 
*'''Long Needle Kyrios''' - creates a proximity blast in the centre of the arena, forcing all players to move to the outer edges to reduce upcoming damage. Due to upcoming mechanics, it is wise to have the entire group retreat to the same corner of the arena and allowing Omega to follow them into that corner after '''Long Needle Kyrios''' has concluded.
 
*'''(Updated) Wave Cannon x2''' - Omega will utilize a Larboard(L) or Starboard(R) blast, then immediately follow up with a blast to the opposite side (twice in succession). Remember - the follow-up blast will not come with cast-times or telegraphs of any kind, so players will need to immediately rush to the opposite side of Omega after all Larboard or Starboard blasts.
 
*'''Charybdis''' - reduces all members of the raid to 1 HP. It is wise to heal the tanks immediately, then the rest of the group.
 
*'''Mustard Bomb + Blaster''' - the nasty tankbuster (tether) from earlier, along with a '''Blaster''' tether between Omega and a random healer that must be picked up the off-tank. Due to being executed immediately after '''Charybdis''', Healers must prioritize healing the tanks as soon as possible before '''Mustard Bomb''' and '''Blaster''' detonate. Just like all previous '''Blaster''' attacks, it will inflict tremendous damage within a massive AoE circle and also applies a debilitating '''HP Penalty''', thus the off-tank should take the tether and move as far away from the group as soon as possible. Remember - if the tethered target is not full HP at the time of the blast, they will also receive '''Doom'''.
 
*'''Atomic Ray x 3''' - inflicts unavoidable raid-wide damage three times in succession. Due to the '''HP Penalty''' from '''Blaster''' and the previous cast of '''Charybdis''', healers are pressured to keep the entire group topped up as much as possible, especially the tank suffering from the '''HP Penalty''' afflicted by '''Blaster'''.
 
If still standing at this point in the battle, Omega will begin to long-cast '''LOOP''' - a hard-enrage. If successfully cast, the entire raid will suffer an unavoidable wipe.
 
==Loot==
On completion, participants receive two random pieces of gear (''see below'') along with an [[Alphascape Datalog v3.0]], which players can [[Omega:_Alphascape_(Savage)#Exchange|exchange]] with [[Gelfradus]] in [[Rhalgr's Reach]] (X13.7, Y12.0) for the following items:
 
*[[Scaevan Ester]]
*[[Scaevan Twine]]
*[[Omega Card]]
 
