O12S (Omega)
Note
This guide is written assuming you have all Blue Mage spells, appropriate gear, and know how to play your chosen role.
Overview
This is the final fight in the Omega series and is quite a bit more difficult than the others. However, it is also fairly free of “jank” so progression should feel more consistent overall.
Video Guide
Party Setup
For this fight I recommend having two tank mimics, two healer mimics, and four DPS mimics in the first phase. In the second phase, the off-tank can switch to DPS and if you have a confident healer you can switch one of the healers to a DPS mimic, but I don’t recommend it personally.
Phase 1: Omega M+F
The first phase has two targets that need to be tanked, and for this reason this is the only fight (currently) where I recommend having two tank mimics. The auto-attacks hurt, and the extra defensive stats from tank mimicry really help with this. Mechanically the first fight isn’t too difficult, but single mistakes can easily cause cascading failures that lead to a wipe. The large Omega eye that appears on the edge of the arena will be considered “north” for every mechanic. Players should have assigned clock positions for some mechanics and be ready to adjust to Celestriad positions just like in O8S. Additionally, the party should be split into two light parties with one tank, one healer, and two DPS.
Utility Spells
-
Diamondback -
Mighty Guard -
Revenge Blast -
Frog Legs for both tanks
Beyond Defense/Pile Pitch
When the boss is pulled, the tank should pull Omega-M to the far east side of the arena. The eye will cast Suppression which is a line AOE attack making the center unsafe, so we’ll handle the first bit of the fight on the east side. The fight opens up with Omega-M casting Beyond Defense which targets a random player with a small AOE that applies a magic vulnerability, followed by Pile Pitch which targets a different random player and splits damage among everyone hit (stack mechanic).
To handle this mechanic, assign four pairs of players to be on the boss’s north,
south, east, and west. Beyond Defense will hit one pair of players, and
afterwards everyone else should stack behind the boss. If the pair behind the
boss got hit they will need to move elsewhere. If this was done correctly, then
all of the DPS should be in
Revenge Blast range and can start
blasting. Due to damage variance it’s possible that someone is not in range, and
the off-tank will only be in range if they did not eat food. For this reason, I
actually recommend that the off-tank does not eat food in Phase 1. Additionally,
due to random targeting there is a 1/7 chance that someone in the initial pair
hit by Beyond Defense also gets hit by Pile Pitch and dies. If this happens,
just jump off and start over. It’s only the first mechanic and nothing is really
lost by resetting, but by doing the opening this way you can gain a ton of
damage from
Revenge Blast.
After awhile, Omega-M will melt into a puddle and arise as Omega-F. Omega then
uses Discharger which deals mild AOE damage but has a huge knockback, so
position on her rear to prevent getting knocked off the arena. Before the damage
goes out, it is helpful to have the main tank use
White Wind to
heal up the party. This is also a really good opportunity to use
Cold Fog.
Superliminal Motion
After the knockback, the tank should pull the boss to the center and face her
towards the eye. Omega-F will cast Superliminal Motion while the eye uses
Advanced Suppression. Superliminal Motion is a 270 degree cleave in front of
the boss, while Advanced Suppression is a circle AOE centered on the eye; this
means that the safe spot is in the south side behind Omega-F. After these casts
go off, the party needs to spread into their clock positions for Optimized
Fire III which is just a moderate damage AOE on every player. If there is
zero mitigation on this cast, then the party will be in
Revenge Blast range again, but it’s a very short window.
Electric Slide
Once Omega-F melts down into a puddle, heal up and apply
Gobskin.
Separate into your assigned light parties into the south and west, and two stack
markers will go out on random people. If two stack markers are on the same side,
have one stack marker swap with someone from the other side. A simple priority
system or small “conga line” works well for this, or you can just call it out on
the fly.
After the stack damage hits, return to the center and heal up. Once you see
Omega-M and Omega-F return to their humanoid form, use
Surecast
to avoid the knockback from Omega-F. Once this damage goes out, return to your
light party spots (if any swaps occurred, just return to your original spots).
