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

By Kiri Kotone

Intro

This guide aims to provide tips and strategies for defeating Chaos in Alphascape V1.0 (Savage).

Chaos is the first fight in the Alphascape Raid, available September 18th in Patch 4.4. Players must have completed the Main Scenario Quest “Stormblood” and the sidequest “To Kweh Under Distant Skies”. Players must be item level 370 or above to challenge this fight in a non-premade group.

Videos

SAM PoV

Equipment

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

Token (one per weekly kill per player)

  • Alphascape 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

Chaos has four elements he transitions between. Each has a raid AoE that inflicts debuffs, and changes the layout of the arena, creating an area that inflicts an uncleansable DoT. The way you handle mechanics during each elemental phase is integral to resolving each debuff successfully. The raid AoEs are listed below, and deals heavy magic damage.

Tsunami
Indicates the start of the water phase. Inflicts Dynamic Fluid on all players, which resolves on tanks/healers first, then DPS. The arena is divided into three strips, with the middle strip being safe.

  • Dynamic Fluid emits a large donut-shaped AoE around the player once it resolves. Players in the AoE are damaged by Stray Spray, which does moderate damage (more than one is lethal).

Earthquake
Indicates the start of the earth phase. Inflicts Primordial Crust on DPS and Accretion on tanks/healers. Both debuffs will instantly kill the player if they are allowed to resolve. The arena is divided into two halves, with the north half being safe. Players are periodically knocked back from the north side.

  • Players with Primordial Crust must fail the next mechanic in order to remove the debuff. They can also not be healed until the debuff is removed.
  • Players with Accretion must be healed to full. The debuff also decreases healing received.

Blaze
Indicates the start of the fire phase. Inflicts Entropy on all players, which resolves on tanks/healers first, then DPS. The arena is lighted on fire, with a circle in the middle being safe.

  • Entropy emits a small circular explosion once it resolves. Players caught in the AoE are knocked back and take light damage.

Cyclone
Indicates the start of the wind phase. Inflicts Tailwind on DPS and Headwind on tanks/healers. Both debuffs will deal heavy damage to a player, knock them up for a while, and inflict a damage down debuff if they are allowed to resolve. The arena has a giant circular cyclone in the middle. Players are periodically knocked back from the middle. + Headwind and Tailwind are removed when players are knocked back. However, if they are facing the wrong direction, the knockback will knock them further, off the arena.

  • Players with Tailwind must face the centre of the arena.
  • Players with Headwind must face the outside of the arena.

Damning Edict
Faces a random player, and does a room-wide AoE in front. Get behind to be safe.

Longitudinal Implosion / Latitudinal Implosion
A large conal aoe hitting either the rear and front (Longitudinal) or flanks (Latitudinal). The other explosion always follows the first, which has no cast bar.

Umbra Smash
Chaos jumps to the edge of the arena, doing proximity damage.

  • In Water phase, he will jump to the furthest length of the arena, either north or south
  • In Wind phase, he will jump to the furthest corner

Chaotic Dispersion
A heavy physical tank buster. Inflicts a vulnerability debuff, forcing a tank swap.

Knock Down - Stack Marker
Tanks and healers are marked with a stack marker that must be shared with one DPS each, as it inflicts a Magic Vulnerability debuff.

Knock Down - Proximity Marker
Healers are marked with a marker that does proximity damage. Bring these markers far away from each other.

Big Bang
Pulses an AoE where the Knock Down markers resolved, dealing major damage and knocking players caught in the explosion up.

Fiendish Orbs - Tether
Two orbs appear and both tether to one player. Both tanks must pick a tether up and mitigate it, as it deals heavy magic damage.

Fiendish Orbs - Orbshadow
Several orbs appear and emit line AoEs in a pattern. These deal moderate damage, and taking more than one is probably lethal.

Bowels of Agony
Chaos becomes untargetable and spawns a Dark Crystal add in the centre of the arena which must be killed. It slowly generates Dark Aether - 100 Dark Aether is a wipe. Inflicts DPS with Primordial Crust and Entropy, and inflicts tanks/healers with Dynamic Fluid and Headwind. All four debuffs must be resolved correctly.

  • DPS stand at max melee range, knocking back tanks/healers with Entropy
  • Tanks/healers face away resolving Headwind, and hit DPS with Dynamic Fluid’s Stray Spray to resolve Primordial Crust

Fight Mechanics

The fight alternates randomly between starting with the Water phase or the Fire phase. The entire fight is scripted from there. The tell is based on the first mechanic cast - Longitudinal/Latitudinal will be Water, while Damning Edict will be fire. After two elemental phases, the fight will go into the Bowels of Agony, or Dark phase, and do the other two elemental phases afterwards.

