A8S (Brute Justice)

Note

This guide is written assuming you have all Blue Mage spells, appropriate gear, and know how to play your chosen role.

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Overview

This is the fifth fight in the Morbol series and for most groups will be the most difficult. It’s a very long fight with many phases each with a bunch of mechanics that need to be respected, and it’s easy for small mistakes to cascade out of control and cause wipes. The biggest thing to remember when doing this fight is to remember that it is not a DPS check, and mechanics need to be respected. There will even be times when DPS needs to stop completely in order to ensure mechanics happen in predictable ways.

Video Guide

Party Setup

For this fight I recommend the standard one tank mimic, two healer mimics, and five DPS mimics. It can be solo healed if you have a confident healer, and it can help if you are trying to skip Gavel, but for most groups it will be safer to run two healer mimics.

Utility Spells

  • Mighty Guard
  • Diamondback
  • Blood Drain on the Brawler off-tank.
  • Frog Legs if resolving Gavel properly.
  • Devour if resolving Gavel properly.
  • White Wind if resolving Gavel properly.

Phase 1: Onslaughter

In the first phase we have to deal with Onslaughter, which is basically just Manipulator Junior. Onslaughter periodically uses Seed of the Sky, which just puts ground-targeted AOEs underneath random players, so watch your feet! It will also use Hydrothermal Missile, which deals moderate AOE damage on the tank, so stay away from the tank when possible.

For this phase I recommend saving your Moon Flute Opener and spells with >60s cooldowns. Instead, start with a Bristle-buffed Song Of Torment and group up on the tank. I know we said to avoid Hydrothermal Missile, but we can stack for the first one to get a free Cold Fog proc and front-load a bunch of damage. After the first Seed of the Sky, Onslaughter faces a random target and uses Mega Beam, which is a lethal line AOE with a huge knockback, so sidestep it.

There will be a bunch of Hydrothermal Missiles and Seeds of the Sky so keep dodging, and then four Steam Regulators will spawn, one in each corner. We need to assign a DPS to kill each one. They spawn inside a square and tether to the player that enters the square, which gives the player a small DOT debuff. Leaving the square (including by death) or failing to kill the Steam Regulator quickly will cause it to explode, wiping the raid. A Whistle, Tingle, and Triple Trident combo will make quick work of the regulators. The regulator killers need to be careful while burning down their regulator because there will be a Seed of the Sky and a Mega Beam to dodge. There is plenty of space in the square to dodge, but it can be tight especially if you’re unprepared.

After the Mega Beam, Onslaughter will use Perpetual Ray. This is similar to the multi-hit tankbuster from A4S but now it also applies a physical vulnerability up debuff. The tank needs to Diamondback and will still need to be healed during this, as it is still a ton of damage even through Diamondback. Onslaughter should die shortly before or after Perpetual Ray. If not, it will do some more AOEs and a Mega Beam. If you see a Legislation cast it’s a wipe. It’s pretty confusing and easy to skip, so we just focus on skipping it. Skipping Legislation was easy even at level 60, so new spells make it that much easier to skip.

Phase 2: Battle Bots

In this phase we have to fight the four robots from previous Alexander fights: Blaster, Brawler, Swindler, and Vortexer. They each have different abilities that they use above 50%, at 50%, and below 50%. This entire phase is all about controlling mechanics, waiting for mechanics to be stable, pushing the current target to 50%, and then burning it down before it can actually cause any issues.

This is by far the longest phase in the fight and it is all about controlled DPS. Most mistakes are recoverable and the phase itself is not a DPS race, except when we are burning down a bot. The simplified flow of this phase is:

  1. Kill Blaster and Swindler.
  2. Push Brawler to 50%.
  3. Resolve Brawler orbs.
  4. Push Brawler to 10%.
  5. Push Vortexer to 55%.
  6. Wait for a Brawler mechanic so that the off-tank is in Diamondback
  7. Burn down Vortexer ASAP, then finish off Brawler.

