E9S – Umbra – Cloud of Darkness
Macro:
- Clock position, ranged cardinal
- T/H stack partner
- Vine strat
Common
- Ground-raising Particle Beam — raidwide
- Devouring Dark – tankbuster, beam, avoid
- Art of Darkness – watch model
- One orb – side cleave (like normal)
- Two orbs – stack in pairs
- Glowy body – protean
Phase 1 – Into the woods
- Art of Darkness stack/protean
- Art of Darkness protean/stack
- Obscure Woods – raidwide
- Flood of Obscurity – knockback followed by bramble drop
- Rejuvenating Balm – side tether like normal plus chains to nearest bramble + another player
- Foot circle means locking in; wait until gone, vines appear, run to break
- Side AOEs go off about 8 seconds after foot circles go
- Strats:
- Cardinal Vines ‘Mith’
- Accept knockback to edge, drop close to mid
- DPS group SE, TH group NW
- Run through when foot circle gone
- Then adjust to cardinal safe spots
- Uptime ‘Happy’
- Surecast, drop in pairs intercardinal at melee range
- DPS S or E depending on safe spots
- Run through cardinally
- ‘Rin’
- Surecast, drop along intercardinal axis, DPS SE-SW
- Hope tethers are EW, DPS N and run through S
- If tethers NS then … go fast
- Cardinal Vines ‘Mith’
- Unlimited Phaser, mechs from tether side, either:
- Wide-angle:
- Wide conal aoe, like normal
- Targeted conal on H, buster on nearest two: stack with H
- Large PBaoe
- Anti-air:
- Large PBaoe
- Split damage on healers, buster on furthest two: stack with H
- Wide conal aoe like WA
- Wide-angle:
- Second Art of Darkness – double animation
- Orb -> something else
- Unlimited Phaser – whichever didn’t happen before
Phase 2.1 – Tiles
- [60%] Empty Plane – raidwide
- Flood of Emptiness – applies Curse of Darkness 15s debuff
- Hypercharged Condensation – soak and kill cloud adds
- Curse of Darkness goes off, face away from people
- Full Perimeter Particle Beam – donut, must be in inner tiles
- Art of Darkness – 1 orb / half room
- If N/S pos reset tile just after
- Art of Darkness – 2 orb / glow
- Reset tile once more before DoD
- Deluge of Darkness – raidwide
Phase 2.2 – Summons
- [45%] Art of Darkness mirrored
- Clones do same half-room, one safe 8th
- She cleaves 2 clones -> behind her
- She cleaves 0 clones -> in front of her
- She cleaves 1 clone -> move to other clone and adjust
- Third Art of Darkness – triple animation
- Orb -> something -> other orb
Phase 3.1 – Back to the Woods
- [33%] Obscuring Woods – raidwide
- Flood of Obscurity – knockback and seeds as before, but no purple tethers
- Particle Concentration, towers, soak after breaking tethers
- Anti-air or Wide-Angle Unlimited Phaser
- Rejuvenating Balm + Second Art of Darkness
- RB cast, pick safespot on other axis
- 2nd Art Cast, orb + pairs/protean
- RB cast goes off at same time as AoD half-room
- 1-2 seconds then AoD 2nd mechanic — ready sprint maybe
Phase 3.2 – Back to the Tiles
- [10%] Empty Plane – raidwide
- Flood of Emptiness (curse)
- Hypercharged Condensation (adds)
- Curse of Darkness goes off
- Full Perimeter Particle Beam
- Art of Darkness spam:
- Orb
- Other
- Orb
- Other
- Deluge of Darkness — Enrage
E10S – Litany – Shadowkeeper
Macro:
- Clock position for shadow cleave etc.
- Pair position
- Umbral orb light party and strat
- Voidgate strat
Common
- Deepshadow Nova – raidwide
- Implosion – half-room, high head or tail, but from shadowgate
- Gigaslash – half-room, left/right arm, from shadowgate
- Stand up – large pbaoe
- Sit down – knockback, surecast when sword vanishes
- Umbraslash – tankbuster combo:
- Four hits
- Shadow’s Edge – tank line AOE; or Darkness Unleashed – all stack with tank
Phase 1.1 – Bambi meets Shadows
- Deepshadow Nova
- Implosion
- Stand up (get out)
- Gigaslash
- Umbraslash combo
- Shadow cleave:
- Clock position, edge, spawn clone
- Dualspell – during cast check 1/2/3/nil marker
- Dualspell – three akh morns but get out for your mark (or not at all)
- Shadowkeeper – clone teleports behind then conal, get out along radius and run back through
Phase 1.2 – Shadow Square
- Umbraslash combo
- [74%] Shadow Servant – TH or D
- Right arm – shadow point points anti-clockwise
- Left arm – shadow point points clockwise
- Gigaslash
- Shadow Servant – other group
- Sit down – knockback
Phase 1.3 – Orbs and Jumping Shadows
- [65%] Umbral orbs – soak the DPS/H set, N/E for G2?
