Omega: Sigmascape V4.0 (Savage) Raid Strategy Guide

By Kiri Kotone

Intro

This guide aims to provide tips and strategies for defeating Kefka in Sigmascape V4.0 (Savage). Kefka is the fourth and final 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 350 or above to challenge thiis fight in a non-premade group.

Videos

Kefka NIN PoV

God Kefka NIN PoV

Equipment

Chest 1:

  • Diamond Sword and Diamond Shield
  • Diamond Axe
  • Diamond Greatsword
  • Diamond Cane
  • Diamond Codex
  • Diamond Sextant
  • Diamond Daggers
  • Diamond Katana
  • Diamond Knuckles
  • Diamond Halberd
  • Diamond Bow
  • Diamond Musketoon
  • Diamond Rod
  • Diamond Grimoire
  • Diamond Tuck

Chest 2:

  • Diamond Armor of Fending
  • Diamond Armor of Maiming
  • Diamond Armor of Scouting
  • Diamond Armor of Striking
  • Diamond Coat of Aiming
  • Diamond Robe of Casting
  • Diamond Robe of Healing

Token (one per weekly kill per player)

Sigmascape Datalog V4.0

Eight Datalogs can be traded in for a Weapon or Chest armor of your choice.

Upgrade

  • Diamond Coffer
  • Air Force Identification Key
  • Wind-up Kefka

The Diamond Coffer when consumed will give the player a Diamond weapon for the job they are on at the time of consumption.

Mechanics

Surecast/Arm’s Length is recommended for normal Kefka, and can be used in God Kefka, though it is not necessary.

Kefka: Graven Image The Statue of the Gods in the background will perform mechanics based on the current statue.

Graven Image 1:

  • Wave Cannon and Meteor
  • Pulse Wave, Wave Cannon, and Meteor
  • Indomitable Will

Graven Image 2:

  • Shockwave

Graven Image 3:

  • Gravitas and Vitrophyre
  • Intemperate Will/Gravitational Wave
  • Vitrophyre and Gravitas

Graven Image 4:

  • Intemperate Will/Gravitational Wave

Graven Image 5:

  • Indulgent Will and Idyllic Will
  • Indolent Will or Ave Maria

Graven Image 6:

  • Indolent Will or Ave Maria

Graven Image Mechanics: Wave Cannon Invisible line AoEs are cast from the Statue of the Gods. Deals low magical damage, and can be baited.

Pulse Wave The Statue of the Gods tethers four random players. When the tether resolves, they are knocked back.

Inexorable Will Four AoE circles appear under random players.

Indomitable Will Four DPS are inflicted with a stack marker each. This must be shared with one tank or healer each, as it inflicts a magic vuln debuff for a short duration.

Shockwave The Statue of the Gods knockbacks from the glowing hand side of the arena.

Gravitas and Vitrophyre The top left Statue of the Gods will tether to DPS or tanks/healers. The bottom right Statue of the Gods will tether to the other set of players. The left statue will cast Gravitas, which damages tethered players with an AoE and leaves behind a puddle, which must be stacked by two players. The right statue will cast Vitrophyre, damaging tethered players with an AoE.

Intemperate Will/Gravitational Wave The left or the right Statue of the Gods will glow, casting an AoE across the glowing side of the room after a short while.

Indolent Will and Ave Maria The Statue of the Gods will glow with an eye. If the eye does not have a question mark, look away. If the eye has a question mark, look towards it.

Indulgent Will and Idyllic Will The top left Statue of the Gods will tether to DPS or tanks/healers. The bottom right Statue of the Gods will tether to the other set of players. The left statue will cast Indulgent Will, placing a confuse and heavy onto tethered players as well as giving them a damage buff that will instantly kill. The right statue will cast Idyllic Will, sleeping tethered players.

Kefka Mechanics: Mana Charge and Mana Release Mana Charge will charge up one of the following skills, which can be real or fake, as indicated by [F/R]. Mana Release will cast the same skill afterwards, with the same state.

Flagrant Fire (Tether/Spread)

  • Damages all tethered players with an invisible AoE. Spread to avoid clipping each other.
  • Fake will be stack.

Flagrant Fire (Stack)

  • Stack to share damage.
  • Fake will be spread.