Firewall/Resonance
Omega-M and Omega-F will both cast Firewall, which will make them immune to all damage except from the four closest players when the cast finishes. Make sure your light party is closer to your target than the other target so that everything resolves and assigns correctly. After a short delay they will both cast Resonance and receive either Local or Remote Resonance buffs. If it’s Local, they will need to be pulled apart by having light party 2 move to the east (while light party 1 stays in the west). If it’s remote, then they will need to be pulled together so light party 2 will move to light party 1 on the west. Tanks should try to position the bosses so that they’re not directly on the wall for the next mechanic, as players will need to have room to stand between the bosses and the edge of the arena.
Fundamental Synergy
Omega-M and Omega-F will begin casting Fundamental Synergy, which is usually just called “numbers” or “limit cut.” This is one of the trickiest mechanics in the phase, but it’s pretty straightforward once you know how to handle it. M and F will mark their light parties with numbers 1-4 and then start charging between the targets in ascending order. The Electric Slide charge does proximity based damage and has a very wide line AOE. The actual AOE is “short” and stops exactly at its target, so anyone standing directly behind will not get hit. One of the easiest strats for handling this is the “box strat”:
- Once numbers go out, all odd numbers should go to the opposite side from where they started. Local/Remote Resonance does not matter here – odd numbers just need to go to whichever side their targes is not on. Even numbers stay where they are.
- Have one set of numbers orient to the east/west marker, and one set of numbers be slightly south of that. I like having “squares” be on the marker and “triangles” be south of the marker, but many groups find it easier to do it based on light party, e.g. light party 1 is on markers and light party 2 is just south of markers.
- Once you’re at your starting position, have the lower number within your pair (1 on the odd side, 2 on the even side) take a step off the wall and the other person stand just behind them. This should result in the 1’s standing right in front of the 3’s and the 2’s standing right in front of the 4’s.
- The bosses will become untargetable and start charging across the room. When you or your partner gets hit, swap places with them.
- After all four charges have happened, return to your targets.
While the execution is simple, if anyone makes a mistake it’s very likely to result in a wipe. The tanks will be taking a ton of damage from auto-attacks at the beginning and end of the mechanic so make sure to watch them closely.
After the chargers finish, the bosses will use Laser Shower, a moderate
raidwide, which is a good opportunity to use
Cold Fog. This hits
pretty hard, so
Addle and
Magic Hammer can be
helpful here. They will both follow up with Solar Ray, an extremely
hard-hitting tankbuster with a small AOE. This is survivable with
Dragon Force and
Chelonian Gate, but I recommend just using
Diamondback.
The tanks should then move both targets to the center and face them north for
the next mechanic, which will either be Synthetic Shield or Synthetic
Blades. Each mechanic is described below, but the order in which they occur is
random. At this point I recommend holding on to
J Kick for
mobility >}}.
Synthetic Shield
Synthetic Shield is the more difficult of the two mechanics. This is functionally a combination of Beyond Defense, Optimized Blizzard III (cross-shaped AOE around Omega-F), Pile Pitch, Optimized Fire III, Beyond Strength (donut AOE around Omega-M), and Efficient Bladework (point-blank AOE centered on Omega-M). The way we handle this is:
- Point bosses north until first AOE markers appear.
- Move into Celestriad positions (as in O8S) and spread from your partner.
Use
Sprint as the next bits happen quickly. - If you did not get hit by Beyond Defense, stack in the center to soak Pile
Pitch. This is a great time for a healer to use
Angel's Snack
and a tank to use
White Wind (but be cautious of threat). - Spread out to clock positions for Optimized Fire III. This can be a good
opportunity to use
Cold Fog, but the timing is a little bit
difficult with all of the movement. - Omega-M will jump to a random person and use Beyond Strength. Once he does
so, use
J Kick to dodge the AOE. - Move away from Omega-M to avoid Efficient Bladework.
- Heal up and mitigate the following Laser Shower.