- Spawn Shadow
- Dogs, tether, jumps, safe behind as normal
- Orbs spawn, line up with set, right set for G2?
- Shadow Warrior and Orbs go off at once
- Deepshadow Nova
- Fade to Shadow + Implosion
- Four puddles spawn
- Implosion telegraph
- Get to safe bendy line
- Move to next safe spot
- Deepshadow Nova
- Implosion x4
- Deepshadow Nova
Phase 2 – Voidgates
- [44%] Stand up – get out
- Umbra Smash combo
- Voidgates + Shadow Servant
- Voidgates spawn cardinal
- First shadows go out, find position assigned or shadow
- Voidgates trigger and shadows freeze at same time
- Move to center to dodge Gigaslash
- Voidgates spawn inter-cardinal, rotate clockwise from first
- Second shadows go out
- Voidgates trigger
- [30%] Pitch Bog – drop at edge
- Umbral Orbs plus sit down – position and surecast
- Implosion x2
- Deepshadow Nova
- Shackled Apart – stay away from partner (H/T)
- Fade to Shadow – go South side away from partner
- Umbral Orbs spawn
- First explosions breaks shackles
- Move towards orb set
- Deepshadow Nova
Phase 3 – Shadow Dance
- [14%] Stand up – get out
- Pitch Bog – drop somewhere
- Gigaslash x4
- Pop Bog circle to make clone
- Voidgate Amplifier – spawn voidgates
- Shadowkeeper – shadow moves just behind, drop on a voidgate and move away
- Soak the voidgates, new ones spawn
- Shadowy eruption – bait aoes to edge
- Shackled Together – soak last voidgates
- Umbra Smash combo
- Umbral Orbs plus sit down – position and surecast
- Deepshadow Nova x3
- Enrage
E11S – Anamorphosis – Fatebreaker
Macro:
- Clock position
- Pair position
- Light partyish stack position
Common
- Burnished Glory – raidwide
- Powder Mark – tankbuster, cleaves
- Elemental Break – protean, then:
- Blue – spread for aoe, pretty big so pre-edge
- Red – pair stack
- Yellow – triple stack
- Burnt Strike – hitbox+ line aoe, then:
- Blue – superwide followup (as normal)
- Red – knockback (as normal)
- Yellow – puddles but no telegraph, stack & move
- Bound of Faith – tether:
- Blue – go north between tanks
- Red – go south stack with party
- Yellow – go north far
Phase 1 – Red vs Blue
- Elemental Break (R/B)
- Burnt Strike (R/B)
- Bound of Faith (R/B)
- Burnished Glory
- Powder Mark
- Turn of the Heavens – as normal, colour of dragon is bigger
- Always Red-is-Big here?
- Burnt Strike (other colour)
- Bound of Faith (other colour)
- Elemental Break (other colour)
Intermission I – Shifting Sky
- Dragon colour is bad
- Take knockback and get to safe side
- Stack in group unless blue tether, get between tanks
- Blue and red spawn cardinal, burnt strike, blue first – as normal
Phase 2 – Yellow
- [71%] Elemental Break (R/B)
- Burnished Glory
- Elemental Break (Y)
- Burnt Strike (Y)
- Bound of Faith (Y)
- Burnished Glory
- Powder Mark
- Right of the Heavens – dragon colour is bad, stand mid between corners of safe panels
- Burnt Strike (any)
- Bound of Faith (any)
- Elemental Break (any)
Intermission II – Sundered Sky
- Dragon colour is bad
- Accept knockback in unsafe direction to bait dragon breath
- Run round to mid safe spot unless yellow tether – edge safe spot
- Burnt strike trio yellow (puddles) -> blue (wide) -> red (knockback)
- Stand by yellow, bait puddles and move across, surecast.
Phase 3 – Combos
- [44%] Elemental Break (any)
- Burnished Glory
- Turn of the Heavens Combo
- Turn of the Heavens (R/B), figure safe colour
- Elemental Break (R/B), spot colour
- Move to far hugging safe colour, ground pattern
- Elemental Break and TotH cast bars go off at once
- If Red Break move to pair (circle buddy?)