The first two bots that spawn are Blaster in the north and Brawler in the center. Brawler will stay in the center for the entire phase, but the other bots will move with whoever is currently tanking them.

Both tanks will be taking quite a bit of damage throughout this entire phase, especially at times when the main tank might be tanking two bots. I recommend assigning one healer to each tank to make things easier.

For the entire phase neither of the tanks should use White Wind. It generates an incredible amount of threat and pulling aggro on bots when you don’t mean to can cause a lot of problems (usually resulting in a wipe).

Brawler Mechanics

One DPS or healer needs to be the off-tank here. Their job is to put on Mighty Guard and tank Brawler for the entire phase while pointing it away from the party (west by default). Whenever Brawler attaches a Single Buster or Double Buster to itself the off-tank needs to Diamondback. Single Drill is a heavy-hitting tankbuster and Double Drill is meant to be a party line-stack AOE, but both are handled most easily with Diamondback. The Double Drill hits the two players that are closest and furthest to Brawler with moderate AOE damage that knocks back and stuns everyone else that gets hit (but not the primary targets). To handle this we need to assign one player to be the Double Drill baiter. Their job is to watch for Double Drill, or listen for the off-tank to call it, and then run to one of the corners of the arena. It doesn’t matter which corner they go to, they just need to pick one so that they’re the furthest from Brawler. Brawler uses its mechanics in a random round-robin order, meaning if you see Single Buster and Double Buster but haven’t seen Double Drill yet, then the next mechanic will be Double Drill. Once each mechanic has been used then they repeat again in random round-robin order. When Brawler transitions at 50% the order resets as well. Being able to predict what ability is coming up can be helpful to know when it will be safe to transition other bots. Brawler is the very last bot we kill so we will see its mechanics throughout this entire phase.

Killing Blaster and Swindler

The rest of the party can whittle down Blaster but should not push it to 50% or use long cooldowns yet. Blaster should be pulled to the east side since that is where Swindler will be spawning. Once Swindler spawns, all the DPS (except the off-tank) should do full Moon Flute Openers to burn down both Blaster and Swindler ASAP. Our goal is to skip all of the mechanics for these bots, but we’ll go over what they are, anyway.

At 55% Blaster uses Mind Blast, which is just a small raidwide AOE that is interruptable. At 50% Blaster spawns a Blaster Mirage that when close to Blaster grants itself and Blaster a very strong vulnerability down buff. If you’re not killing Blaster before the Blaster Mirage becomes active and tethers to Blaster, figure out why and fix it.

Swindler will use Height Check and assign High or Low Arithmeticks to each player and adjust the height of the floor. Players need to move to a square that is the “opposite” of their debuff. Low Arithmeticks (red debuff, vuln icon in lower left of debuff) needs to go up to a high platform, and High Arithmeticks (purple debuff, vuln icon in upper right of debuff) needs to go down to a low platform. At 50% Swindler uses Bio-arithmeticks which is a very heavy-hitting raidwide, so make sure everyone is at full health and mitigate with Bad Breath, Addle, Magic Hammer, and Gobskin if possible. Pay extra attention to the off-tank here, and for extra safety you can wait for the off-tank to be in Diamondback for a Brawler mechanic. Below 50% Swindler will use Enumeration, which puts a circle around two random players that requires a specific number of players to be inside the circle or it kills the target. As with Blaster Mirage, our goal is to just skip this entirely.

After Blaster and Swindler are dead the party should move to the south where Vortexer will spawn.

Brawler Push

The party should push Brawler to 50% next. At 50% Brawler will put up a strong vulnerability down buff and become functionally invulnerable. It will also start using Single Drill as one of its mechanics, which targets a random player and hits them with damage based on how close they are to Brawler. Whenever Single Drill is used, the party should make sure they are not near Brawler to avoid getting one-shot by it. Brawler will also spawn two large purple Power Plasma Beta orbs in random cardinal directions and two small green Power Plasma Gamma orbs in random intercardinal directions. All four orbs will start slowly moving towards Brawler.