Thrumming Thunder

  • A line AoE horizontally and vertically across the arena.
  • Fake will be stand in where the AoE intersects.

Blizzard Blitz + A circle AoE or donut AoE around Kefka. + Fake will be stand in the AoE.

Hyper Drive A heavy tank buster.

Ultima Upsurge Raid wide heavy AoE magic damage.

Timely Teleport Kefka teleports to the side of the arena and casts Revolting Ruin immediately after.

Revolting Ruin A wide conal AoE casted across the arena. The area behind Kefka is safe.

Aero Assault A knockback casted from Kefka.

Light of Judgment Raid wide extremely heavy AoE magic damage.

God Kefka: Forsaken Raid wide heavy AoE magic damage. Changes the appearance of the outside of the arena, indicating the coming mechanics. Each Forsaken set ends with a Light of Judgment that returns the arena back to normal.

  • Forsaken 1
    • Two sets of Heartless Archangel into Path of Light.
  • Forsaken 2
    • Starstrafe
    • The Path of Light
    • Future’s End/Past’s End
    • The Path of Light (four soak)
    • The Path of Light x2
    • All Things Ending
  • Forsaken 3
    • Pulse Wave into The Path of Light.
    • The Path of Light into Idyllic Will and Indulgent Will.
    • The Path of Light (four soak) into Wings of Destruction double wing.
    • Intemperate Will/Gravitational Wave and Wings of Destruction single wing.
  • Forsaken 4 (same as 3)
    • Pulse Wave into The Path of Light.
    • The Path of Light into Idyllic Will and Indulgent Will.
    • The Path of Light (four soak) into Wings of Destruction double wing.
    • Intemperate Will/Gravitational Wave and Wings of Destruction single wing.

Heartless Angel Drops the HP of all players to 1.

Ultima Raid wide heavy AoE magic damage.

Hyperdrive A heavy tank buster. Now leaves a DoT on the affected tank.

Celestriad Similar to Delta Attack in Neo Exdeath, Kefka casts Flagrant Fire stack, Thrumming Thunder, and Blizzard Blitz inside, then Blizzard Blitz outside and Flagrant Fire Tethers on DPS.

Heartless Archangel Drops the HP of all players to 1. If players are not at full health when the cast bar resolves, they will gain an debuff that prevents any incoming healing for twelve seconds. If they are at full health, the debuff will only last four seconds. Kefka spawns four skulls which tether to one DPS each.

The Path of Light Meteors appear on the arena, which must be soaked by two players each. Certain meteors must be soaked by four players. The number of lights orbiting the circle AoE indicates how many players must stand in the meteor.

Wings of Destruction Kefka’s wings will glow. The type of mechanic will depend on how many wings are glowing. Single Wing: death AoE on side of the arena the wing is glowing Double Wing: two large AoE tank busters, one on the closest target to Kefka and the furthest target from Kefka.

Light of Judgment Raid wide extremely heavy AoE magic damage. Same as normal Kefka.

Trine Triangles spawn on the floor sequentially around the room, with either seven small triangles or one large triangle and a few small triangles spawning. After a while, the triangles will explode, and circle AoEs appear on the tips of the triangles. The size of the AoE is consistent with the size of the triangle.

Ultimate Embrace A heavy physical tank buster that must be shared between both tanks. Alternatively, a single tank can use an invuln on it.

Futures Numbered Kefka will slam on a random party member, dealing heavy physical damage that must be shared, then do a room wide AoE in front of him.

Pasts Forgotten Kefka will slam on a random party member, dealing heavy physical damage that must be shared, then do a room wide AoE behind him.

Starstrafe Kefka marks two random DPS with Prey, and summons multiple sets of The Path of Light. The Prey targets will have four AoEs dropped on them, which leave behind an earth puddle, similar to Liquid Hell from Twintania.

Meteor AoEs targeting the two non-DPS prey, five times sequentially.

Future’s End or Past’s End Kefka will spawn three clones that dash in front of tanks and healers, dealing AoE damage, then casts All Things Ending.

All Things Ending If Future’s End was cast, Kefka and his clones will do a wide conal AoE towards their targeted player. If Past’s End was cast, Kefka and his clones will do a wide conal AoE directly behind them. At the same time, a meteor proximity marker will spawn on a random DPS, as well as a meteor stack marker.

