Omega: Sigmascape V1.0 (Savage) Raid Strategy Guide

By Kiri Kotone

Intro

This guide aims to provide tips and strategies for defeating Phantom Train in Sigmascape V1.0 (Savage). Phantom Train is the first fight in the Sigmascape Raid, available January 30th in Patch 4.2. Players must have completed the Main Scenario Quest “Stormblood” and the sidequest “Test World of Ruin”. Players must be item level 340 or above to challenge this fight in a non-premade group.

Videos

PLD Pov

Equipment

  • Diamond Earring of Fending
  • Diamond Earring of Slaying
  • Diamond Earring of Aiming
  • Diamond Earring of Healing
  • Diamond Earring of Casting
  • Diamond Necklace of Fending
  • Diamond Necklace of Slaying
  • Diamond Necklace of Aiming
  • Diamond Necklace of Healing
  • Diamond Necklace of Casting
  • Diamond Bracelet of Fending
  • Diamond Bracelet of Slaying
  • Diamond Bracelet of Aiming
  • Diamond Bracelet of Healing
  • Diamond Bracelet of Casting
  • Diamond Ring of Fending
  • Diamond Ring of Slaying
  • Diamond Ring of Aiming
  • Diamond Ring of Healing
  • Diamond Ring of Casting
  • Diamond Tassets of Fending
  • Diamond Tassets of Healing
  • Diamond Tassets of Striking
  • Diamond Tassets of Scouting
  • Diamond Tassets of Aiming
  • Diamond Tassets of Maiming
  • Diamond Tassets of Casting

Token (one per weekly kill per player)

  • Sigmascape Datalog V1.0

Four Datalogs can be traded for an Accessory of your choice. Six Datalogs can be traded for a Waist equip of your choice.

Mechanics

Phantom Train is omni-directional. Falling off the arena will instantly kill the player.

Periodically, Diabolic Whistle will spawn Ghost adds. Coming in contact with an untethered Ghost add or the Ghost add you are tethered to will take you inside the Phantom Train, where you must kill an add to escape.

AoE rectangles in the middle will spawn Ghosts inside blocks. These blocks act as a wall, and can be destroyed by Saintly Beam.

Saintly Beam Marks random players. Drops a large AoE circles when the marks resolve. Kills any ghosts within the AoE when it explodes.

Diabolic Whistle There are three forms of Diabolic Whistle, which all summon ghosts. All in the Mind

  • Summons a Remorse add on either the left or right side of the track, which knockbacks from where it spawns. Skills that prevent knockback work. March
  • Ghosts march horizontally across the arena. Four Ghosts can spawn on each side and where they spawn is random, though two can never be in the same row. Tether
  • Two players are targeted for a ghost to tether onto them. The ghosts must be killed by Saintly Beam.

Diabolic Headlamp Marks a random player with a stack marker. When the cast bar resolves, Phantom Train shoots a beam at the targeted player that must be shared between the party. The beam knockbacks, and skills that prevent knockback work. Anyone in the line AoE will be part of the stack.

Doom Strike A heavy magical tank buster.

Connectivity Tethers the current #1 on aggro if they move away from melee range, inflicting damage over time. Increases stacks based on distance. The higher the stack, the more damage taken, and the higher the damage over time ticks for.

Diabolic Wind AoE circles appear on random party members. Either two random players or four DPS, then tanks and healers. Deals AoE damage when the circles resolve.

Diabolic Light Prey markers that spawn proximity markers on two random players. Usually on the MT and a random Healer, but can also the on both Healers. If the MT wants to drop their marker back, it forces a tank swap due to Connectivity.

Acid Rain Raid wide moderate AoE magic damage.

Putrid Passenger Phantom Train will ride alongside the track and spawn eight Putrid Passenger adds. These adds cast Wallop, a small line AoE.

Doom Chimney An add that must be killed to return to the main platform.

Head On Proximity based knockback from front. Deals heavy physical damage the closer you are to the front. Often accompanied with Diabolic Wind.

“Doomgate” Inflicts all party members with Throttle, lasting for 20 seconds. Three types of Ghosts spawn at the sides of the arena and move horizontally across. Moving into a ghost will make a player enter a portal depending on the type of ghost.

  • Tanks must enter the large, yellow add. Mitigate the tank buster and kill the add.
  • Healers must enter the small, white add. Esuna the debuff inflicted and wait for the add to kill itself. Heal and DPS as necessary.
  • DPS must enter the red add and kill the add before it enrages.
  • Killing an add and exiting the Doomgate will immediately push the phase. After killing the add, interact with the Aetherial Interference to leave the room and return to Phantom Train.

