O4S (Exdeath)
Note
This guide is written assuming you have all Blue Mage spells, appropriate gear, and know how to play your chosen role.
Taken by curiosity, you activate something called the Savage Initiative at a Garlond Ironworks terminal. Apparently a program to address work-related stress, you are treated to a soothing song composed by a certain minstrel, its lush strains massaging your mind and adding vibrant flourishes to the memories of your trials within the Deltascape…
Overview
This is the first fight in the Omega raid series, but it’s no pushover. This fight is the easiest of the three, but I also think that it can be the most chaotic.
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 the tank is good at balancing MP and
helping heal with
White Wind, but two healers will be easier for
most groups.
Phase 1: Exdeath
Utility Spells
-
Mighty Guard and
Diamondback can be helpful if you don’t skip Black Hole, but otherwise nothing is needed.
This phase is pretty short and straightforward, but there are still a lot of mechanics to juggle. At minimum, every player should be assigned a standard clock position around the arena.
Dualcast
Right after being pulled, Exdeath will use Dualcast followed by the three
elemental abilities of Blizzard, Thunder, and Fire. The first one that happens
is Blizzard III which places ground AOEs underneath each player two times.
Move out of the way when they appear. This movement can make things a bit weird
with a Moon Flute opener, but once you get used to it you can get the full
opener off including
Phantom Flurry. This was a bit tougher at
level 70, but the level 80 opener pushes things back by 1 GCD so it’s a bit
easier. If you still struggle with the timing, I recommend starting your opener
a few GCDs later (filling with
Sonic Boom) to make everything fit.
The second ability used is Thunder III, a two-hit tankbuster with a
Lightning Vulnerability Up debuff. Normally this requires a tank swap, but this
is comfortably survivable with just
Diamondback.
The third ability used is Fire III, which will hit four random players with
moderate AOE damage, then another four random players with moderate AOE damage.
Everyone should spread to their clock position for this. Players can be hit by
both hits, so mitigating with
Addle,
Bad Breath,
Magic Hammer, and
Gobskin can make things safer.
Exdeath will then use White Hole. When the cast finishes, anyone below 100% HP will be petrified, but anyone below 50% will die immediately. Group up and heal to full HP to avoid these effects entirely.
The Decisive Battle
The next mechanic we need to deal with is The Decisive Battle. A bunch of
tentacles will spawn around the center of the arena in a circle. Find where the
last tentacle spawned, stand inside it, and note which direction the tentacles
spawned and will hit the ground (clockwise or counterclockwise). There will be a
knockback followed by a Holy stack AOE. I recommend having the tank or a
healer use
Swiftcast
White Wind to heal up right
after the stack damage. The knockback can also be ignored with
Surecast (allowing you to just stand at the outside of the
arena), but some players might find it more useful to save that for the vacuum
wave later. There will be quite a bit of damage, and usually players struggle
with this bit, so
Mighty Guard can be helpful for even more
safety.
Right after Holy resolves, three players will be targeted by Flare, which deals proximity-based damage from the targeted player. These players need to quickly run around the back of the zombie head that spawned in the middle and spread out from one another. Players that get caught in front of the head will turn into zombies and lose control of their character. Everyone should aim to be on the edge of the arena, because when Exdeath returns he will return directly on top of a random player.
When Exdeath returns, he will start channeling an elemental ability on the black
hole. If it’s Thunder III, it is no longer a tankbuster but a large AOE
centered around him, so get away. If it’s Fire III it will apply a hefty
Pyretic debuff to players, so everyone needs to stop all movement and actions
until the debuff fades. If it’s Blizzard III it’s the opposite of Fire, so
everyone needs to be moving around to prevent being frozen in place and taking
damage. Immediately after these abilities Exdeath uses Vacuum Wave which is
a huge knockback. This can be ignored with
Surecast if you
didn’t use it for The Decisive Battle, but if Exdeath is at the edge you can
just get knocked back normally. A well-timed
J Kick can also be
used to handle Vacuum Wave.
Black Hole
Exdeath uses White Hole again, so everyone needs to group up for quick heals.
Next he will use Black Hole, which spawns a bunch of black orbs around the
arena. Coming into contact with these will immediately kill you. Some will be
tethered to players and move towards them. Additionally, everyone needs to stay
spread out because Dualcasted Fire III will happen during this. After Fire III
there will also be another Holy stack marker. It is usually easiest to just have
this person use
Diamondback, but if they are tethered to an orb
they will likely die. Everyone should just use
Mighty Guard
through this entire mechanic for extra safety.