Fight Mechanics

Kefka Phase 1:

Mana Charge

[F/R] Flagrant Fire Tether OR Flagrant Fire Stack

Hyper Drive

Mana Release

Flagrant Fire Tether OR Flagrant Fire Stack

[F/R] Thrumming Thunder

Ultima Upsurge

Graven Image

Inexorable Will

Wave Cannon

Inexorable Will

Pulse Wave + Wave Cannon

Indomitable Will

Timely Teleport

Revolting Ruin

Light of Judgment

Mana Charge

[F/R] Thrumming Thunder

[F/R] Blizzard Blitz

Graven Image

Wave Cannon

Mana Release

Thrumming Thunder + Blizzard Blitz

Shockwave

Ultima Upsurge

Hyper Drive

Phase 2:

Graven Image

Gravitas x4

Vitrophyre x4

Intemperate Will/Gravitational Wave

Gravitas x4

Vitrophyre x4

Aero Assault

Light of Judgment

Mana Charge

[F/R] Flagrant Fire Tether OR Flagrant Fire Stack

Ultima Upsurge

Graven Image

Mana Release

Intemperate Will/Gravitational Wave

Flagrant Fire Tether OR Flagrant Fire Stack

[F/R] Thrumming Thunder

Ultima Upsurge

Hyperdrive

Phase 3:

Graven Image

Meteor

Indolent Will/Ave Maria

Indulgent Will and Idyllic Will

Indolent Will/Ave Maria

Timely Teleport

Revolting Ruin

Light of Judgment

Ultima Upsurge

Mana Charge

[F/R] Thrumming Thunder

[F/R] Blizzard Blitz

Graven Image

Indolent Will/Ave Maria

Mana Release

Hyperdrive

Ultima Upsurge

Ultima Upsurge

Ultima Upsurge

Kefka will push at <60%, casting Holy Ascent, which everyone must survive. If not pushed at this point, he will cast enrage, which is an instant Light of Judgment.

God Kefka Intro:

Heartless Angel

Ultima

Hyper Drive

Celestriad

Ultima

Forsaken 1:

Forsaken

Heartless Archangel

The Path of Light

Wings of Destruction Double Wing

Ultima

Heartless Archangel

The Path of Light

Light of Judgment

Trine Small

Wings of Destruction Single Wing

Wings of Destruction Double Wing

Ultima

Futures Numbered OR Pasts Forgotten

Ultimate Embrace

Hyper Drive

Ultima

Forsaken 2:

Forsaken

Starstrafe

Meteor

Future’s End OR Past’s End

All Things Ending

Light of Judgment

Celestriad

Wings of Destruction Single Wing

Ultima

Trine Large

Futures Numbered OR Pasts Forgotten

Wings of Destruction Double Wing

Ultimate Embrace

Hyperdrive

Ultima

Forsaken 3:

Forsaken

Ultima

Pulse Wave

The Path of Light

Ultimate Embrace

Indulgent Will and Idyllic Will

The Path of Light

Ultima

Heartless Archangel

The Path of Light

Wings of Destruction Double Wing

Intemperate Will/Gravitational Wave + Wings of Destruction Single Wing

Light of Judgment

Trine Small

Wings of Destruction Double Wing

Ultimate Embrace

Trine Large

Futures Numbered OR Pasts Forgotten

Hyperdrive

Ultima

Ultima

Forsaken 4:

Forsaken

Ultima

Pulse Wave

The Path of Light

Ultimate Embrace

Indulgent Will and Idyllic Will

The Path of Light

Ultima

Heartless Archangel

The Path of Light

Wings of Destruction Double Wing

Intemperate Will/Gravitational Wave + Wings of Destruction Single Wing

Ultima (+1 damage buff)

Repeat Ultima (+1 damage buff) until enrage

God Kefka enrages at around 10:50, which is a fatal Light of Judgment cast over 10 seconds.

