The Tower at Paradigm's Breach
The Tower at Paradigm's Breach
- Level
- 80 (Sync: 80)
- Item Level
- 495
- Difficulty
- Normal
- Party size
- Alliance
24 man • 3 6 15 - Unsyncing
- Allowed
- Time limit
- 120 minutes
- Roulette
- Alliance Raids
- Tomestones
- Req. quest
- Brave New World
- Patch
- 5.5
“The white-garbed 2P's discovery was the first domino to fall in a series of conflicts that have only escalated since the arrival of the black-shrouded 2B, the pattern they form growing ever more complex. The time of revelation may be at hand, but is this tale one of hope...or despair?
— In-game description
The Tower at Paradigm's Breach is a level 80 raid introduced in patch 5.5 with Shadowbringers.
It is the third part of YoRHa: Dark Apocalypse.
Unlock
Complete the level 80 quest Brave New World. Start the quest by speaking to Dig Site Chief in The Puppets' Bunker (X:9.8 Y:14.3). Players must first complete the quest Chronicles of a New Era quest Konogg, Alone.
Objectives
- Clear staging node A: 0/1
- Clear staging node B: 0/1
- Clear staging node C: 0/1
- Clear staging node D: 0/1
- Clear the ascension platform: 0/1
- Clear beyond: 0/1
Bosses
- Roar - Raid-wide damage, the boss opens with this. Sometimes it doesn't animate right away so keep an eye on the cast bar.
- Colossal Impact A linear AOE attack with two variants. When the boss first casts this, he will always do it twice. First one, then the other.
- Hands are open to the side and mouth is glowing red' The boss will cast a line AOE down the middle of the arena
- Hands in fists, leaning back, yellow glow The boss will cast line AOEs down both sides of the arena
- Magic Artillery Beta - A splashing tank buster targeting each alliance's tank
- Replicate - another boss will appear on the left or right side of the arena. The first time it will always be one clone, but afterwards there may be two. They are not targetable
- Stacking the Deck - the boss will briefly tether its clones and mark the order in which they will attack. Shown by the number of blue/white cubes in front of each boss. The actual boss will always go first.
- The boss and its clones will cast Colossal Impact in the order shown during Stacking the Deck. They may cast the same version of Colossal Impact or different versions.
- Spheroids - Orbs appear and will spit out red balls which float towards players causing splash damage and vulnerability stacks on contact. This is often cast in conjuction with Colossal Impact and an alternate version is cast with Magic Artillery Alpha
- Magic Artillery Alpha - AoE markers on several players
- Spheroids will be cast with this after the first cast, but instead of shooting orbs it will do two casts of line AOEs across the arena. Avoid the first cast, then move into where it was to avoid the second cast.
- Light Leap - two proximity AoEs appear on the left and right and boss. The boss will jump and hit these spots. Generally, run forward so you're right on him to optimize uptime.
- Boxes will appear at the square AOEs during Light Leap
- Lunge - A knockback attack that always follows Light Leap (although the boss will often cast Replicate and Stacking the Deck inbetween). Line yourself up with the white boxes so you are knocked back into them.
- The boss will eventually (starting the third cast of Light Leap?) begin casting Colossal Impact after Lunge when Replicate is up. Make sure to line up with a box in such a way that you are not 1, knocked off the map by the clone's lunge but also not getting caught in the boss' Colossal Impact
This fight introduces mechanics one at a time and then quickly begins to combine them. Keep an eye on the boss' cast bars and for its physical tells to avoid taking unnecessary damage.
Hansel & Gretel
Two casts will regularly go off Upgraded Shield and Upgraded Lance. Hansel and Gretel will alternate who has Shield and who has Lance.
- Upgraded Shield - creates a shield around one of the bosses and reflect damage coming from a shielded side. Tanks can turn the boss to face the group so dps can hit them.
- Upgraded Lance - increases the damage of the bosses attacks. You generally want to focus DPS on whichever has this buff.
Note When Upgraded Shield and Upgraded Lance are up, Hansel and Gretel need to be tanked apart or else they will both tether to each other and both gain Upgraded Shield.