Fight Mechanics

Phase 1: Centre block spawns

Saintly Beam x4

Diabolic Whistle: All in the Mind

Doom Strike

Head On + Diabolic Wind x2

Acid Rain

Diabolic Whistle: March

Saintly Beam x2

Diabolic Headlamp

Diabolic Whistle: Tether

Saintly Beam x2

Diabolic Light x2 (MT, random healer)

Doom Strike

Acid Rain

Phase 2: Putrid Passenger x8

Diabolic Wind x4 on DPS

Diabolic Wind x4 on Tanks/Healers

Doom Chimney

Doomgate (Yellow: Tank, Red: DPS, White: Healer)

Phase 3: Diabolic Light on healers + Diabolic Headlamp

Saintly Beam x2

Doom Strike

Diabolic Whistle: Tether

Saintly Beam x2

Diabolic Whistle: All in the Mind + Diabolic Headlamp

Head On

Saintly Beam x2

Centre block spawns

Diabolic Whistle: March + Diabolic Headlamp

Diabolic Wind x4 on DPS

Diabolic Whistle: Tether

Diabolic Wind x2

Saintly Beam x2

Diabolic Light x2 (MT, random healer)

Doom Strike

Acid Rain

Diabolic Headlamp

Acid Rain + Saintly Beam x2

Diabolic Whistle: Tether

Centre block spawns

Diabolic Wind x2

Diabolic Light x2 + Acid Rain

Doom Strike

Diabolic Whistle: All in the Mind

Diabolic Headlamp

Head On + Diabolic Wind x2

Acid Rain

Centre block spawns

Diabolic Whistle: March + Diabolic Headlamp

Diabolic Wind x4 on DPS

Diabolic Whistle: Tether + Enrage

Enrage is a hard casted Saintly Beam over 10 seconds.

Fight Strategy

Phase 1:

  • Saintly Beam should be stacked at a predeterminate location to help with killing Ghosts from Diabolic Whistle: Tether. Stack them directly in front of Phantom Train, or the side at the edge and front is fine too if you want to keep the front block alive.
  • To avoid Diabolic Whistle: All in the Mind, stand on the same side as the Remorse ghost so that you are between it and a Ghost block. Alternatively, use knockback preventing skills such as Arms Length, Surecast, and Tempered Will. Move to the middle or back of the arena for Head On. Diabolic Wind targets should be careful not to stack on top of each other. The MT will be taking extra damage from Connectivity, so use mitigation and provide shielding as necessary. Be careful not to get knocked off.
  • To dodge Diabolic Whistle: March, stand directly opposite of the closest ghost. Once the first ghost spawning on the opposite side has passed, move into its path and back into the front once the front most ghost has passed. Ghosts can spawn multiple rows in a row. Some rows will not have ghosts - there are ten rows and eight ghosts.
  • The ideal method to deal with Diabolic Whistle: Tether is to kite the ghosts, stand in Saintly Beam with the marked targets, and then move out with them. The ghosts will follow your path, and be in the beam when they resolve, killing them. + Ghosts that spawn closer may need to be kited for longer. These Ghosts will only affect tethered players, so anyone else can stand in their hitbox. However, if the tethered player dies, the tether goes onto a random player.
  • Since Diabolic Light is on the MT and is followed up with Doom Strike, Connectivity normally forces a tank swap. However, with mitigation, the MT can stand on the Northeast edge, the healer can be South, and the party can stack on the Northwest edge for maximum uptime and no tank swap needed. Be sure to heal up for Acid Rain afterwards.

Phase 2:

  • Phantom Train now becomes untargetable and rides to the track west of the platform. Eight Putrid Passenger adds spawn. Be careful not to overlap Diabolic Wind positions. The move will fail to resolve once all adds are killed.
  • Get onto the train via the portal and move south, via the portal as well. Kill Doom Chimney, which will bring you back onto the main platform.
  • Throttle is cast, and Doomgate portal ghosts will spawn. Enter Doomgates.
  • Tanks will exit first. Healers will exit second, and DPS exits around the same time as healers or after depending on their DPS.
  • Aggro resets, and Phantom Train will auto the MT, so make sure to establish aggro and use cooldowns/healing as necessary until the healers are out.
  • It is possible to completely skip Doomgate. The fight will phase as soon as one add is killed and that player exits the instance. Therefore, have a WAR save Inner Release, and have them instantly go in and Inner Release, Fell Cleave, Upheaval, and Onslaught their add, adding a second Fell Cleave if necessary. Immediately exit the room to push the phase. NIN and RDM can do it as well, but WAR is the most consistent and safest.