Fight Strategy

Kefka Phase 1:

  • Hyper Drive is also an AoE centered around the MT, so make sure no one else is standing with them.
  • The first mechanic will be Flagrant Fire spread or stack, so assign spread positions for tethers and stack on the rear for stack. If there are question marks floating around him, the mechanic will be the opposite one.
  • The ability cast after Mana Release will be the same one as the ones cast after Mana Charge. For example, if the first mechanic was stack, the second mechanic was stack. This sequence will be repeated multiple times throughout the fight.
  • If Thrumming Thunder is fake, be sure to be standing where both the horizontal and vertical line AoEs meet.
  • Stack behind the boss to bait Meteor, then move away to bait Wave Cannon.
  • Kefka will become untargetable after casting the first Graven Image. Four DPS will be marked for Indomitable Will, and four random players will be marked for Pulse Wave. Assign spots such that one tank/healer is paired and will stack with with one DPS each, and if necessary, have players get knocked back to their stack position.
  • Soon after Indomitable Will resolves, Kefka will cast Timely Teleport, teleporting to the edge of the arena, and then Revolting Ruin immediately once he becomes targetable into the middle of the arena. The party should move to the side of the arena behind him to avoid being hit.
  • Light of Judgment is a Gigaflare tier raid AoE, so mitigate accordingly.
  • Kefka will do another Mana Charge and Mana Release sequence, this time with a Thrumming Thunder and Blizzard Blitz which can be real or fake. However, this one is accompanied with a Graven Image. The statue’s hand will move to a side of the arena, and it will cast Shockwave during Mana Release’s cast bar, knocking players back from that side. Players will have to then dodge the repeated mechanics.

Phase 2:

  • Again, Kefka will become untargetable after casting the third Graven Image.
  • There are many ways to perform Gravitas and Vitrophyre. What I recommend is to assign two spots on the left side of the arena for players to stack for Gravitas. Have the melees stack together and ranged stack together. Assign players four spots on the right, one for each DPS and tank/healer to stand for Vitrophyre. Gravitas will resolve first, and then Vitrophyre.
  • Dodge Intemperable Will, then do Gravitas and Vitrophyre again. As Vitrophyre resolves, Kefka will appear at the same place he disappeared and cast Aero Assault. Quickly move towards him to avoid being knocked off.
  • Kefka will do another Mana Charge and Mana Release sequence, this time with a Flagrant Fire stack or spread which can be real or fake. This one is also accompanied with a Graven Image, which will cast Intemperable Will on one side of the arena. + Players should then move back to perform the Mana Release mechanic, and then dodge Thrumming Thunder.
  • An alternate way to do Gravitas and Vitrophyre is stack each person with their Indomitable Will partner for Gravitas vertically down the middle of the arena. Move out left or right for Vitrophyre, then dodge the AoE and repeat. Find out what works for your group.

Phase 3:

  • Again, Kefka will become untargetable after casting the fifth Graven Image.
  • Stack behind the boss to bait Meteor, then either look away or look at the statue as Indolent Will or Ave Maria are casting.
  • Assign each DPS and tank/healer to a cardinal direction. The role that receives the left tether should go the cardinal directions at the edge of the arena. The role that receives the right tether should all stack in the middle.
  • The role in the outside will gain a damage buff and slowly walk towards the middle of the arena, with the intent to kill the stacked party members. However, it is possible to right click off or /statusoff the buff, leading to a relatively safer phase. Still perform the mechanic, as the confusion persists.
  • Immediately afterwards, look for Indolent Will or Ave Maria. Kefka will then Timely Teleport to the edge of the arena and do Revolting Ruin; do it the same as before.
  • Kefka will do another Mana Charge and Mana Release sequence, this time with a Thrumming Thunder and Blizzard Blitz which can be real or fake. The Graven Image with this one is Indolent Will or Ave Maria, so act accordingly, then do the Mana Release mechanic.
  • A tank buster and three Ultima Upsurges will lead to enrage, or push if you have the DPS.

God Kefka Intro:

  • God Kefka is a fight with high healing requirements and coordination. There is a lot of burden on quick and efficient AoE healing.
  • Kefka begins by casting Heartless Angel, which reduces HP to 1, and quickly casts Ultima, meaning the party must be instantly topped to decent health levels.
  • Hyper Drive now inflicts a DoT debuff, and it is recommended to tank swap to reduce the burden of the DoT combined with auto attacks.
  • For Celestriad, assign a spot for the tanks and healers to stack, and assign spots for DPS along the outside of the boss. Players should dodge Blizzard Blitz inside, then immediately move into the boss to dodge Blizzard Blitz outside, dodging + Thrumming Thunder at the same time. The stacked tanks and healers will take Flagrant Fire stack, and the DPS will be spread out to avoid Flagrant Fire spread. Immediately stack to heal for Ultima.
  • It is recommended to have the boss in the middle of the arena, or towards a cardinal direction near the edge for Celestriad.
  • The boss should be brought to the middle to prepare for Forsaken.