Synthetic Blades
Synthetic Blades is a little bit easier. This is functionally a combination of Superliminal Steel (cleaves on the left and right of Omega-F), Optimized Blizzard III, Pile Pitch, Superliminal Motion, Optimized Fire III, and Efficient Bladework. The way we handle this is:
- Point bosses north until Superliminal Steel cast begins.
- Stack behind the bosses (south of the center of the arena).
- After the steel cast finishes, step directly to the east to avoid Optimized
Blizzard III and share Pile Pitch. This is a good opportunity to use
Cold Fog. - Return to the starting point south of center.
- Spread out to clock positions for Optimized Fire III while avoiding the Efficient Bladework AOE.
- Heal u pand mitigate the following Laser Shower.
After the previous mechanic finishes, Omega-M and Omega-F will cast Firewall and
Resonance again. This will require a tank swap as it swaps the Firewall debuffs
on everyone. This is easily accomplished by just stacking them together and
casting
Frog Legs after the cast finishes. They will then receive
whichever Resonance debuff they didn’t receive before, followed by Fundamental
Synergy which is handled the same way as before.
After Fundamental Synergy is done, bring the bosses back to the center and face them north again. Whichever of Synthetic Shield or Synthetic Blades didn’t happen before will happen now, so handle it as described above.
Limit Break
The final set of mechanics to deal with is Limit Break, where they will
quite literally use several Limit Break attacks in sequence. Someone will be
targeted with Sagittarius Arrow (a line AOE), someone with Meteor (a
proximity-based raidwide centered on the target), both tanks with Blade
Dance (a heavy-hitting tankbuster), followed by Suppression from the eye and
finally Cosmo Memory (a massive raidwide hit). This is a lot of incoming
damage and tough to resolve with mostly random targeting, so instead we will
just not handle it. Everyone should move to one side of the arena together
(either east or west) and use
Mighty Guard. As soon as the markers
go out, everyone should use
Diamondback. Everyone should survive
all of the damage, but keep
Mighty Guard up until after Cosmo
Memory since it hits extremely hard. After Cosmo Memory the tanks will need to
Diamondback again for Blade Dance.
The Limit Break sequence will repeat one more time, but the eye will use Advanced Suppression instead of Suppression. This doesn’t materially change how we handle the mechanic, so we can just handle it exactly the same way (just don’t be too close to the eye).
Final Sting
Omega-M and Omega-F’s Final Sting threshold is about 4% each. Once they are at
7%, apply
Off-guard, use
Moon Flute, any Primal
abilities you have, then finish with
Whistle and
Final Sting. Be very careful to only Sting the target to which you are
attuned via Firewall. Once one of the targets is “dead” (meaning it hits .1% HP
and Firewall debuffs are removed), that target’s players can switch to the
remaining target to finish it off.
Phase 2: Final Omega
This phase has some quite challenging mechanics and is one of the harder Blue
Mage fights in general. When we first received the level 70 update there was a
bug causing our DOT effects to be unable to Crit/Direct Hit, so the DPS check
was extremely tight and required the use of
Revenge Blast. Since
the bug was fixed and openers have been optimized from week one, the DPS check is
nowhere near as tight and the use of
Revenge Blast is no longer
recommended.
Utility Spells
-
Diamondback -
White Wind -
Frog Legs,
Avail, and
Blood Drain
for off-tank.
Target Analysis/Savage Wave Cannon
The fights opens up immediately with the Target Analysis/Savage Wave
Cannon tankbuster combo. Omega will pick randomly from the two targets with
top enmity and hit them with Target Analysis, which deals mild AOE damage and
applies a magic vulnerability debuff. He then follows up with Savage Wave
Cannon, a line AOE that deals significantly more damage to whoever is closest to
the boss. The off-tank should use
Frog Legs somewhere in their
Moon Flute opener and if they are targeted by Target Analysis use
Avail on the main tank. The main tank will just use
Diamondback no matter what and take the damage. It’s also a good idea for
the main tank to use
White Wind early on in the pull to generate a
large amount of threat to ensure that the off-tank is above the rest of the
party after using Frog Legs. For positioning, the main tank can be
north of the boss, the party south of the boss, and the off-tank to the side of
the main tank to still be in Avail range.