Phase 3:

  • You have seen all of the mechanics already. Phase 3 will combine mechanics to create awareness checks based on the arena layout.
  • For Diabolic Headlamp + Diabolic Light on healers, healers should move to the right side or left side to avoid the beam, and place the Prey marker to the back. Everyone else should stack to share the damage. If you choose to use Arms Length here, it will not be up for the next All in the Mind. If there is a block in front, it is a good idea to save it.
  • For Diabolic Whistle: All in the Mind + Diabolic Headlamp, perform All in the Mind normally, but move immediately to the centre afterwards to prevent the second knockback from knocking off the platform. Ideally, prevent knockback on the first mechanic.
  • For Diabolic Whistle: March + Diabolic Headlamp, stack in the middle to get knocked back, and immediately dodge to one direction to dodge the Ghosts. Immediately after, spread out for Diabolic Wind on DPS.
  • Diabolic Light into Doom Strike into Acid Rain is the same as Phase 1.
  • The next Diabolic Whistle: Tether is the same as normal except there are two Diabolic Winds, so be careful not to stack them.
  • The next Diabolic Light will have Acid Rain first, so heal through that, then mitigate the tank buster as necessary afterwards.
  • The next Diabolic Whistle: All in the Mind + Diabolic Headlamp is the same as the beginning of the phase.

Head On is the same as Phase 1.

Role Specific Tips

Tank:

  • All damage from the Phantom Train itself is magical. The only physical damage comes from the adds.
  • WAR’s Onslaught and DRK’s Plunge can be used to prevent knockbacks. Using this for Diabolic March: All in the Mind is NOT recommended as the timing is very difficult, but it can be used for Head On and Diabolic Headlamp. Tempered Will works for all three but has a long cooldown. PLD can additionally Cover one other person when using Tempered Will to prevent their knockback as well.
  • It may be a good idea to use invulns if you are placing Diabolic Light up close for the Doom Strike and Acid Rain afterwards.
  • Use heavy cooldowns such as invulns and Vengeance/Sentinel/Shadow Wall for Doom Strike and normal cooldowns like Rampart, Bulwark, Thrill of Battle, Dark Mind, etc. for periods of heavy damage.
  • Reprisal should be used for the limited AoE damage and tank busters.
  • The tank shields, Shake It Off and Divine Veil should be used for periods of high AoE damage to lessen the burden on healers.
  • WAR is one of the few jobs currently that allows the party to reliably skip Doomgate. Simply go into the add ASAP, Inner Release, Fell Cleave, Onslaught + Upheaval, and a second Fell Cleave if necessary. This is not recommended if the player has long load times.

Healer:

  • Recommended additional Role Actions: Surecast, Esuna
  • If you are skipping Doomgate, you do not need Esuna.
  • There is very little AoE damage that comes in the fight until the final phase. The little damage in the first phase, such as Diabolic Headlamp, and Diabolic Light into Acid Rain can be healed through with simple oGCDs such as Indomitability, Asylum, or Earthly Star.
  • Surecast allows you to ignore all knockbacks, such as Diabolic Headlamp, Diabolic March: All in the Mind, and Head On.
  • Provide protection for the MT if they have to leave melee range at any point, for mechanics such as Head On and Diabolic Headlamp. The Connectivity debuff will make them take more damage.
  • The last phase has low healing requirements as well, but spot healing is required for some mechanics that involve Diabolic Wind.

DPS:

  • Recommended additional Role Actions: Surecast (caster), Arms Length (melee)
  • True North is not necessary as there are no positionals.
  • Surecast and Arms Length allow you to ignore all knockbacks, such as Diabolic Headlamp, Diabolic March: All in the Mind, and Head On.
  • There is very little uptime loss if Saintly Beam is stacked and placed within melee range. Melee can stand inside the beam and move out when the beam is about to resolve.
  • This helps for Diabolic March: Tether as well. The only uptime loss if is the Ghost spawns near the front of the boss.
  • Right outside of max casting range is the safe spot for Head On. Ranged can move out as the cast bar resolves, and melee can use Arms Length and a movement skill to resume uptime after.
  • Have preassigned spots for Diabolic Wind - they cannot be stacked, but you can place up to three melee in the front and be fine. For the adds phase, simply spread out and be careful not to overlap or be damaged by Wallop.
  • RDM is also one of the few jobs currently that allows the party to reliably skip Doomgate. This requires going into the ghost with a Dualcast proc via Vercure, and Swiftcast, Contre Sixte, and Fleche all being up. NIN can also do it with Bhavacakra, Duality, and Raiton.