Forsaken 1:

  • After the first Forsaken, healers immediately top everyone up for Heartless Archangel. Players must be topped in order to reduce the Incurable debuff to four seconds.
  • Four skulls will appear at ordinal directions and tether to one DPS each. These skulls will explode upon contact with any player, dealing AoE damage and applying a magic vulnerability debuff for a few seconds. There will be three Path of Light meteors, one in the middle and one to the west and east of the middle. Have the healers soak the middle one, and DPS will take the one on the side of their skull tether. Shields should be provided beforehand for soaking, which does minimal damage.
  • As the Path of Light resolves, DPS should kite the skull for a few seconds. Healers should immediately throw out AoE heals as the Incurable debuff expires, and DPS should explode their skulls. Healers and tanks can help out with them, but it is not recommended as taking two is lethal.
  • Immediately after, be ready for Wings of Destruction double wing. It targets the closest player and the farthest player, so have one tank sit in the middle, on the edge of the boss’s hitbox, and have the other tank run to the edge of the arena. It is recommended to have a PLD stay and a DRK/WAR move, as they can use Plunge/Onslaught to quickly return to the boss.
  • It is a good idea to place marks on the tanks to see what general area to avoid.
  • Top off players for Heartless Archangel once again, and do another rotation, before mitigating Light of Judgment.
  • To dodge small Trine, move into the third set of the triangles that spawn, and then move towards the first set of triangles that spawn. You can start moving during the second set towards the location where the triangles have not yet spawned. The AoEs explode at the edges of the triangles, so standing near the vertices will give you more leeway. During Trine, Kefka will cast Wings of Destruction single wing, so stand on the correct side of the arena before moving for Trine.
  • Right after Trine, Kefka will cast Wings of Destruction double wing. It is imperative that players move together for Trine to perform this mechanic correctly. However, if that does not happen, it is possible to have the close tank simply stand under the boss, the far tank run away, and all other players move out of melee range for a second.
  • As Futures Numbered or Pasts Forgotten is cast, the party should stack to share the damage, and immediately after move behind the boss if it is Futures Numbered. Stay if it is Pasts Forgotten.
  • Ultimate Embrace must be shared by both tanks or invulned by one. It is recommended to HG/LD the first one as it will also cover the Hyperdrive.
  • The boss should be brought to the middle to prepare for Forsaken.

Forsaken 2:

  • After Forsaken, Kefka casts Starstrafe, which will summon three Path of Lights, one to the west and one to the east. The third Path of Light will be in the north at the edge and must be stacked by four players. Have healers soak the west meteor and tanks soak the east meteor.
  • Two Preys will be cast on DPS based on far proximity, which should be baited on ranged. Two DPS will bait five sets of Meteor around the boss, moving to the north of the arena. The Prey targets will take four Meteors which leave behind a puddle which inflicts a fatal DoT. These must be kited along the outside of the arena, starting from the east and west, to the north side. The DPS should all soak the Path of Light at the north, as it is a four stack, then move south away from the proximity marker.
  • He will then cast Future’s End or Past’s End. When the castbar resolves, Kefka and three clones will dash to one of each of tank and healer. If Future’s End is cast, players must stay on the front side of the clone until they start casting All Things Ending. If Past’s End is cast, players should move through the clone so they face the middle of the room. They then cast an AoE - to the front if Future’s End and to the back if Past’s End, similar to Futures Numbered and Pasts Forgotten.
  • The tanks and healers should then soak the two Paths of Light, starting on the outside and going inside. Tanks should soak the AoEs with the DPS, then heal and mitigate for Light of Judgment.
  • Quickly position the boss to do Celestriad. Afterwards, adjust for Wings of Destruction single wing.
  • For large Trine, the middle will be safe if there are no small triangles there, or one of the vertices along the large triangle in the middle where there is no small triangle. Be prepared to move for Futures Numbered or Pasts Forgotten right after the triangle AoEs resolve.
  • The boss should be brought to the middle to prepare for Forsaken.

