Pharos Sirius
"The once-proud Pharos Sirius is twice dishonored--once by the Calamity, and now by the deadly siren of Umbra, who plots to hold the lighthouse as a personal stronghold with the aid of her minions. Silence her lunatic song, dispatch the usual suspects--ashkin and winged monstrosities--and reclaim the light of the civilized world." — Game Description Pharos Sirius is a level 50 dungeon released in patch 2.1. It is located in Isles of Umbra, Western La Noscea (x16,y30).
- Players need to talk to Diamanda in Aleport, Western La Noscea (x26,y26) to start the quest, Sirius Business to unlock.
- Players must have completed the main storyline and the quest Sirius Business.
- Light Party (4 Players) (1 Tank, 1 Healer, 2 DPS).
- Time Restriction: 90 minutes
- Average Ilvl 48+
- Rewards: 50 Allagan Tomestone of Mythology and 20 Allagan Tomestone of Soldiery
Objectives
- Clear the Aether Pump 0/1
- Clear the Second Spire 0/1
- Clear the Fuel Chamber 0/1
- Clear the Aether Compressor 0/1
- Defeat the Siren 0/1
Bestiary
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Bosses
Symond the Unsinkable
This is the most difficult fight in the dungeon. If you can get past this fight, you can do the rest.
The main mechanic for this fight is debuff stacks. Most attacks in this fight will give you stacks of Corrupted Crystal. If you reach three stacks, the crystal stacks explode, dealing extremely heavy damage to you and everyone around you. If you notice you have two stacks, start preparing to run away from the party. If you get three stacks, you only have a second or two to run away before they explode.
When you are hit with the crystal stack explosion, you also receive a Determination debuff that can't be cleared by the healer.
- He has a straight line AoE that does moderate damage and puts a crystal debuff on the target. Its not able to be silenced but its fairly easy to dodge.
- He summons adds that also do a circular AoE that does low damage but also gives a stack of the crystal debuff. The attack is instant and I couldn't find a way to stop it except maybe stun locking. Best to stay spread out when fighting them so only one person is getting the debuff. DPS should try to keep the adds off of the healer, otherwise the healer will quickly accumulate crystal stacks and be killed by the resulting explosion.
- He puts two large circles on the ground that do persistent damage that grow eventually dividing the room in half. Its easy for the party to get separated so the healer and tank especially want to make sure to be on the same half of the room before the circles grow. Do not run across the AoE; it gives you crystal debuff stacks. If you are separated from the tank and you can't reach the boss, just chill until the AoE goes away.
- Crystal debuff explodes when you get three stacks of it. Deals Severe damage and puts a Vulnerability debuff on targets.
- Strategy we used was to avoid AoE as much as possible, burn down adds before anyone could get more then a stack and to not get separated by the room divide. Try to divide the adds or take shifts so that no one person is getting three stacks. Not much more to it I think.
Zu
- The battle starts with a ring of Eggs spawning on the outer border of the room. Boss does little damage at this point. Killing Eggs gives Zu several stack of enrage, so it is not advised to start the fight killing eggs. Once enraged Zu will deal more damage but also take more damage. If, however, Zu gets too many enrage stacks (not certain how many but usually 15+) She does a cone AoE that does severe damage and stuns all targets hit for several seconds. It is devastating and resulted in many wipes.
- Zu casts a room wide AoE that does moderate damage but increases with enrage stacks.
- A few seconds into the fight and two eggs will light up and begin casting "Hatch" which will spawn one of two adds. One will move around attacking a target while occasionally casting an AoE that does low to moderate damage. The other will stand in place and choose a single target, marked by a blue beam, and barrage them repeatedly with a moderate damage nuke.
- By themselves the adds are pretty easy to handle but they can add up quickly. Later on in the fight three eggs start to light up at once and they start spawning faster than we could take them out.
- At some point about halfway Zu will fly up into the Air becoming untargetable and start throwing down circle AoEs. This phase wasn't hard and actually was kind of a break for us to mop up some of the baby birds.
- Strategy we used to eventually beat Zu was to kill one egg and let one chick spawn. Killing one egg didn't seem to give enough stacks for Zu to cast her crazy ground stomp stun, it kept one add out of the fight and also increased the damage she took from enrage. Things started to get hectic around the three egg spawns but we managed to burn her down with a LB before things got messy.
Tyrant
This boss has very low HP. The easiest tactic is for the tank and DPS to completely ignore the adds. When the adds spawn, the healer should pop a few heals to get add aggro, and then run around the room kiting the adds while the tank and DPS kill the boss. If done correctly, this fight only lasts a few seconds.
Siren
This fight is a healer check. The primary mechanic that seems to give the most trouble is "Siren's Song". Two of Siren's moves put a debuff on a target for 12 seconds requiring them to be healed to full health or the they become charmed for several seconds. Charmed targets only seem to do basic attacks so they're not devastating, but it knocks a person out of the fight and makes subsequent party members harder to top off with an extra source of damage.
Siren will target one party member (besides the tank) and put Siren's Song on them. Heal this target to full HP to remove the debuff before the target is charmed.
Siren puts a persistent bleed on the Tank. This should be removed by the healer with Esuna or Leeches.
Siren summons groups of two types of adds: Zombie Storm Privates and Zombie Storm Sergeants. The Privates are just normal auto-attacking mobs. They make things harder for the healer, but they aren't too bad. The Sergeants, on the other hand, crawl slowly along the ground toward a target. They cannot be bound or slowed, and when they reach the target, they grab them and hold them in place, stunning the target until the Sergeant is killed. Because of the perma-stun, they are priority number one for DPS. Due to the healer-heavy nature of this fight, if a Sergeant stuns the healer and it isn't killed quickly, it can easily lead to a wipe.
Periodically during the fight, Siren will disappear and do one of two attacks. The first is a straight line lunge similar to Ifrit's charge. It does severe damage and you don't have a lot time to get out of the way. The second is a doughnut-shaped AoE (similar to Hydra's "Fear Itself") that puts the Siren's Song debuff on all party members who are hit. The only safe spot is directly beneath Siren. When she does this AoE, the party needs to stack under Siren to avoid Siren's Song. It's easy to tell which of the two moves she's casting based on where she appears. She comes from the border of the room when she does the lunge, and she appears in the center of the room if she is doing the AoE debuff.
At about 50% HP, Siren will start casting Lunatic Voice. If she successfully casts it, Lunatic Voice can't be avoided, and it puts a very strong healing debuff on all party members called Reduced Immunity. The debuff must be cleared ASAP with Esuna or Leeches, because it makes healing through Siren's Song nearly impossible. Lunatic Voice can be stunned and silenced. During this half of the fight, the tank's number one priority is to stun Lunatic Voice (DPS will be busy with adds). Failure to stun Lunatic Voice can make this fight very difficult for healers. If you can stun/silence it, your healer will love you.