- Wail - raid-wide AOE (they will both cast this one at a time, so healers be prepared for back to back raid wides)
- Crippling Blow - tankbuster
- Tandem Assault: Bloody Sweep - A prepatory movement ability where they will set up for Bloody Sweep
- Bloody Sweep - This attack is telegraphed by where they holding their lances. If they are holding the lances Outside, you want to be on the same side as them, in the middle. If they are holding them outside, you want to be on the opposite side as them, in the middle. If there is a red/blue DNA looking tether between them, they will SWITCH which hands are holding the lances right before casting Bloody Sweep, so safe zones will change accordingly.
- Seed of Magic Alpha - AOE markers on several players. Occurs at the same time as Riot of Magic
- Riot of Magic - splash damage marker on 1 player requiring stacking to soak. Occurs at the same time as Seed of Magic Alpha
- Tandem Assault: Passing Lance - both bosses do a battle cry and head to an area on the area to cast next joint spell
- Passing Lance - fire balls appear down middle of arena with a gap and the bosses will charge down the middle of the arena. Safe spots are at the edge of the arena, in the gap between the fireballs.
- Note, later in the fight: Seed of Magic Alpha and Riot of Magic are also cast but there seems to be no cast marker on boss's bar for this. AOEs and Stacks are telegraphed as normal.
- Wandering Trail - yellow spinning discs appear on the arena. The first time, they will simply move around the edge of the arena, damaging anyone caught in them. In later casts, they may move towards the center of the arena and back out.
- Breakthrough - This is cast while Wandering Trail is active. A proximity AOE will place in the middle and Hansel and Gretel will stand on opposite sides of the arena. They will hold their lances out to one side and will Cleave that side as they charge into each other and clash, triggering the proximity damage. Safe spots are at the edge of the arena their lances are not pointing towards, between Wadering Trail disks. This does heavy damage no matter what, so healers be ready.
- Hungry Lance - two large AOE cone markers appear outwards from bosses - head to safe spot. Cast at the same time as Wandering Trail but this time the disks move inwards and then back out
- Seed of Magic Beta - Possibly splash damage on few players and bosses move to middle of room
The fight sort of forces you to whittle their health down one at a time and for good reason. If one is killed while the other has too much health, the surviving one will continually cast Wail. However, if the surviving one is at low enough health when the first one dies, they will repeatedly cast Lamentation, AOEs that drop underneath players.
Red Girl
Part 1
- Cruelty - Heavy raid-wide damage. She opens with this and will continue to cast it throughout the raid.
- The boss will create orange/red kill zones around the edge of the arena and the direct middle. This is appear and disappear throughout the fight, but there's a moment of safety for you to get out if you happen to be in it when it first appears
- Shockwave - AOE markers on select players, they will be either 'white' or 'black'. The amount of time you have until it explodes is indicated by the ring above each player's head. Be careful not to stack too many of these on accident as you can kill yourself or someone else by doing so
- Generate: Barrier (part 1) - White and Black barriers form a cross through the arena. This is cast immediately after Shockwave and the players marked by Shockwave are to line up with the blocks opposite the colour of their AOE to destroy it. Ground AOEs (white or black) will appear under some sections of barrier, in which case someone with an AOE does not have to line up with that section as it will be destroyed by the ground AOE.
- Black AOE Line up with a 'White' barrier to destroy it
- White AOE Line up with a 'Black' barrier to destroy it
- Variant - Instead of a cross, this one will be a box. Players inside will be stuck inside and some close by might be sucked in, too.
- Generate: Barrier (part 2) - This will often follow the first Generate: Barrier cast and features a line of arrows on one side of the arena. You want to position yourself so that you have a section of barrier of the SAME colour as the arrow is between you and the arrow.
- (arrow) > (barrier section of same colour) > you, the player
- Note: The barriers don't affect line of sight, so healers can continue to AOE heal and ranged DPS can continue to DPS
- Recreate Meteor This first shows up after the variant casts of Generate: Barrier and will appear in the middle of what's left of the box. Players need to position themselves such that a section of barrier the same colour as the coming meteor (shown by the colour on the ground and pulsing effects) is between them and the meteor
- (meteor) > (barrier section of the same colour) > you, the player
- Manipulate Energy - Splashing tankbusters that target all three alliance tanks
- Replicate - The boss will create a number of regular sized red girls around the arena and each girl will then telegraph 1, their triangular aoe and 2, the direction in which they will rotate.