After Black Hole finishes, Exdeath will do another Dualcasted Thunder III tankbuster, so just handle it the same way as before. Next will be Meteor, which is a heavy-hitting raidwide AOE, before looping from The Decisive Battle.
Final Sting
Exdeaths’s Final Sting threshold is roughly 67%, since he transitions at 60%.
Once he is at 67%, apply
Off-guard, use
Moon Flute,
any Primal abilities you have, then finish with
Whistle and
Final Sting. Most groups will be able to sting before Black Hole,
and being able to skip Black Hole makes this phase considerably easier. At least
one person needs to be alive for the entire transition, otherwise you will need
to redo the phase.
Phase 2: Neo Exdeath
Utility Spells
-
Mighty Guard
-
Diamondback on the Earth Shaker baiter and on some players to handle Grand Cross Alpha damage if the tank has Allagan Field.
-
Hydro Pull or another AOE spell, such as
Stotram for non-healers.
-
Frog Legs on an Earth Shaker baiter.
-
Avail on the main healer. The Earth Shaker baiter can also bring this instead of
Diamondback if they prefer.
This phase can be a bit overwhelming at first. Each individual mechanic is
pretty simple, but when they are combined they can be quite complex. One thing
to point out is that there are no auto-attacks at all in this phase. The only
outgoing tank damage is from Aero, Double Attack, and Earth Shaker. This means
that even if things get messy (which they probably will) it is possible to
recover pulls. Most kills come down to either skipping Grand Cross Omega or
doing it successfully. Even if only a handful of people make it through Grand
Cross Omega, it is still clearable as long as people have
Angel Whisper available. All of Neo Exdeaths “Antilight” attacks
actually have a “Flood of Naught” castbar, but I will refer to what each one
does using effect names for clarity. The last thing to note is that Neo Exdeath
moves around the arena at different points of the fight, but all mechanics will
be explained treating Neo Exdeath himself as “north.”
Neo Exdeath starts the fight with Almagest, a brutal bleedwide that requires
a lot of healing and mitigation.
Bad Breath and
Addle should be used at minimum. Since the DPS will all be using
Moon Flute, the tank or one of the healers will need to apply
Addle. Almagest is a good time to use
Angel's Snack.
Delta Attack
Shortly after Almagest, which is also about when
Phantom Flurry
will be finishing, Neo Exdeath will start casting Delta Attack. This casts
the Dualcasted versions of Thunder III, Fire III, and Blizzard III from the
first phase all at once. To handle this, everyone should start in the exact
center of the arena and then spread out to their clock position. The tank will
need to use
Diamondback to survive Thunder III. Since the tank is
going to be in
Diamondback, the main healer can use
Avail on them to just stay in the center of the arena and use AOE
heals on the group. To do this, the tank should actually start just north of the
center instead of in the exact center. The healer using
Avail does
not need to move out of the Blizzard III AOEs; they can just stand in the center
and let
Diamondback do the work. This will still be a lot of raid
damage, so it should be mitigated as much as possible. The DPS still will not be
able to apply
Addle due to Waning Nocturne, so the tank and
healers will have to handle it.
Gobskin and
Magic Hammer should also be used here.
Grand Cross Alpha (Toolbox)
Once Delta Attack has resolved, Neo Exdeath will start casting Grand Cross
Alpha. This is the first of the Grand Cross abilities we’ll see in the fight
and it is the simplest. Every Grand Cross ability is actually a raid-wide stack,
so if anyone is dead it will hit the remaining people even harder. It also
resets everyone’s threat to zero, so the tank should use
White Wind not only to heal everyone up but also to generate
threat again. Grand Cross Alpha applies the following debuffs:
- Hysteria: Applied to everyone, causes people to run in a straight line in a random direction.
- Alagan Field: Any damage taken while affected by this debuff will be stored and then hit the entire raid when the debuff expires.
- Acceleration Bomb: Deals damage and applies debuffs if any actions are taken as the debuff expires.
- Off-balance: Damage taken causes a massive knockback away from the source of the damage.
- Light/Dark Wound: “Color” debuff, any damage taken from the same-colored beam will cause lethal damage.
Everyone gets one of the Wound debuffs, Hysteria, and Acceleration Bomb. Three people receive Allagan Field, and the other five people receive Off-balance. Everyone should start in the center of the arena to prevent running off the edge with Hysteria.
Once Hysteria resolves, Neo Exdeath teleports to a random side of the arena and
starts casting Terminal Antilight, a raidwide hit that deals significantly
more damage to the person closest to Neo Exdeath. The Allagan Field players
should plant in the center of the arena to reduce this damage, and all other
players should be between Neo Exdeath and the Allagan Field players. The person
at the front, ideally the tank, should
Diamondback to survive the
initial hit. When the damage hits, all players with Off-balance will get sent
flying backwards, including the person in
Diamondback.