The green Power Plasma Gamma orbs explode when they reach Brawler and wipe the raid. They can be intercepted by players, which deals massive damage in a small circle around the orb. Assign two players to pop these orbs and set a priority system (e.g. Person A takes the orb starting from north going clockwise, Person B takes the orb starting from north going counterclockwise). When these players are going towards their orbs they need to be careful as they move around to avoid getting hit by any Brawler mechanics if any are happening at the same time. Healers need to watch these players closely as they take a ton of damage. Mighty Guard is required to survive, but Diamondback can make things a little bit safer.

The purple Power Plasma Beta orbs are targetable but not killable. They deal moderate raidwide damage when they reach Brawler. Orbs can and should be slowed to stagger their hits. Abilities like Bad Breath, Reflux, and 4-tonze Weight are good for this. Additionally, things like Addle and Magic Hammer can be used to reduce the damage they deal. However, the easiest way to handle this is to just let both orbs hit Brawler at the same time and have everyone Diamondback to survive.

Push Vortexer and Finish Brawler

From this point on we want to hold any of our long cooldowns for Brute Justice in the next phase. Brawler becomes targetable once the orbs have despawned. The next thing we want to do it get Brawler to about 10%, but not kill it. Be very careful about DOT effects here as we do not want to push it early.

Once Brawler is at 10% we switch to Vortexer and get it to 55% without pushing to 50%. When Vortexer is pushed it uses Super Cyclone, a massive raidwide AOE that also causes a massive knockback from Vortexer. We want to wait for the off-tank to be in Diamondback before we push for maximum safety. If Brawler uses a Single Drill or Double Drill make sure to heal the targets before we actually push. The Super Cyclone damage should be mitigated as much as possible, and the party should stand between Vortexer and the south wall so that they don’t actually get knocked back.

Just like with the other bots we need to burn down Vortexer ASAP. It will start using Elemental Jammer which causes a bunch of spooky debuffs and missiles that leave puddles around the arena. We really don’t want to deal with this, so we will just skip it. Cold Fog on the Super Cyclone hit is a really good idea here, and Moon Flute can help but should not be needed.

Once Vortexer is dead, Brawler will start causing Self-Destruct, which is an instant wipe if it finishes. Switch to Brawler and finish it off, and then get ready for Brute Justice.

Phase 3: Brute Justice

Have the party move to just east of the center of the arena and the tank just north of the center. The five bots will show up in the middle and fuse into Brute Justice. When they Transform there is a big knockback with moderate raidwide damage. Use Surecast when the lightning appears between the bots to negate the knockback.

Once Brute Justice is targetable, the tank should use White Wind to quickly generate a bunch of threat. At this point everyone who can do a Moon Flute Opener should be doing one, including one healer if possible (if you are running two healers). Brute Justice opens up with Flarethrower, a conal tankbuster, followed by Double Rocket Punch, which is meant to be a shared tankbuster. The tank should try to learn the timing to generate threat and then Diamondback both hits, but it is most important to mitigate Double Rocket Punch since it is not survivable otherwise.

Once the tankbusters are finished we get to play “ring around the robot.” Brute Justice sends out the following attacks at the same time:

  • Short Needle: light raidwide AOE damage.
  • Long Needle (Prey): moderate AOE damage around two random players, indicated by a red circle overhead.
  • Long Needle (Stack): marks one random player with a stack marker that deals moderate AOE damage split between all players hit.