Patch
After the tankbuster combo, Omega will use Patch. In my opinion this mechanic requires the tighest execution in the whole fight. Fortunately, it’s right at the beginning so you will get tons of practice. Unfortunately, it happens three times in the fight so you need to be consistent at it.
Omega will apply two pairs of red/green and two pairs of blue tethers between random targets, with each player receiving exactly one tether. The red/green tethers detonate when their targets are too close, while the blue tethers detonate when their targets are too far. The tethers will also detonate when they time out. When detonating, they deal moderate raidwide damage and apply magic vulnerability debuffs. If two pop at once it will kill everyone. Essentially what we need to do is pop the tethers in a controlled manner while also dealing with Diffuse Wave Cannon and Oversampled Wave Cannon. Diffuse Wave Cannon is a set of either front/rear or flank cleaves, and Oversampled Wave Cannon is a massive tankbuster with a pretty large AOE that targets two random players on whichever side the “monitors” appear. Diffuse Wave Cannon’s safe spot is indicated by whichever side has the glowing orbs, and Oversampled Wave Cannon will always be on either the boss’s left or right.
There are two approaches for handling the tethers: GGBB (green, green, blue, blue) or GBGB (green, blue, green, blue). Regardless of which order your group uses, you will need to set up a priority system with five different people to know who resolves the first tethers. I recommend using the main tank and off-tank as first and second priority, and the remaining three can be whoever has the lowest ping/fastest reflexes/most confidence in adjusting. Ping isn’t actually a huge issue, as a group I was in had someone on the other side of the planet with 300 ping as our first priority (after tanks) and executed it extremely consistently.
The first method for popping tethers is GGBB. By doing it this way, we can
guarantee that the MT/OT are the players taking the monitor tankbuster every
time. The trade-off is that people need to be more cautious with their blue
tethers and stay relatively close to the boss to make sure they don’t
accidentally pop tethers early. Additionally, the MT will need to mitigate the
tankbuster using
Dragon Force and
Chelonian Gate
instead of
Diamondback. These trade-offs are generally worth it
for simplicity. Here is a
toolbox for
that method, and the steps to follow are:
- The five priority players stand inside the boss’s hitbox and everyone else stands at the rear.
- Once debuffs go out, the player with the highest priority that has one of the green/red tethers moves to the front of the boss while everybody else moves to the rear. This will cause one of the close tether pairs at the rear of the boss to detonate immediately.
- When Diffuse Wave Cannon begins casting, rotate clockwise to avoid damage if needed.
- If Diffuse Wave Cannon required the party to rotate, then rotate back immediately to make the following monitor movement easier. The remaining close tether pair should step in to the boss’s hitbox to detonate their tether.
- Once the monitors appear, the MT and OT should move to the side with the
monitors, while the party moves to the side without the monitors. It is
extremely important that you do not go beyond the boss’s hitbox as popping
blue tethers early will kill the tanks. The OT can mitigate with
Diamondback and the MT can mitigate with
Dragon Force and
Chelonian Gate. The MT will survive getting hit by both busters
if they overlap as long as they get healed quickly, but it’s generally a
better idea to avoid overlap if possible. While the monitor buster is
happening, determine the next blue tether that needs to break (you can defer
to priority for this or just call it out on the fly). - After the tankbuster hits, break the blue tether.
- Once the magic vulnerability debuff falls off, break the remaining blue
tether. The last blue tether could be between the tanks, and this is why we
want our MT to not use
Diamondback.
The second order for popping tethers is GBGB. Using this method we don’t need to
be as careful about early pops/distance, but it does mean that any two of the
five priority players need to be ready to take the monitor tankbuster with
Diamondback. This is what my group did in week one, but I don’t think
it’s quite as consistent as the other method. Here is a
toolbox for
that method, and the steps are outlined below:
- The five priority players stand inside the boss’s hitbox and everyone else stands at the rear.
