T5 (Twintania)

Note

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

Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.

Overview

This is the first fight in the Morbol raid series and is by far the easiest. It’s a decent introduction to raiding on Blue Mage, but we skip almost the entire fight so it’s not really representative of the rest of the fights. Some phases have been combined in this guide for simplicity’s sake since our burst makes the separation between phases a little bit unclear sometimes.

Video Guide

The video here is older, but the strats are unchanged. The only thing that is different is that we have substantially more burst than we did at the time the video was made.

Party Setup

For this fight I recommend the standard one tank mimic, two healer mimics, and five DPS mimics setup. You can get away with a single healer but we have so much damage already that it won’t change much.

Utility Spells

  • Missile
  • Level 5 Death on at least one person

Phase 1: Twintania

Twintania has a huge aggro radius so you will not be able to precast anything on her before she actually aggros. The tank will need to run in and grab aggo before the DPS can begin their Moon Flute Openers. I recommend having one person assigned to use Level 5 Death to kill the two adds that she starts with.

The biggest and only real threat in phase 1 is Death Sentence, which is an extremely heavy-hitting tankbuster. There is no telegraph or cast time for this, she just does it. It can take a few tries to get a feeling for the timing, but you need to precast Diamondback or Dragon Force with Chelonian Gate to survive. Twintania will also use Plummet which is a frontal cleave attack, so only the tank should be in front of the boss.

At 85% health Twinania will drop a Neurolink on the ground, which is a black circle that greatly reduces damage taken and dealt, and will be needed in the final phase. Once she drops the Neurolink, the tank should move her slightly so that when the second Neurolink drops it is not directly on top of the first one. She hits 85% health extremely quickly so the tank should be ready to move her early.

After the first Neurolink she will start targeting random players with Fireball which requires players to stack up. This is indicated by a red triangle over the target’s head. Once the Fireball hits, the party needs to spread out for Conflagration. Conflagration targets another random party member, indicated by a blue circle overhead, and locks them in place inside a fire tornado. Anyone else caught in the tornado will also be affected. Anyone inside the tornado is stunned and unable to do anything, but can be freed by killing the tornado. The tornado is vulnerable to death effects like Missile.

Once Twintania hits 55% she will drop a second Neurolink and then fly away.

Phase 2: Divebombs and Adds

Twintania will begin using Divebomb, a huge line AOE with a massive knockback targeted on a random person, indicated by a green and black circle overhead. The whole mechanic can be cheesed by stacking in the northwest corner, waiting for the marker, stepping forward a little bit, and then moving back to the corner after the Divebomb. You can reference the video above to see the exact positioning.

Warning

If someone messes up the Divebombs and ends up in the middle of the arena, they should just stay out until the next Divebomb since it is too dangerous to try to rejoin the party. If you get targeted while trying to rejoin the party, you will likely kill evereyone. If you are in the middle of the arena and do get targeted by a Divebomb, you can survive using Diamondback.

Twintania does three Divebombs and then spawns a wave of adds. These adds have no mechanical importance to us and can be killed using Missile and Level 5 Death.

After the first set of adds there is quite a long delay before Twintania will do another set of three Divebombs, which can be handled exactly the same way as before. Once these Divebombs are complete the party should run directly across the arena to handle the next wave of adds that spawns.

Once the adds are dead the party should stand in one of the Neurolinks together and the tank should stand in the other Neurolink by themselves. There is another very long delay and then Twinania will return and cast Aetheric Profusion. This is a raidwide that will kill anyone not standing in a Neurolink. Once you see the screen flash bright and you take damage from the Aetheric Profusion, you can leave the Neurolink. She will use Plummet almost immediately after landing which is why we have the tank stand in their own Neurolink.

Phase 3: Twisters and Hatches

In the last phase Twintania gains a few new abilities. The first one is one of the most notorious mechanics of all time: Twister. When she starts casting Twister, all players need to start moving in a direction that does not cross paths with any other players. The actual direction doesn’t matter, but you need to not cross paths with anyone else. Tornadoes will spawn underneath players; touching these tornadoes instantly kills the player that touched it and causes a massive knockback on all nearby players. Touching a Twister usually results in a wipe.

The next ability that she will use spawns a Dreadknight in the center of the arena. The Dreadknight will stun a random player and start moving towards them. If the Dreadknight reaches the player it immediately kills the player, so make sure to stay away from the center of the arena when one is spawning. Dreadknights can be quickly killed using Missile.

Once Twintania reaches 29% she will no longer use Twister or spawn Dreadknights, but will start using Generate and Liquid Hell. Generate creates and orb that will fly towards a random player. On contact it explodes in a small radius and kills nearby players that are not in a Neurolink or Diamondback. Liquid Hell targets a random person and shoots five fireballs in quick succession that leave behind a fire puddle. If you are targeted by this, you should try to drop the puddles far away from Twintania and the group.

Final Sting

Twintania’s Final Sting Threshold is about 25%. Once she is at 25%, apply Off-guard, use Moon Flute, any Primal abilities you have, then finish with Whistle and Final Sting. This should happen almost immediately after she lands for the final phase.