There is going to be a lot of damage, so mitigate as much as possible. There is a lot going on and it will take some practice to get it right, but the overall flow is pretty straightforward:

  1. AOEs will appear under the party while a Flarethrower hits the tank, so the tank will need to be healed. The party should rotate to the south side of the boss.
  2. The two Long Needle (Prey) markers will go out. Those two people should move away from the party and each other towards the south and east. More AOEs will appear under the party, so the party rotates to the west side of the boss.
  3. The tank should try their best to dodge AOEs and also finish on the west side. At this point the Long Needle (Stack) and Long Needle (Prey) AOEs will go off.

Immediately after the AOEs go off, Brute Justice will start channeling a Mega Beam so move away from its front. It will target the stacked party most of the time, but you do still need to make sure you know where he’s looking to avoid it.

While dodging the Mega Beam, the tank should move to one of the far corners of the room and everyone else should stay close. Brute Justice will use Super Jump on the furthest player, which causes it to jump to that player. Any other players hit will be knocked back and stunned. If the tank uses J Kick when the Super Jump cast finishes, then the AOE will be snapshotted into the corner but Brute Justice will stay in the center.

After Super Jump, Brute Justice will channel Apocalyptic Ray, which is a huge multi-hit frontal cone that applies a vuln stack with each hit. Just move behind Brute Justice to Alexander Prime’s Final Sting threshold is 15%. Once he is at 15%, apply Off-guard Icon Off-guard, then use Moon Flute Icon Moon Flute, any Primal abilities you have, and finish with Whistle Icon Whistle and Final Sting Icon Final Sting. Most groups will be able to Final Sting before Inception 2, and being able to do so makes the fight dramatically easier.be safe.

Brute Justice will repeat all of these mechanics one more time and then go into Intermission 1 if you haven’t killed it yet.

Warning

Since the level 80 patch came out it is actually possible to do _too_ much damage and push Brute Justice before the Super Jump. If that happens you will be in Waning Nocturne when Intermission 2 starts and probably die. If this is the case, consider dropping Breath of Magic from one of the openers or dropping Moon Flute entirely from one or two people.

Intermission 1

We don’t do this. We skip it. If you’re not skipping this then something is seriously wrong and you should fix it.

Intermission 2

Whenever Brute Justice’s health is reduced to 0 it will jump away and begin Intermission 2. When Brute Justice’s health is about to hit 0 everyone should put up Mighty Guard and stack on the east wall of the arena. Mighty Guard will stay up for all of Intermission 2.

Brute Justice will land with a J Kick before splitting off into individual bots again. There is going to be a lot going on here, but most of it will be ignored!

The first thing that happens is a Double Drill. Brawler spawns in the north side of the arena, so send the tank close to it and the Double Drill baiter to the southeast corner of the arena. Heal up the baiters once this hits.

There are going to be mines that spawn on random squares, so just be aware of where they spawn and don’t step on them. Some will be visible, and some start visible and look like a green and black swirling circle before becoming hidden.

After Double Drill, Onslaughter will face a random person and start channeling Mega Beam. If it’s facing you, just step to the side without hitting any mines. Once the beam actually fires, hardcast Diamondback (no Swiftcast). This is based on the animation of the Mega Beam, not the cast bar. Once the beam fires and starts shrinking slightly that’s when you should use Diamondback. If you timed this correctly, then you will see a bunch of explosions, chakrams, and mirage charges, but everyone will be safe.

Once you’re out of Diamondback Vortexer will start casting Ultra Flash on the west side of the arena. Ultra Flash kills anyone in line of sight, even through Diamondback. We will use Onslaughter’s legs to get out of line of sight. Position yourself such that one of Onslaughter’s legs is between you and Vortexer.

While Ultra Flash is happening, Swindler will also use Enumeration. This puts a circle around two random players and requires 2-4 total players to be inside the circle or else it explodes, killing the target. This can be mitigated by Diamondback and is significantly easier than trying to solve it with random targets. The players who get targeted by Enumeration still need to avoid Ultra Flash, but need to stay away from the group to avoid getting people caught in Enumeration. These players should stand back, get out of line of sight of Vortexer, and then Swiftcast Diamondback. The Enumeration targets will end up with a max HP down and damage down debuff, but these are inconsequential regardless of how you are handling Gavel in the next phase. If you mess up Gavel in the next phase it is not because of these debuffs.