- Once debuffs go out, the player with the highest priority that has one of the green/red tethers moves to the front of the boss while everybody else moves to the rear. This will cause one of the close tether pairs at the rear of the boss to detonate immediately.
- When Diffuse Wave Cannon begins casting, rotate clockwise to avoid damage if needed.
- If Diffuse Wave Cannon required the party to rotate, then rotate back immediately to make the following monitor movement easier. The highest priority blue tether should run to the front of the boss to pop their tether.
- Once the monitors appear, the two players at the front of the boss rotate to
the side with the monitors and use
Diamondback while everyone
else rotates to the safe side. If the MT is one of the baiters they can
mitigate using
Dragon Force and
Chelonian Gate
instead. - After the tankbuster hits, break the remaining blue tether.
- Once the magic vulnerability debuff falls off, break the remaining green/red tether. The person with the green/red tether that did not bait a monitor will need to run towards their partner to pop the tether, as their partner will probably still be in Diamondback.
Omega will finish Patch with Ion Efflux, a heavy-hitting raidwide AOE. Use
the usual mitigations of
Bad Breath,
Addle,
Magic Hammer and
Gobskin to survive. The timing can be
tricky since if the last tether of Patch detonates too late, you will still have
the magic vulnerability debuff when this goes off and die.
Hello World 1
Right after Ion Efflux, Omega will begin casting Hello World. This is also a pretty heavy raidwide, so heal up and mitigate appropriately. This is a somewhat notorious mechanic, but it’s not terribly difficult once you understand all the components.
Once the cast finishes, a bunch of debuffs will go out:
- One person receives Critical Overflow Bug (COB), which is a large AOE (about the size of the arena) that applies a magic vulnerability debuff and the COB debuff itself to anyone that gets hit (but they do not receive the debuff if they’ve already had it before).
- Three people receive Latent Defect. When this debuff expires, the target dies. It can be cleansed by taking damage from the other Hello World debuffs, and we will use COB to do so.
- Two people will receive Critical Synchronization Bug (CSB), one will have an 8
second duration and the other will have a 12 second duration. This is similar
to Shared Sentence in A12S; it is a heavy-hitting shared-damage AOE that we
will mitigate using
Diamondback. - Two people will receive no debuff.
Essentially what needs to happen is everyone will receive the COB debuff at some point, we want no one to have it when Critical Error gets cast (a moderate raidwide which applies the debuff to anyone that hasn’t had it yet), and we want as few people as possible to actually receive it from Critical Error. Here is a toolbox for the mechanic. The resolution for each debuff, based on whatever you received initially, is as follows:
- Critical Overflow Bug runs straight south. After their COB goes off, they run back to the north (“D” marker in toolbox) and wait.
- Latent Defect players run to the south to cleanse their debuff with the initial COB (and receive COB at the same time). These players should form a short line at the south to indicate where they’re going next, as the subsequent COBs will go to the west, east, and south.
- Critical Synchronization Bug players will run to the north and take their
damage solo with
Diamondback. The short (8 seconds) debuff
should go to the “1” marker from the toolbox and the long (12 seconds) debuff
should go to the “2” marker from the toolbox. The short debuff may need to use
Swiftcast to mitigate the damage in time. After these players
receive COB from Critical Error, they will bring their debuffs to the west and
east based on whichever side they took their CSB debuffs (12 west, 8 east). - No debuff will wait north (“D” marker from toolbox) and indicate if they intend to go east or west by leaning slightly in that direction. Once the Latent Defect players receive their COB debuffs, the no debuff players will move towards the east or west COB player to pick up the debuff when it detonates. Once they receive the debuff, they just drop it in the east or west (wherever they are) and finally return back to the north.