Forsaken 3:

  • Forsaken is cast, followed by two Path of Lights east and west in the middle, and one Path of Light (four stack) to the south in the middle. The statue in the background will put Pulse Wave tethers on four random players. Players with tethers must be knocked back into their soak location. Have healers soak west, tanks soak east, and DPS soak south. Immediately after, Ultimate Embrace is cast.
  • There will be Ultimas in this phase, so heal as appropriate.
  • Immediately after, Indulgent Will and Idyllic Will tethers will be cast on tanks/healers or DPS. However, there will also be two Path of Lights, east and west in the middle. The players with left tethers should move to the outside at assigned cardinal spots like normal. The players with right tethers must soak the Path of Lights to remove the sleep debuff, then move to the middle. You can still click off the damage buff here.
  • Heal everyone to full as Heartless Archangel will be done into three Path of Lights, just like in Forsaken 1. Do it exactly the same.
  • Afterwards, there will be a Wings of Destruction double wing and a Path of Light (four stack) to the south. Have ranged and healers stack in it, melee at max melee in the rear not in the stack, and tanks as normal per the mechanic. Right after Ultima, have the MT face the boss towards east or west. The statue in the back will cast an AoE (Intemperable Will/Gravitational Wave) on one side of the arena, while Kefka will also do Wings of Destruction single wing. By turning him sideways, one ordinal direction of the arena will always be safe.
  • Light of Judgment will end the Forsaken cycle. The rest of the mechanics you have all seen before.
  • There is a Wings of Destruction double wing right after small Trine, so detach from the boss as necessary.
  • Large Trine will be followed by a Futures Numbered or Pasts Forgotten, the same as before.

Forsaken 4:

  • Forsaken is cast. Forsaken 4’s cycle is exactly the same as Forsaken 3.
  • After Intemperable Will/Gravitational Wave and Wings of Destruction, Kefka will start spamming Ultima. Each Ultima gives him a damage up stack, and he will cast a long enrage afterwards based on the instance timer. There seems to be a minimum of three and maximum of five. Healers/tank/DPS full burn after the last one.

Role Specific Tips

Kefka Tank:

  • Hyperdrive is an extremely hard hitting tank buster, so mitigate or use invulns as necessary.
  • Coordinate Reprisal usage for Ultima Upsurge and Light of Judgment. A few will not have them, but you can make sure most are mitigated. WAR Shake It Off and PLD Divine Veil can also be used to mitigate them.
  • WAR Onslaught or Holmgang, DRK Plunge, and PLD Tempered Will can all be used to prevent the knockback from Shockwave. PLD can additionally Cover one person and also Tempered in order to prevent them from being knocked back as well.
  • Position the boss correctly so melee DPS can have maximum uptime. Move Kefka to a safe spot during the second and fourth Mana Release, and place him in the middle line of the arena for the third.

Healer:

  • Recommended additional Role Actions: Surecast
  • Tanks will be taking a decent amount of damage from Hyperdrive. Mitigate and heal accordingly.
  • Plan out AoE heals, as there is plenty of incoming AoE damage throughout the fight.
  • Surecast can be used to prevent the knockback from Shockwave.
  • It is recommended to be topped off for Ultima Upsurge, and topped off with relevant mitigation for Light of Judgment. The former hits like a normal moderate raid-wide AoE, and the latter is a Gigaflare tier heavy raid-wide AoE.
  • All incoming damage is fairly spaced apart, giving ample room to DPS and respond to the next mechanic.

DPS:

  • Recommended additional Role Actions: Surecast (caster), Arms Length (melee)
  • Make sure not to use any important buffs before every odd Graven Image, as Kefka will become untargetable then. Otherwise, he remains completely targetable. The first Graven Image a minute in may mess with certain timers.
  • Surecast and Arms Length can be used to prevent the knockback from Shockwave.
  • Be aware of what tethers you have for each Graven Image. Spread out if necessary from healers and tanks to see what tether your group has.
  • High DPS is necessary to beat the enrage.