After all of this happens, the bots will rejoin to form Brute Justice. Brute Justice now has an HP up buff and will fully heal itself with Justice before we go into the next phase.

Phase 4: Gavel

This is one of the most notorious Blue Mage mechanics, but its difficulty is significantly overblown. The only thing that makes it somewhat difficult is that you need to actually know what each debuff does in order to resolve it. The basic idea is that Brute Justice will cast Verdict and apply debuffs to everyone, and then 40 seconds later cast Gavel and instantly kill everyone if the debuffs were not resolved correctly. If anyone dies at all during this phase, including by Final Sting, Brute Justice will instantly kill everyone.

There are two ways to handle Gavel. We can either do it properly and resolve the debuffs, or we can skip it by killing Brute Justice before Gavel finishes casting.

Proper Gavel

TL;DR: Toolbox

One tornado will spawn in each corner of the room. Stepping inside a tornado sets your HP to 1 and gives you a Final Flight debuff which functionally does nothing. A red Steam Regulator will spawn on either the east or west side, and a blue Steam Regulator will spawn on whichever side the red one did not. These regulators function the same as in phase 1, but the color will matter based on debuffs described below. There will also be four orbs that spawn in the two north squares between the tornadoes and the two south squares between the tornadoes. The orbs deal moderate AOE damage when touched, and will explode and wipe the raid if left up for too long.

Some of the debuffs mentioned here will include Final Punishment stacks. Each time you take damage from Brute Justice (orbs and tornadoes count for this), you lose one stack. If the debuff timer hits zero and you still have stacks you instantly die.

Debuff resolution is checked when Gavel finishes casting. Here is the full list of debuffs and how to resolve them:

  • Final Judgment: Min HP
    • Must have the lowest HP in the party.
    • Includes 4 Final Punishment stacks.
    • This player should pop the southwest, northwest, and northeast orbs and then step into the northeast tornado when Gavel starts casting.
    • It is important to not heal this player after they step in the tornado until after Gavel is resolved.
  • Final Judgment: Max HP
    • Must have the highest HP in the party.
    • Includes 4 Final Punishment stacks.
    • This player should immediately Frog Legs and tank Brute Justice. They should help heal orb poppers with White Wind, and then use Devour when Gavel is being cast.
  • Final Judgment: Penalty I
    • Must have one debuff from Brute Justice.
    • Includes 3 Final Punishment stacks.
    • This player should pop the southwest, northwest, and northeast orbs.
    • One debuff: Penalty I
  • Final Judgment: Penalty II
    • Must have two debuffs from Brute Justice.
    • This player needs to step in the northwest tornado.
    • Two debuffs: Penalty II and Final Flight
  • Final Judgment: Penalty III (on two players)
    • Must have three debuffs from Brute Justice.
    • Includes 2 Final Punishment stack.
    • One player needs to step in the southwest tornado and the other needs to step in the southeast tornado.
    • Three debuffs: Penalty III, Final Flight, Final Punishment
    • After Gavel resolves, both players should pop the southeast orb together to remove their Final Punishment stack and prevent the orb from exploding.
  • Final Judgment: Decree Nisi A (Blue Nisi)
    • Must destroy the blue Steam Regulator and receive the Blue Nisi debuff.
    • Includes 1 Final Punishment stack.
    • This player should quickly kill their regulator, which can spawn on either the east or the west, and then pop the north orb on their side with the Min HP and Penalty I players.
  • Final Judgment: Decree Nisi B (Red Nisi)
    • Must destroy the red Steam Regulator and receive the Red Nisi debuff.
    • Includes 1 Final Punishment stack.
    • This player should quickly kill their regulator, which can spawn on either the east or the west, and then pop the north orb on their side with the Min HP and Penalty I players.