- The suggested way to deal with this is pick a girl and stick right behind her and rotate with her
- Sublime Transcendence - Cruelty but also the phase change. Healers have a very short window in which to heal their party back up before they are pulled in the intermission phase and will be unable to heal until Phase 3.
Intermission Phase
- The hacking minigame from NiER: Automata. You'll be a little pointy triangle with two abilities: Shoot and Change Colour. It's very short.
- You must be the opposite colour of the 'barriers' and 'pylons' to damage them
- You must be the same colour as the pulsing ground AOE to avoid the pulsing ground AOE. You can also look at the cast bar to know what colour to match (Wave: Black or Wave: White)
- You must also be the same colour as Wave: to do damage to Red Sphere
Part 2
Note: This phase will open with Cruelty, so healers make sure your alliance has sufficient health if you were unable to do so before going into Intermission Phase.
- Child's Play - A number of players will be tethered by chains and will be subjected to Forced March in the direction indicated by the arrows around Red Girl's hand
- Later in the fight, when there are multiple large Red Girl's, Child's Play will be cast by each large Red Girl alongside Replicate and tether instead to the myriad of regular sized Red Girls around the arena and be pulled in various directions.
- Pick a girl, rotate with her until she's pulled away, and if no red girls get pulled to you you're safe, if one does get pulled to you quickly adjust to rotate with her.
- The direction options are: Left, Right, and In (towards her). She will never push you away.
- AOEs will spawn on the ground during this but will go off AFTER Forced March expired.
- What you want to do is ensure you are in a safe spot when you are released from Forced March, which often means you will start by standing in an AOE so you will end Not standing in an AOE. Be mindful of the killzones along the edge and in the middle of the arena
- Later in the fight, when there are multiple large Red Girl's, Child's Play will be cast by each large Red Girl alongside Replicate and tether instead to the myriad of regular sized Red Girls around the arena and be pulled in various directions.
- Shockwave - In this phase, this will be cast with Child's Play instead of Generate: Barrier It will target both on tethered and untethered players. The colour is irrelevant, just try not to stack too many AOEs or you'll die. It's a regular player-targeted aoe
- Generate: Barrier - Unlike in phase 1, this will NOT be followed by Shockwave and there will be gaps already in the barrier. Arrows will also now appear in both colours and in both directions, but the same principles apply as before. Be between a barrier of the same colour as its oncoming arrow.
- This is now ALWAYS cast TWICE and the arrows will be perpendicular on their second cast. So if they initially cast east/west + west/east they will then be cast north/south + south/north)
- Recreate Meteor - This is cast after two Generate: Barrier and unlike in phase 1 there are two meteors. One black and one white.
- Generate: Barrier Repeats ONCE on top of this and will remove sections of barrier.
- You want 1, avoid Generate: Barrier and 2, run to the safe zone where a Black barrier and White barrier are between you and their respectively coloured meteors. There will be only one safe combination of barrier sections.
This is probably the single most complicated fight in the raid and harshest to newcomers. Everyone dies here. A lot. Especially with how many instant kill attacks there are. Take your time to learn the mechanics and be patient with both yourself and others.
It is HIGHLY recommended to not LB until you are sure you will not need LB3 Heal
41626572726174696F6E: False Idol & Her Inflorescence
Boss 1: False Idol
Part 1
- Screaming Score - raid-wide damage
- Made Magic - A red wheel will appear and start turning towards one side of the arena ,look at which way and head to the opposite way (so if the wheel is spinning to the right, go left and vice versa)
- Lighter Note - AoE's will spawn on 3 players and once placed/set will consecutively fire in the direction of the arrows
- Rhythm Rings - Rings will appear in front of the boss and purple bullets will slowly fall, get out of the way of them as beams will fire the entire part of the arena
- There will be two rounds of this, and boss will also cast Seeds of Magic which are small AoE puddles from the sky that fall
Part 2
- Made Magic - A red wheel will appear and start turning towards one side of the arena ,look at which way and head to the opposite way (so if the wheel is spinning to the right, go left and vice versa)
- Screaming Score - raid-wide damage
- Darker Note - all three tanks get a pink AoE damage marker
- Lighter Note - AoE's will spawn on 3 players and once placed/set will consecutively fire in the direction of the arrows
- Made Magic - A red wheel will appear and start turning towards one side of the arena ,look at which way and head to the opposite way (so if the wheel is spinning to the right, go left and vice versa)
- Eminence - raid-wide damage and a "down for the count" buff applied, followed by cutscene and transition into next phase/boss
Boss 2: Her Inflorescence
Part 1
- Pervasion - the floor will become transparent, getting you ready for next cast
- Recreate Structure - a building below the floor will have a 5 circle countdown and you can see where/when it is going to come up - dodge as necessary
- This will repeat a couple of times
- Recreate Signal - changes the arena to a train track
- Mixed Signals - makes the signals red and green, stand on a red to miss the incoming trains
- This will repeat a couple of times and then the arena will reset back
- Lighter Note - AoE's will spawn on 3 players and once placed/set will consecutively fire in the direction of the arrows
- Screaming Score - raid-wide damage
- Darker Note - all three tanks get a pink AoE damage marker
- Heavy Arms - if the boss forms its arms into pillars, move to the middle, if the boss forms the pillar and hugs it/sits on it then move to the sides
- Distortion - players get a circle surrounding them - half white/half black
- Final Song - a large ring will start to drop in the centre - you need to match your half of colour to it to avoid damage
- Pillar Impact - you need to stand next to the first pillar as its a knockback, if you position correctly you should get knockbacked to the other pillar that is also about to drop second and then it will knockback you again.