God Kefka Tank:

  • Positioning is extremely important for God Kefka. Trine and the Path of Light require precise positioning for uptime.
  • Discuss who is running away for Wings of Destruction Double Wing beforehand. It is recommended to have a WAR or DRK be far, as they can Onslaught or Plunge back to the boss. Pop a light cooldown for this.
  • No matter where the boss is placed for Celestriad, he should be brought back to the middle for first Forsaken. He should also be in the middle prior to Trine, to make movement easier.
  • In second Forsaken, place him near the tank Path of Light. In the third and fourth Forsaken, keep him in the middle.
  • Assist the party with mitigation for heavy AoEs, including shields and Reprisal. Heavy AoE include Ultima after Heartless Angel, Futures Numbered and Pasts Forgotten, Forsaken, and Light of Judgment. The latter two are Gigaflare tier AoEs, so stacking mitigation is recommended.
  • As Hyperdrive now inflicts a DoT, it is recommended to swap afterwards to lessen the burden on the MT. Mitigation will affect the DoT.
  • Ultimate Embrace is physical and must be shared, unless it is invulned, which then only one tank needs to take it. The first or second Ultimate Embrace into Hyperdrive can be taken with PLD Hallowed Ground or DRK Living Dead, and it will affect both.
  • PLD Tempered Will can be used to prevent the knockback from Pulse Wave. It comes out right after the Ultima cast finishes, so use it before then.
  • It is imperative that the MT turns the boss facing east or west during the third and fourth Forsaken after Wings of Destruction Double Wing.
  • WAR Holmgang lines up with both Ultimate Embraces after Pulse Wave + The Path of Light in the third and fourth Forsaken. If used, the other tank should move immediately after soaking the tower.

Healer:

  • Recommended additional Role Actions: Surecast
  • There is an abundance of heavy AoE damage in this fight. Apart from needing to heal, healers should watch their enmity and call for enmity manipulation tools if necessary.
  • Heartless Angel and Heartless Archangel simply brings HP down to 1, and does not break shields, allowing a prepull shield to stick for the Ultima afterwards. If done correctly, this shield can mitigate lethal damage and get a full bar of LB.
  • Precast AoE heals as the Incurable debuff from Heartless Angel is wearing off in order to let the DPS take their skulls ASAP. The skulls are exactly 29 seconds apart in the first Forsaken.
  • Heavy mitigation and being topped off is a requirement for Light of Judgment and Forsaken, both of which are heavy Gigaflare tier AoEs.
  • Heal and shield the DPS with Prey in second Forsaken, as they will be taking heavy damage. Make sure both healers are not too close for Futures End or Pasts End during second Forsaken, as the dash is AoE.
  • If tanks swap after Hyperdrive, the DoT and autoattacks can be healed through simple AoE heals or regens. If the MT has the DoT, prepare to give extra attention to them as they will be taking heavy damage.
  • MP economy and efficient AoE healing is very important in this fight. Running out of MP is a concern for healers during the heavy Forsaken phases, and Refresh and Mana Shifts should be coordinated.
  • Surecast can be used to prevent the knockback from Pulse Wave. It comes out right after the Ultima cast finishes, so use it before then.

DPS:

  • Recommended additional Role Actions: Surecast, Addle, Apocatastasis, Mana Shift (caster), Arms Length (melee), Second Wind (melee and ranged)
  • Make sure you spread out for Celestriad. The Flagrant Fire explosion is fairly large, and the space you have is fairly small.
  • Kite the skull tether in the opposite direction if there is a ranged in the stack, allowing for uptime (the ranged should be on the outside if it’s ranged + melee). If two melees are in the same stack, they must sacrifice some uptime and kite towards the skull. Wait for AoE heals to come out before triggering the explosion. Second Wind can be used after the Incurable debuff wears off.
  • Stand at max melee range at the very edge to not be hit by a Wings of Destruction Double Wing.
  • Stand on the vertices of triangles to have more leeway and potential uptime for Trine.
  • There will be many melee LB3s in the fight, but it should be used at a time where movement will not be necessary.
  • The Prey from Starstrafe can be baited based on proximity. Have the melee DPS inside the boss’s hitbox and the ranged DPS outside, but still relatively close to receive heals and shields.
  • Melee DPS can start behind the boss to bait Meteor and rotate around him to dodge meteors and retain uptime. Here’s a clip showing how to do it.
  • Stack with the tanks for the Meteor stack explosion.
  • Surecast and Arms Length can be used to prevent the knockback from Pulse Wave. It comes out right after the Ultima cast finishes, so use it before then.
  • High DPS is necessary to beat the enrage.