If you run with the same eight people and don’t have any deaths, then the debuff assignment isn’t completely random. With traditional jobs, the tanks get the Min/Max HP debuffs, the healers get the Penalty I/II debuffs, and the DPS get the Penalty III/Nisi debuffs. If you have the same eight people and no deaths, then the same four people will always get the support debuffs and the same four people will always get the DPS debuffs. Within those groups the debuffs will be random.

If everything was done properly then everyone should live. Remember to turn off Mighty Guard when entering this phase if you don’t need to have it on (Min HP, Max HP, Penalty I).

Skip Gavel

Once we got access to level 70 spells it became possible to skip Gavel entirely. With level 80 spells it’s even easier, but there are still things that can trip you up. Once Brute Justice regains his HP we have 38 seconds to kill it before Gavel finishes casting. We also still need to kill the Steam Regulators or they will blow up and wipe the group.

The basic strategy for this is to do a Moon Flute Opener and then synchronize Final Stings so that we are able to all sting without getting killed (because Brute Justice kills everyone if anyone dies).

More specifically, the full rotation should look like this:

  1. Pre- Bristle before Brute Justice is targetable.
  2. One person applies Breath of Magic while everyone else applies Song Of Torment.
  3. Use a full Phantom Flurry including its second activation, then use a potion for extra damage.
  4. Use 3 GCD spells. You should have The Rose Of Destruction and Winged Reprobation up here, but Sonic Boom is still fine. Since we’re not bringing many utility spells we should have room for everything. Weave your weaker OGCD spells like Feather Rain, Shock Strike.
  5. Whistle with Off-guard or Peculiar Light weaved.
  6. Tingle
  7. Moon Flute and Nightbloom
  8. Triple Trident and Sea Shanty
  9. Bristle, Swiftcast, and Being Mortal
  10. Matra Magic
  11. Whistle and Surpanakhax4
  12. Wait for synchronized sting call, then Final Sting.
Expand to see full timeline…
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Pull
0
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It can be easier to synchronize stings if you use Swiftcast there instead of Matra Magic. I recommend using a countdown macro, something simple like this works fine:

  /p Get ready to sting! <se.1> <wait.1>
  /p 5 <se.1> <wait.1>
  /p 4 <se.1> <wait.1>
  /p 3 <se.1> <wait.1>
  /p 2 <se.1> <wait.1>
  /p 1 <se.1> <wait.1>
  /p STING! <se.1> <wait.1>

Which strategy is better?

This depends entirely on your group. If your group is good at mechanics and intends to do more fights beyond the Morbol fights (like Omega and Eden), then doing Gavel properly will be good practice for BLU mechanics and probably be easier for you. If your group has no interest in learning mechanics and just wants to get the Morbol, then maybe skipping might be better for you. At the end of the day Gavel isn’t mechanically much more difficult than the previous phases, anyway.

Each BLU update makes skipping easier, but it’s still not without issue. Final Stings need to be synchronized well, there might be some Crit RNG involved, and usually if people aren’t good enough to just do mechanics then they also are less likely to perform their rotation optimally.

In my personal experience with various groups it has taken less time overall to just do Gavel. With experienced Savage raiders who studied beforehand it only took about 3 pulls to get it correct. With less experienced raiders it took 1-2 nights usually. Skipping can take a handful of pulls, or it can take multiple nights, so it’s pretty much the same in the end.

Phase 5: Final Justice

After Gavel, Brute Justice jumps away again and lands with J Kick. I recommend putting on Mighty Guard again to mitigate this damage, but other mitigations can do the job fine as well. If your group was maintaining good damage during Gavel then you’ll be ready to sting Brute Justice pretty shortly into this phase. This phase can be pretty chaotic but each bit in a vacuum is pretty easy on its own.

The default positioning for this phase is to have the tank north of the boss and the party south of the boss.