Therefore, the fight has two patterns:

  • Water > Earth > Dark > Fire > Wind > Enrage
  • Fire > Wind > Dark > Water > Earth > Enrage

Water Phase

Longitudinal Implosion OR Latitudinal Implosion
Tsunami
Umbra Smash
Dynamic Fluid resolves on tanks and healers
Damning Edict
Dynamic Fluid resolves on DPS
Chaotic Dispersion
Tsunami
Knock Down proximity
Dynamic Fluid resolves on tanks and healers
Big Bang
Dynamic Fluid resolves on DPS
Fiendish Orbs - Tether

Earth Phase

Earthquake
Knockback - N > S
Longitudinal Implosion OR Latitudinal Implosion
Chaotic Dispersion
Earthquake
Knock Down stack
Knockback - N > S
Big Bang
Fiendish Orbs - Orbshadow

Fire Phase

Damning Edict
Blaze
Entropy resolves on tanks and healers
Longitudinal Implosion OR Latitudinal Implosion
Entropy resolves on DPS
Chaotic Dispersion
Blaze
Entropy resolves on tanks and healers
Knock Down stack
Entropy resolves on DPS
Big Bang
Fiendish Orbs - Orbshadow

Wind Phase

Cyclone
Umbra Smash
Knockback - Inside > Outside
Damning Edict
Chaotic Dispersion
Cyclone
Knock Down proximity
Knockback - Inside > Outside Big Bang
Fiendish Orbs - Tether

Bowels of Agony

Bowels of Agony
Dark Crystal spawns
Entropy resolves
Dynamic Fluid resolves

Enrage Phase

Blaze/Tsunami
Tsunami/Blaze
Cyclone/Earthquake
Earthquake/Cyclone
Bowels of Agony

Enrage is a 10 second Bowels of Agony cast, instantly killing all players.

Fight Strategy

General Strategy + Assign pairs of tank/healers and DPS to cardinal positions beforehand, for Fire phase and Earth phase. + Pull the boss to the middle to prepare for both Fire and Water. + Mitigate all phase beginning AoEs as necessary. They do heavy damage, and are usually followed up with an AoE of some sort. + Chaotic Dispersion must be heavily mitigated and tank swapped.

Water Phase

  • As the boss is positioned in the centre, everyone can stay away from Umbra Smash while still maintaining uptime. Go to the north at max melee range of the boss’s hitbox.
  • After he jumps, wait for a second for the Dynamic Fluid to resolve, then run quickly behind him to dodge Damning Edict.
  • Stay after Damning Edict to wait for Dynamic Fluid, then move back to the centre to prepare for the next set of mechanic.
  • Mitigate and heal through Chaotic Dispersion and Tsunami.
  • Healers should decide beforehand who is going North and South for Knock Down. Move to the very edge of the arena, wait for the damage and Dynamic Fluid to resolve, then run back to the middle to avoid Big Bang.
  • DPS and Tanks should always just stand in the middle of the boss. This will minimize damage from Knock Down, resolve Dynamic Fluid, and avoid Big Bang.
  • Tanks need to pick up tethers and mitigate them. MT should take north and OT should take south. All other party members should stand in the boss hitbox to avoid accidentally taking a tether.

Earth Phase

  • Pull the boss north to ensure the party is on the safe part of the arena.
  • Earthquake cast should be mitigated as much as possible to make healing Accretion easier.
  • Tanks and healers must be healed to full before the debuff resolves.
  • All players should stand on the north side of the arena to not get knocked back into the sludge.
  • DPS need to get hit by both Implosion casts in order to remove their debuff. Tanks and healers do the mechanic like normal.
  • Mitigate and heal through Chaotic Dispersion and Earthquake. Again, tanks and healers must be healed to full after Earthquake.
  • Tanks and healers will be marked with Knock Down stack markers. Players should line up at the north side of the arena in their preassigned groups - healers and ranged should be far, one melee pair should be slightly west of the boss, and the other should be slightly east of the boss. This is to ensure players do not stack markers.
  • After being knocked back, tanks and healers should run back north to avoid being hit by Big Bang. DPS should stay in their Big Bang circles to take lethal damage to resolve Primordial Crust.
  • Dodge the line AoEs from Fiendish Orbs - Orbshadow.

Fire Phase

  • As the boss is positioned in the centre, everyone will be safe for Blaze.
  • Tanks and healers should run to their preassigned cardinal spots at the edge of the safe area to resolve Entropy. Both tanks should be able to hit the boss if positioned correctly. DPS should stay in the centre of the arena.
  • Dodge Longitudinal/Latitudinal Implosion, then DPS move to their preassigned cardinal spots to resolve Entropy. Tanks and healers stay in the centre of the arena.
  • Mitigate and heal through Chaotic Dispersion and Blaze.
  • Tanks and healers run to their preassigned cardinal spots, then stay after Entropy resolves. DPS then stacks with them for Knock Down.
  • Tanks and healers move to the centre, while DPS stay to resolve Entropy. Everyone should then stack in the centre to avoid the Big Bang explosion area.
  • Dodge the line AoEs from Fiendish Orbs - Orbshadow.