Acceleration Bombs resolve after the knockback, so do not move or take any
action until the debuff falls off. Once it does, move to whichever side of Neo
Exdeath has the opposite color of your current debuff. This is a good
opportunity to use
Cold Fog.
After Grand Cross Alpha is resolved, Neo Exdeath uses Double Attack, a
shared-damage tankbuster with a huge knockback. The tank should position
themselves such that they don’t get knocked off the arena and use
Diamondback; the center of the arena or right in front of Neo
Exdeath is fine. The AOE for Double Attack is pretty big, so everyone should
stay away from the tank.
Emptiness
The next mechanic to deal with is Emptiness. There will be three Exaflare-style circles that show up in the arena. Getting hit by a circle will deal damage, apply a Damage Down debuff, and zap 2500 of your MP. This damage can also go through Transcendence, so if you’ve been raised you still need to avoid the damage. Two will be on the edge and one will be in the center. Find a spot that is safe from these circles ad move into it. Once the circles start moving Neo Exdeath will start casting Inner/Outer Antilight, so move to the center line of Neo Exdeath or the outside edges to be safe from the beam while still avoiding the Emptiness circles. This mechanic can be quite difficult to resolve, especially in certain patterns, so I recommend having one person call it out if they are confident about it.
Grand Cross Delta (Toolbox)
Next up Neo Exdeath will use Grand Cross Delta. This time there will be a different set of debuffs to handle:
- Cursed Shriek: Deals damage and petrifies players looking at this player when the debuff expires.
- Forked Lightning: AOE damage around the player when the debuff expires.
- Death Wave: AOE stack damage.
- Beyond Death: Immediately kills the player when the debuff expires; removed by taking lethal damage before the debuff expires.
One person receives Death Wave and Cursed Shriek, one person receives Forked
Lightning and Cursed Shriek, one person receives Forked Lightning and Beyond
Death, and every other person receives Off-balance and either Beyond Death or
Acceleration Bomb. The basic solution here is that Forked Lightning needs to
avoid hitting others, everyone needs to look away from, Death Wave needs to be
taken solo with
Mighty Guard (this makes it survivable without
stacking), and everyone with Beyond Death needs to fail the Neo Exdeath beams
that happen in the middle in order to “die.”
If you have the Death Wave debuff, immediately put up
Mighty Guard
and stand somewhere off to the west away from everyone else. If you have Forked
Lightning and Cursed Shriek stand somewhere near the center of the arena. If you
have Forked Lightning but no Cursed Shriek, you can stand anywhere that’s not
near anyone else. Standing between the center of the arena and Neo Exdeath is
fine as long as you do not hit anyone with Forked Lightning. If you have
Off-balance, move directly underneath the boss. When all of the initial debuffs
expire, the Death Wave target should survive and no one should be hit by Cursed
Shriek or Forked Lightning. As before, Acceleration Bombs need to make sure
they’re not moving or casting when the debuff expires. Once the first effect
wears off, everyone needs to resolve the Antilight beam. Players with Beyond
Death need to be fail the mechanic to cleanse Beyond Death, while others can
handle the beams normally. Remember that Off-balance will send you flying really
far backwards, which is why it’s crucial to be close to Neo Exdeath.
Once Grand Cross Delta has resolved, Neo Exdeath will start casting Almagest
again so mitigate and heal appropriately. Neo Exdeath then uses Aero III
followed by Earth Shaker, a conal tankbuster on the two players with top
threat. Whoever is the other baiter will need to use
Frog Legs (or
White Wind with
Mighty Guard) sometime after the
Grand Cross Delta cast to ensure they’re #2 on threat. The easiest way to handle
this is to have the tank use
Diamondback and the second target use
Avail, but both players can
Diamondback as well.
Regardless of how it is handled, Earth Shakers should be pointed away from the
party, such as on the sides of the arena while the party stays in the middle.
After Earth Shaker, Neo Exdeath uses Vacuum Wave so just move away from the boss. There is no knockback or damage as long as you avoid the small dangerous spot in front of the boss. Immediately after is another Emptiness, but instead of an Antilight beam there will be Light and Darkness. This puts a Holy stack marker on one player and Flare on three players. Everyone should start directly underneath Neo Exdeath, adjusting for the Emptiness, and once the markers go out the flares should move away and spread out while everyone else shares the stack marker. “Flares away, everyone else stay” is an easy way to remember this. Neo Exdeath will then finish with an Antilight beam, so dodge accordingly.