===Armor===
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center"
|-
|-
!Item
! Gear Slot
!Icon
! Required Token           
!Level
! # of Token
!Item Level
!Requirement
!Slot
!Defence
!Magic Defence
!Materia Slots
!Stats and Attributes
|-
|-
|[[Omega Armguards of Fending]]||[[File:omega armguards of fending icon1.png]]||70||400||[[Gladiator|GLA]], [[Marauder|MRD]], [[Paladin|PLD]], [[Warrior|WAR]], [[DRK]]||Hands||868||868||2||align = "left" |[[Strength]] +228, [[Vitality]] +258, [[Determination]] +140, [[Tenacity]] +200
|Weapons || [[Alphascape Datalog v4.0]] || 8
|-
|-
|[[Omega Armguards of Striking]]||[[File:omega armguards of striking icon1.png]]||70||400||[[Pugilist|PGL]], [[Monk|MNK]], [[SAM]]||Hands||477||477||2||align = "left" |[[Strength]] +228, [[Vitality]] +258, [[Critical Hit]] +140, [[Skill Speed]] +200
|[[Gladiator]]’s Arm || [[Alphascape Datalog v4.0]] || 5
|-
|-
|[[Omega Boots of Scouting]]||[[File:omega boots of scouting icon1.png]]||70||400||[[Rogue|ROG]], [[Ninja|NIN]]||Feet||477||477||2||align = "left" |[[Dexterity]] +228, [[Vitality]] +258, [[Determination]] +200, [[Direct Hit Rate]] +140
|Shield || [[Alphascape Datalog v4.0]] || 3
|-
|-
|[[Omega Cap of Healing]]||[[File:omega cap of healing icon1.png]]||70||400||[[Conjurer|CNJ]], [[White Mage|WHM]], [[Scholar|SCH]], [[AST]]||Head||347||608||2||align = "left" |[[Vitality]] +232, [[Mind]] +228, [[Spell Speed]] +140, [[Piety]] +200
|Head || [[Alphascape Datalog v2.0]] || 6
|-
|-
|[[Omega Circlet of Aiming]]||[[File:omega circlet of aiming icon1.png]]||70||400||[[Archer|ARC]], [[Bard|BRD]], [[MCH]]||Head||477||477||2||align = "left" |[[Dexterity]] +228, [[Vitality]] +258, [[Critical Hit]] +200, [[Determination]] +140
|Body || [[Alphascape Datalog v4.0]] || 8
|-
|-
|[[Omega Circlet of Maiming]]||[[File:omega circlet of maiming icon1.png]]||70||400||[[Lancer|LNC]], [[Dragoon|DRG]]||Head||608||477||2||align = "left" |[[Strength]] +228, [[Vitality]] +258, [[Determination]] +140, [[Direct Hit Rate]] +200
|Hands || [[Alphascape Datalog v2.0]] || 6
|-
|-
|[[Omega Eye Mask of Casting]]||[[File:omega eye mask of casting icon1.png]]||70||400||[[Thaumaturge|THM]], [[Arcanist|ACN]], [[Black Mage|BLM]], [[Summoner|SMN]], [[RDM]]||Head||347||608||2||align = "left" |[[Vitality]] +232, [[Intelligence]] +228, [[Critical Hit]] +140, [[Direct Hit Rate]] +200
|Waist || [[Alphascape Datalog v1.0]] || 6
|-
|-
|[[Omega Trousers of Aiming]]||[[File:omega trousers of aiming icon1.png]]||70||400||[[Archer|ARC]], [[Bard|BRD]], [[MCH]]||Legs||668||668||2||align = "left" |[[Dexterity]] +371, [[Vitality]] +419, [[Critical Hit]] +227, [[Determination]] +325
|Legs || [[Alphascape Datalog v3.0]] || 8
|-
|-
|[[Omega Trousers of Casting]]||[[File:omega trousers of casting icon1.png]]||70||400||[[Thaumaturge|THM]], [[Arcanist|ACN]], [[Black Mage|BLM]], [[Summoner|SMN]], [[RDM]]||Legs||486||851||2||align = "left" |[[Vitality]] +377, [[Intelligence]] +371, [[Determination]] +325, [[Direct Hit Rate]] +227
|Feet || [[Alphascape Datalog v2.0]] || 6
|-
|-
|[[Omega Trousers of Fending]]||[[File:omega trousers of fending icon1.png]]||70||400||[[Gladiator|GLA]], [[Marauder|MRD]], [[Paladin|PLD]], [[Warrior|WAR]], [[DRK]]||Legs||1215||1215||2||align = "left" |[[Strength]] +371, [[Vitality]] +419, [[Skill Speed]] +227, [[Tenacity]] +325
|Accessories || [[Alphascape Datalog v1.0]] || 4
|-
|-
|[[Omega Trousers of Healing]]||[[File:omega trousers of healing icon1.png]]||70||400||[[Conjurer|CNJ]], [[White Mage|WHM]], [[Scholar|SCH]], [[AST]]||Legs||486||851||2||align = "left" |[[Vitality]] +377, [[Mind]] +371, [[Critical Hit]] +325, [[Piety]] +227
|[[Ryumyaku Solvent]] || [[Alphascape Datalog v3.0]] || 4
|-
|-
|[[Omega Trousers of Maiming]]||[[File:omega trousers of maiming icon1.png]]||70||400||[[Lancer|LNC]], [[Dragoon|DRG]]||Legs||851||668||2||align = "left" |[[Strength]] +371, [[Vitality]] +419, [[Critical Hit]] +227, [[Determination]] +325
|[[Ryumyaku Weave]] || [[Alphascape Datalog v3.0]] || 4
|-
|-
|[[Omega Trousers of Scouting]]||[[File:omega trousers of scouting icon1.png]]||70||400||[[Rogue|ROG]], [[Ninja|NIN]]||Legs||668||668||2||align = "left" |[[Dexterity]] +371, [[Vitality]] +419, [[Critical Hit]] +227, [[Determination]] +325
|[[Ryumyaku Polish]] || [[Alphascape Datalog v2.0]] || 4
|-
|[[Omega Trousers of Striking]]||[[File:omega trousers of striking icon1.png]]||70||400||[[Pugilist|PGL]], [[Monk|MNK]], [[SAM]]||Legs||668||668||2||align = "left" |[[Strength]] +371, [[Vitality]] +419, [[Critical Hit]] +227, [[Determination]] +325
|-
|-
|}
|}


{{Duties nav|raid}}
===Omega Weapon Coffer===
Upon completing [[Alphascape V4.0 (Savage)]], a treasure coffer will appear containing a [[Omega Weapon Coffer]]. Using this item transforms it into a weapon corresponding to the user's current job.
 