There is a ton of damage going out during this and it’s ultimately
everybody’s responsibility to heal themselves and their neighbors with
White Wind. The MT will still be taking auto attacks during this entire
mechanic, so it’s important to watch their health as well. For COB debuffs, if
you start casting White Wind when there is about one second left on the debuff
then you will snapshot yourself at full health and fully heal yourself. This
does take some practice and depends on things like ping and spell speed, but if
you can’t get the timing down you can just cast White Wind twice and be fine.
The “no debuff” players will take the most damage as they get hit by the Latent
Defect COB buffs, their own COB buffs, and Critical Error. There is plenty of
time for everyone to return to the north during the Critical Error cast to
receive heals, and mitigating the Critical Error cast is extremely helpful.
Once all of this is done, Omega will follow up with Ion Efflux again, so heal up and mitigate as before.
Archive Peripheral
Omega will cast Archive Peripheral and spawn three hands on the north half of the arena. If they are orange they will be spinning clockwise and if they are blue they will be spinning counter-clockwise; you can also look at the arrows to see which direction they will be spinning. Once they begin spinning, they will shoot out heavy-hitting line AOEs, so we need to find a spot that will be safe from all of these. This is kind of tricky, but the goal is to find a blue/CCW hand that is directly clockwise from an orange/CW hand, and then stand between those two hands so that when they spin they will be spinning outwards and we will be safe. If there isn’t this combination, then we need to go opposite any orange/CW hand clockwise from a blue/CCW hand. If they’re all orange, the safe spot is east. If they’re all blue, the safe spot is west.
The solution sounds a bit convoluted, but there is some logic to it. I think of the mechanic having six hands total (with only the north three visible), where there are three orange hands next to each other and three blue hands next to each other. By imagining where the non-visible hands are, we can figure out where we need to go. In practice, this just ends up being a “follow the leader” mechanic where one person calls the safe spot and everyone follows.
Once the hands actually start spinning, the whole party except for the MT and
OT should run through the boss. Omega will do another Target Analysis/Savage
Wave Cannon combo, but we don’t want to use
Avail this time since
it will be more helpful for the next one. Instead, if it targets the MT they can
just
Diamondback in place and be fine. If it targets the OT, then
both the MT and OT will need to Diamondback but the MT needs to be in front of
the OT.
After the tankbuster combo, Omega does another Diffuse Wave Cannon so rotate to avoid it like before. Immediately after that is a set of monitor tankbusters, so handle these the same as before.
Index and Archive Peripheral
Omega will now teleport to the center and cast Index and Archive Peripheral.
To make this a bit easier, I recommend everyone start in clock positions. Three
players will be targeted with Hyper Pulse tethers, which deal
proximity-based damage in a large line AOE. These players should stretch these
tethers as far as possible by just dragging their tether directly through the
middle of the arena. Anyone in that path will need to move out of the way and
spread radially around the boss, as he will also hit the four closest players
with Wave Cannon line AOEs. As soon as the AOEs go off, Omega will use
another Target Analysis/Savage Wave Cannon tankbuster combo so keep the north
side clear for the MT/OT. This time the tankbuster should be handled the same as
the first one (i.e. with
Avail).
Archive All
After a bit of downtime, Omega will cast Patch again; handle this the same way as before. This is followed immediately after by Archive All. Omega will jump to a location, have a spinning line AOE, spawn hands that explode after some time, and distributed spread/stack markers on players. This mechanic has a lot going on visually, but is pretty simple to solve:
- Wait for Omega to face a direction and then run to the direct opposite side. Omega will use Electric Slide and deal proximity-based damage from where he lands, so we want to be as far as possible. Make sure to be on whichever side of the line AOE will be safe once it starts rotating.
- Kill the hand that is at that location. Saving some Primal spells like
Feather Rain and
Shock Strike can be helpful here. - Stay stacked up on the very edge of the arena. Once the ground AOEs appear, step forward and spread out. I recommend pre-assignind radial spread spots to start in for this.