Next up Neo Exdeath will cast Meteor, which just spawns four orbs that need to be killed before they explode. If you stand in the middle and cast an AOE spell you will hit all four at once. Neo Exdeath will teleport to a random side and use color beams again.
After color beams have resolved, Neo Exdeath will cast Charybdis and set
everyone’s HP to 1, then use Double Attack. This is a good opportunity to use
Revenge Blast if you brought it. Make sure to heal the tank for
Double Attack, and then the tank should heal the the party with
White Wind before the following Almagest.
Neo Exdeath will then use Vacuum Wave, Aero III, and another Emptiness. As the Emptiness circles start moving outwards, Neo Exdeath starts casting Grand Cross Alpha. Players should make their way towards the center of the arena while dodging Emptiness. Grand Cross Alpha can be handled exactly the same way as before.
Grand Cross Alpha is followed by another Delta Attack, but this one is tricky
because it is followed by Inner/Outer Antilight, so the tank doesn’t want to be
stuck in
Diamondback or there is a good chance that they die. The
timing for this is about 4 GCDs after the Grand Cross Alpha color beams. If the
DPS are using Cold Fog on the color beams, then the tank can use
Diamondback when there is about 7 seconds left on the DPS’s Cold
Fog buff.
Grand Cross Omega (Toolbox)
Grand Cross Omega is the next big mechanic and it’s the final new mechanic that
is introduced. All of the debuffs will be things that have happened already, but
the order of resolution is a little bit different. I think about this mechanic
as “Grand Cross Delta followed by three beams and finished with Grand Cross
Alpha.” There is a lot going on here, but the boss isn’t targetable for the
entire mechanic, so everyone should put up
Mighty Guard for
safety. If anyone does die it can very quickly spiral into a wipe. The debuff
assignments are:
- Hysteria on everyone.
- Death Wave, Acceleration Bomb, and Allagan Field on one person.
- Cursed Shriek, Off-balance, and Beyond Death on two people.
- Forked Lightning, Acceleration Bomb, and Allagan Field on two people.
- Forked Lightning, Acceleration Bomb, and Beyond Death on one person.
- Off-balance, Acceleration Bomb, and Beyond Death on two people.
Everyone should start in the center of the arena like with Grand Cross Alpha to
handle Hysteria. As soon as the debuff wears off, everyone without a Forked
Lightning should move to where Neo Exdeath was when the cast finished. The Death
Wave person should be at the edge of the arena and the other players should be
just a step inwards, since the damage from Death Wave will cause them to go
flying backwards due to Off-balance. Another option which can be easier for some
groups is to have the Death Wave person take the damgae solo (like in Grand
Cross Delta) and have the other players without Forked Lightning go to the
opposite side of the arena. The one downside to this is that it will make
Allagan Field hit harder later, but if everyone has
Mighty Guard
on and is healed up it should be fine. The Forked Lightning players should
spread out along the center horizontal line to avoid hitting each other. Once
Death Wave and Forked Lightning go off, Neo Exdeath will teleport to the south,
east, and west and use random Antilight beams on each side. The beams should be
avoided, but on the third beam the Beyond Death players should fail again in
order to “die” and cleanse their debuff. It can be cleansed during any beam, but
the third is recommended because color beams still do some damage, so if you
get cleansed and are at 1 HP then handle a color debuff you could still die.
Keep in mind that color beams will still cause Off-balance players to be knocked
back, so it’s important to be close to Neo Exdeath for each step!
After the beams are done, Acceleration Bombs and Cursed Shrieks will resolve. Everyone just needs to stand still and look away from each other. Finally, Neo Exdeath will cast Terminal Antilight again which gets handled the same way as in Grand Cross Alpha.
Once Grand Cross Omega is done, Neo Exdeath will just repeat mechanics until
enrage. Enrage happens a full six minutes later, so as long as a few people
survive and are able to raise the rest, you can stabilize and clear. If it is a
messy cleanup situation, everyone should keep
Mighty Guard on
until everything is stable. There is an Almagest after Grand Cross Omega, so
it’s important that healers are alive for this. Most groups will clear in the
same pull that they have a clean or recoverable Grand Cross Omega, but the
mechanic is also skippable with decent DPS.
Final Sting
Neo Exdeaths’s Final Sting threshold is roughly 7%. Once he is at 7%, apply
Off-guard, use
Moon Flute, any Primal abilities you
have, then finish with
Whistle and
Final Sting. Most
groups will be able to sting just before or after Grand Cross Omega.