===Loot===
'''[[Alphascape V1.0 (Savage)#Loot|Alphascape V1.0 (Savage) Loot]]''' - [[Necklaces]], [[Earrings]], [[Bracelets]], [[Rings]], [[Waist Armor]]
 
'''[[Alphascape V2.0 (Savage)#Loot|Alphascape V2.0 (Savage) Loot]]''' - [[Head Armor]] (Fending, Scouting, Striking), [[Hand Armor]] (Aiming, Casting, Healing, Maiming, Scouting), [[Feet Armor]] (Aiming, Casting, Fending, Healing, Striking, Maiming), [[Ryumyaku Polish]]
 
'''[[Alphascape V3.0 (Savage)#Loot|Alphascape V3.0 (Savage) Loot]]''' - [[Head Armor]] (Aiming, Casting, Healing, Maiming), [[Hand Armor]] (Fending, Striking), [[Leg Armor]], [[Feet Armor]] (Scouting), [[Ryumyaku Weave]], [[Ryumyaku Solvent]]
 
'''[[Alphascape V4.0 (Savage)#Loot|Alphascape V4.0 (Savage) Loot]]''' - [[Body Armor]], [[Weapons]], [[Shields]]
 
==Lore==
 
==Images==
 
{{Duties nav|dungeon}}

Revision as of 04:13, 15 October 2020

See also: Omega: Alphascape and Omega (Savage)

General Information

Omega: Alphascape (Savage) is 3rd section of Omega (Savage), the main 8-player raid in Stormblood. Released on September 18, 2018, Alphascape (Savage) requires players with item level of 370 or higher to enter. Once unlocked, the raid can be queued from the Raid Finder.

Unlock

To access Omega: Alphascape (Savage), players must access the Magitek Terminal in Rhalgr's Reach (X:13.5 Y:12.4) after completing the following quest: ?????

Quest Requirements

Floors

Alphascape V1.0 (Savage) - iLvl 370

Alphascape V2.0 (Savage) - iLvl 375

Alphascape V3.0 (Savage) - iLvl 380

Alphascape V4.0 (Savage) - iLvl 380

  • Item level restrictions do not apply when registering as a full party.

Rewards / Exchange

In addition to gear, players will receive a Alphascape Datalog from each area, which can be exchanged for gear of your choosing.

  • Players will only receive one Alphascape datalog per area each week upon completing said area for the first time.

If your party contains players replaying an area prior to the weekly reset, the number of treasure coffers appearing upon completion will decrease. Furthermore, players will be ineligible for rewards from treasure coffers as well as Alphascape datalogs when replaying an area prior to the weekly reset.

  • If there are one to four players in your party replaying an area, only a single treasure coffer will appear. If there are five or more players in your party replaying an area, no treasure coffers will appear.

Players in the party who have yet to complete a given area in Omega: Alphascape (Savage) prior to the weekly reset will receive a Alphascape datalog.

Exchange

By speaking with Gelfradus in Rhalgr's Reach (x13.7,y12.0), players can exchange Alphascape datalogs from Omega: Alphascape (Savage) for corresponding gear.

Gear Slot Required Token # of Token
Weapons Alphascape Datalog v4.0 8
Gladiator’s Arm Alphascape Datalog v4.0 5
Shield Alphascape Datalog v4.0 3
Head Alphascape Datalog v2.0 6
Body Alphascape Datalog v4.0 8
Hands Alphascape Datalog v2.0 6
Waist Alphascape Datalog v1.0 6
Legs Alphascape Datalog v3.0 8
Feet Alphascape Datalog v2.0 6
Accessories Alphascape Datalog v1.0 4
Ryumyaku Solvent Alphascape Datalog v3.0 4
Ryumyaku Weave Alphascape Datalog v3.0 4
Ryumyaku Polish Alphascape Datalog v2.0 4

Omega Weapon Coffer

Upon completing Alphascape V4.0 (Savage), a treasure coffer will appear containing a Omega Weapon Coffer. Using this item transforms it into a weapon corresponding to the user's current job.

Loot

Alphascape V1.0 (Savage) Loot - Necklaces, Earrings, Bracelets, Rings, Waist Armor

Alphascape V2.0 (Savage) Loot - Head Armor (Fending, Scouting, Striking), Hand Armor (Aiming, Casting, Healing, Maiming, Scouting), Feet Armor (Aiming, Casting, Fending, Healing, Striking, Maiming), Ryumyaku Polish

Alphascape V3.0 (Savage) Loot - Head Armor (Aiming, Casting, Healing, Maiming), Hand Armor (Fending, Striking), Leg Armor, Feet Armor (Scouting), Ryumyaku Weave, Ryumyaku Solvent

Alphascape V4.0 (Savage) Loot - Body Armor, Weapons, Shields

Lore

Images