- Towerfall - both towers will start to fall and eventually fall so move out of the away
Part 2
- Recreate Signal - this time only 1 train track appears just off the arena
- Mixed Signals - calls a train to the track and it will stop, Red Girls will get off and start sending out purple balls which should be avoided
- Distortion - players get a circle surrounding them - half white/half black
- Final Song - a large ring will start to drop in the centre - you need to match your half of colour to it to avoid damage
- Heavy Arms - if the boss forms its arms into pillars, move to the middle, if the boss forms the pillar and hugs it/sits on it then move to the sides
- Lighter Note - AoE's will spawn on 3 players and once placed/set will consecutively fire in the direction of the arrows
- Heavy Arms - if the boss forms its arms into pillars, move to the middle, if the boss forms the pillar and hugs it/sits on it then move to the sides
- Recreate Signal - changes the arena to a train track
- Mixed Signals - makes the signals red and green, stand on a red to miss the incoming trains
Note: The boss will cast Rhythm Rings before the trains arrive, blocking your view of what is to come, so be ready to check and move out of the way.
- Rhythm Rings - Rings will appear on the side of the arena and purple bullets will slowly fall, get out of the way of them as beams will fire the entire part of the arena
- Screaming Score - raid-wide damage
The mechanics then repeat until the boss is dead.
Loot
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Rewards
You can receive only one reward item per week for completing duties in The Tower at Paradigm's Breach. In the event you are awarded an item from the loot list, you relinquish your right to vie for all remaining items regardless of whether you selected Need or Greed.
- Reward eligibility is reset every Tuesday at 1:00 a.m. (PDT)
Each party in the alliance will receive its own treasure chest, the contents of which will be identical regardless of the route taken.
- Players cannot open a treasure chest belonging to another party.
Completion Reward
Upon completing the Tower at Paradigm's Breach, players can also earn a separate reward once per week: two Cracked Stellaclusters and one Breach Coin. The Breach Coin can be exchanged with Fathard in Eulmore (X:10.2 Y:11.7) for items used to enhance equipment purchased with Allagan Tomestone of Revelation.
YoRHa Type-55 Armor
- See also: YoRHa Type-55 Armor
Obsolete Android's Armor
- See also: Obsolete Android's Armor
Other
- Cracked Stellacluster
- Breach Coin
- 9S Automaton - Minion
- Smaller Stubby - Minion
- 2B Card - Triple Triad Card
- Modern Aesthetics - Battle-ready Bobs
- Modern Aesthetics - Scanning for Style
- Mourning Orchestrion Roll
- Emil (Despair) Orchestrion Roll
- The Sound of the End Orchestrion Roll
- Kainé (Final Fantasy Main Theme Version) Orchestrion Roll
- The Sound of the End: 8bit Orchestrion Roll
Images
Gear Images
Dungeon Images
Notes
- This exciting new raid was developed by NieR series producer Yosuke Saito, and scenario writer and director YOKO TARO, with music composed by Keiichi Okabe.
- The False Idol's boss title, "41626572726174696F6E", is hexadecimal code for "Aberration".