- If you have an Optimized Fire III circle AOE stay out and spread from everyone else (without getting too close to the center/other robot hands). If you don’t have an AOE, go back to the initial stack spot on the wall to share the Spotlight stack marker.
- After the various AOEs go off, everyone returns to the initial stack spot to avoid the exploding hand AOEs.
All of these steps happen pretty quickly and it’s easy for one person to wipe
the entire group. This mechanic will happen twice in total (unless you skip the
second one) so it is important to execute it consistently. A common pitfall is
for players to start running towards a wall too early, only for Omega to finally
turn and face a spot resulting in them being on the “danger” side. The timing is
pretty awkward and Omega faces a direction much later than people expect, but
Sprint and
J Kick can be used to get to the safe
spot quickly.
Hello World 2
When Archive All is done, everyone should return to their clock spots around the center of the room to prep for Hello World 2. This mechanic is similar to the first time, but now there is an additional debuff called Critical Underflow Bug (or Rot, as a reference to Allagan Rot) and three towers at the end of the mechanic. When the Rot debuff falls off, it releases a small circle AOE around the target that immediately kills anyone hit (except the person that had the debuff). A side-effect of this explosion is that it also removes the towers at the end of the mechanic. Instead of two “no debuff” people we now have one, since the other one will receive Rot. Rot does complicate things pretty substantially, but the flow is mostly the same. Here is a toolbox for the mechanic, and the way we resolve each debuff is:
- Critical Overflow Bug runs straight south. After COB goes off, they run to pick up Rot from the “3” marker and run to “D”. When the CSB and no debuff players pick up Rot after the second COB, move to “1.”
- Latent Defect runs to the south to get hit by the first COB. Afterwards, bring COB to east, west, and south as before. Once their COB goes off, they should move to the northwest and eventually north while being careful not to pick up Rot or die to any Rot AOEs.
- Critical Synchronization Bug will be taken solo with
Diamondback using the same positioning as Hello World 1. After the second COB goes
off, these players will move to “D” to pick up Rot. Once Critical Error and
the third COB go off, the players will soak whichever tower corresponds to
their side (east/west for CSB) and then bring COB to east/west. - No Debuff will wait north (“D” marker in toolbox). Once the short CSB goes off, they will move to “1.” After the second COB, they will move to “D” to pick up Rot. After Critical Error and the third COB they will soak the middle tower and then bring their COB to the south.
- Critical Underflow Bug (Rot) will step into the boss’s hitbox until everyone is out of the way and then move to “3.” Once Rot is passed to the initial COB person, they will get hit by the east COB and then bring their COB to the east side. After their COB goes off, they will move to the north side while being careful to not pick up Rot again.
This mechanic can take quite a bit of practice to get down correctly, so it can be useful to practice it or mime it out in a raid like T4 (circular arena with no combat unless it’s manually started). There are a bunch of visual aids and cheat sheets for Hello World 2 that might be helpful to have open when learning the mechanic. The hardest part of this mechanic is making sure no one accidentally picks up Rot, so it is crucial that the Rot player immediately moves into the boss’s hitbox and no one else moves through the boss for the initial movements.
Omega will finish Hello World with Ion Efflux again, so heal up and mitigate. The rest of the fight will just recycle mechanics that we’ve already seen:
- Archive Peripheral
- Index and Archive Peripheral
- Patch
- Archive All
- Program Omega
The only “new” thing here is Program Omega, which serves as the soft enrage.
Omega will start spamming a ton of AOE hits and repeatedly cast Ion Efflux while
applying a damage up buff. This is a ton of damage and will require a good
mitigation rotation of
Addle and
Magic Hammer. The
MT should keep
Bad Breath up the whole time and also help heal
with
White Wind. There will be four Ion Effluxes in total,
followed by one final Ion Efflux that serves as the hard enrage.
Final Sting
Omega’s Final Sting threshold is roughly 6%. Once he is at 6%, apply
Off-guard, use
Moon Flute, any Primal abilities you have, then
finish with
Whistle and
Final Sting.