Wind Phase

  • Pull the boss north to ensure the party is on the safe part of the arena.
  • Chaos will jump either to the southwest or southeast corner, casting Umbra Smash. You do not have to wait like Water phase - you can immediately follow him there.
  • As the knockback marker comes out, face the right direction and go between Chaos and the corner of the arena to bait Damning Edict. You want to use the knockback to get knocked back into the corner where you will be safe from the AoE.
  • Tanks and healers look at the boss, away from the middle. DPS look at the middle. This will resolve Headwind and Tailwind.
  • Mitigate and heal through Chaotic Dispersion and Cyclone. Heal up after Cyclone for Knock Down proximity markers.
  • The north healer should run north, away from the group. The south healer should stay south, but run away from the group horizontally. Do the Headwind/Tailwind resolve like normal, then run back to the group to avoid Big Bang.
  • Tanks need to pick up tethers and mitigate them. MT should take north and OT should take south. All other party members should stand in the boss hitbox to avoid accidentally taking a tether.

Bowels of Agony

  • All players should stand at their preassigned cardinal spots once the Dark Crystal appears and the debuffs are about to resolve.
  • Tanks and healers are afflicted with Dynamic Fluid and Headwind. DPS are afflicted with Entropy and Primordial Crust.
  • DPS should be standing at max melee range from the Dark Crystal.
  • Tanks and healers stand slightly behind them when Entropy resolves in order to get knocked back to the outside of the arena. They should look away from the middle to resolve Headwind successfully and not get knocked off the arena.
  • After they get knocked back, they should move forward slightly. This ensures the DPS are hit by Dynamic Fluid, which will resolve Primordial Crust successfully.

Enrage Phase

  • Chaos will cast all four raid busters in succession, also inflicting debuffs. If your DPS is low, you may have to do these properly.
  • Stack on each other for Tsunami.
  • Spread out for Blaze.
  • Heal up quickly after being knocked up by Headwind/Tailwind.
  • Heal up Accretion.
  • Enrage is a 10s long cast. The DPS check is fairly lenient if you do all mechanics correctly.

Role Specific Tips

Tank:

  • Make sure the boss is positioned correctly at the start of each mechanic. Water and Fire should be middle, Wind and Earth should be north.
  • Use minor cooldowns for autoattacks and major cooldowns for Chaotic Dispersion. Both are physical.
  • Swap for each one and hold the boss until the next. You’ll be able to use two HGs/LDs, and one Hallowed.
  • Alternate Reprisals on elemental AoEs. Use tank shields for them if necessary.
  • For Blaze, move the boss slightly north to ensure melee can get uptime.
  • The Fiendish Orbs - Tethers are not splash damage. However, they can be picked up by someone else easily. Be at max melee range to ensure no one else takes a tether, but you can be near a player and they will not be damaged.
  • Do NOT use knockback prevention on Headwind. One error to watch out for is that WAR’s Inner Release will prevent knockbacks, giving them the penalty from the debuff expiring.

Healer:

  • Preassign one healer North and one healer South to make Knock Down - proximity easier.
  • There is lots of moderate AoE damage in this fight. The AoEs in the Water phase and Fire phase are spread out, but the AoEs in the Earth phase and the Wind phase happen at a relatively quick pace.
  • Alternate strong AoE healing tools for elemental AoEs. Indomitability is up for every one, while Assize, Asylum, Earthly Star, Collective Unconsciousness, Whispering Dawn will be up for every other one.
  • Make sure the MT survives Chaotic Dispersion. However, they will not have to be healed up immediately as there is a swap right afterwards.
  • Greatly mitigate Earthquake with abilities like Deployment Tactics, Collective Unconsciousness, and Fey Covenant. This will make healing Accretion easier.
  • Tanks and Healers must be quickly topped to full after Earthquake is cast.
  • Do NOT use knockback prevention on Headwind.

DPS:

  • As the fight changes mechanics, have a cooldown plan for both sets.
  • Uptime can be maintained on most mechanics. The only times where uptime should drop is during Tailwind, where you have to face away from the boss, and resolving Primordial Crust with Big Bang, as you will be knocked into the air.
  • Make sure you are always in your position when Dynamic Fluid and Entropy resolve. Forgo positionals for safety.
  • Melee: alternate Feints on Chaotic Dispersion.
  • Ranged: Palisade Chaotic Dispersions which are not being invulned.
  • Caster: Addle elemental AoEs that need it, and Apoc for Fiendish Orbs - Tether.