Brute Justice starts with Link-Up which empowers some of its abilities. This also applies Compressed Water to a random player. Compressed Water creates a water tornado when the debuff expires, which then needs to be removed by being hit by Flarethrower. We’ll actually be handling it by having the person who receives the debuff die to prevent the tornado from spawning in the first place.

Brute Justice starts out with Final Punch, a tankbuster that does a knockback and roots the target in place. The knockback is unavoidable and removes Diamondback. It follows up with Final Apocalypse which is the same as Apocalyptic Ray from before but it does not apply vuln stacks. Brute Justice finishes its tankbuster combo with Final Beam, which is similar to Mega Beam from before but the damage is split between all targets hit. There are two ways to handle this combo:

  1. If your main tank is good at managing mana, and has some Super-Ethers for safety, they can Diamondback the Final Punch hit and then immediately Diamondback again to mitigate the other hits.
  2. If mana is tight, which usually happens if you see the combo a second time, have the off-tank stand on one of Brute Justice’s side and use Mighty Guard. Once the Final Punch cast starts, they should use Frog Legs, hit Brute Justice with something like Shock Strike for some extra threat, and then Diamondback. If done correctly, then the Final Apocalypse and Final Beam hits will be taken by the off-tank. The off-tank can also rejoin the party after Final Apocalypse starts and share the Final Beam with the party.

After the tankbuster combo Brute Justice will use Missile Command, which is essentially the same as our first Brute Justice phase. There is going to be a lot going on here and we handle it slightly differently from before. I recommend having everyone spread out at the start, and then whoever has the stack marker should just Diamondback. There will also be an invisible mine that spawns in one of the four center squares. The player who received the Compressed Water debuff should stand on it to get rid of it while also killing themselves at the same time. If the player is still alive, they need to find another way to die (even just Final Sting will get the job done). If the Compressed Water player is targeted by the stack marker, they should just take it without mitigating to die to that, and then the tank should detonate the mine in the center.

Warning

It is possible for the tank to be targeted with Compressed Water. This is a really unfortunate situation, but it can be handled by dying to Final Punch and then quickly resurrecting the tank.

After the Missile Command spam ends the party should try to get close to Brute Justice again, while the tank starts moving to a corner to try to bait an upcoming Super Jump. A bunch of Steam Chakrams will appear around the outside of the arena and Enumeration will appear on one player. Steam Chakrams draw a straight vertical or horizontal line through the arena, deal a ton of damage, and cause a huge knockback. You can either move out of the way of them or Diamondback. Enumeration is still tricky to handle, so that person should Diamondback

Once the chakrams have fired, Brute Justice uses a regular Mega Beam followed by a Super Jump. This can be handled the same way as in the first Brute Justice phase. Brute Justice will then use Flarethrower and another set of Missile Command AOEs, but this time there are no Prey or Stack markers. It finishes up with another tankbuster combo before Brute Justice jumps away again, at which point everyone should put on Mighty Guard again.

Phase 6: J Wave

This final phase is just a soft enrage. Brute Justice returns to the arena with J Storm, which is essentially J Kick but hits way harder. After this, it starts spamming J Wave, which is a raidwide AOE that grants Brute Justice a stacking damage up buff each time it is used.

Once Brute Justice lands, everyone should take off Mighty Guard and do as much DPS as possible. Healers can use Stotram and Angel's Snack to keep the party healthy, but will eventually need to switch to White Wind to keep up with the damage. If it goes on for long enough (and the healers don’t have enough MP for White Wind) then the healers will want to Pom Cure the tank while the tank uses White Wind instead.

Final Sting

Brute Justice’s Final Sting threshold is about 25%. Once it is at 25%, apply Off-guard, use Moon Flute, any Primal abilities you have, then finish with Whistle and Final Sting. If your group maintains good DPS during Gavel then this will be almost immediately after the Gavel phase ends.