- Powder Mark
- Right of the Heavens Combo
- Right of the Heavens (R/B), figure safe colour
- Bound of Faith (R/Y), spot colour
- Move to central safe spot unless yellow tether -> edge spot where tank isn’t
- Things go off piecemeal
Intermission III – Prismatic Deception
- Get to clock position edge
- Sword Down -> Safe, Sword Up -> Danger
- Eg. move in if either Up or opposite partner moves in, then go safe
- Repeat!
Phase 4 – Trios
- [25%] Burnished Glory
- Cycle of Faith (any)
- Elemental Break -> Burnt Strike -> Bound of Faith (no castbars)
- (Tether marker goes out really early)
- Burnished Glory
- Cycle of Faith (some other colour)
- Burnished Glory
- Cycle of Faith (final colour)
- Burnished Glory -> enrage
E12.1S – Eternity – Eden’s Promise
Macro:
- Spread, stack position
- Shiva slide strat
- Titan bombs strat
- Lions strat
Common
- Cast, Stock, Release – as normal, floor combos, no telegraphs
- Obliteration – raidwide
- Rapturous Reach – 220 degree E or W aoe, telegraphed
- Formless Judgement – tankbuster
Phase 1a – Intro
- Obliteration
- Junction Titan/Shiva – means junction mech is stack/spread
- Rapturous Reach -> junction mech
- Cast -> junction mech
- Formless Judgement
- Obliteration
Phase 1b – Shiva
- [78%] Diamond Dust – big raidwide, take in mid
- Healer stacks and safe spots – slide once to position
- Aoe spawns on safe spot – wait
- Healer stack fires, individual aoes spawn – spread, probably slide right
- Aoes with safe spots and radial knockback – move to safe spot and wait
- Aoes go off – hit surecast and go to tether safe distance
- Obliteration
Phase 1c – Titan
- [64%] Earthen Fury – big raidwide, don’t stand right in mid
- Bomb Boulders x3
- [52%] Obliteration
Phase 2a – Guardian Sculptures
- [50%] Cast + Obliteration
- Stack line aoe, all in same place
- Obliteration
- Stock
- Healer stacks, light parties
- Statue spawns, check number and tether
- Rapturous Reach cast
- Stack mid except #1s, point side from statue
- RR and #1 fire at once
- #2, #3 can point N/S, safe mid
- #3 look at big add, find hand
- Safely go to hand, knockback
- Release
- Obliteration
- Formless Judgement
Phase 2b – Guardian Lions
- [30%] Stock
- Lions tethers spawn
- Tether -> small lion, intercard marker towards EW side
- No tether -> big lion, S first and third bait (sides)
- Rapturous Reach
- Breath #1
- Radial knockback
- Breath #2
- Release
- Breath #3
- Rapturous Reach
- Obliteration
Phase 3 – Outro
- [18%] Stock
- Junction Titan/Shiva
- Case -> junction mech
- Obliteration
- Junction other
- Release -> junction
- Formless Judgement
- Obliteration
- Obliteration
- Enrage
E12.2S – Eternity – Oracle of Darkness
Macro:
- Light party
- Clock position
Common
- Shockwave Pulsar – raidwide
- Hell’s Judgement – raidwide to 1 HP
- Black Halo – tankbuster
Phase 1 – Basic Relativity
- Hell’s Judgement
- Shockwave Pulsar
- Spell in Waiting 1:
- Dark Eruption (Spread), Dark Water (stack x2) in some order
- First cast goes off
- Darkest Dance – tankbuster to furthest player and knockback all
- Second cast goes off
- Shockwave Pulsar
- Basic Relativity – raidwide
- Dark Fire III (pbaoe) or Dark Blizzard III (donut), 28 long or 15 short – relative to Return timer
- Find yellow hourglass, that is ‘north’
- Blizzard -> bait yellow tether hourglass outside
- Fire First -> go SE/SW of boss max melee
- Fire Second -> go to tanks
- Yellow tethers fire along with First of Fire/Blizzard
- Move in between boss and tanks
- Gaze, healer hourglasses, Return go off
- Move to boss — Fire Second -> go out E/W
- Return, knockback to S, groups SE/SW for split damage (Water)
Phase 2 – Intermediate Relativity
- [70%] Shockwave Pulsar
- Singular Apocalypse
- Cataclysm – get away from boss facing direction
- Stay outside mid circle
- Shell Crusher – stack mid
- Spirit Taker – spread to safe side of room
- Shockwave Pulsar
- Intermediate Relativity – raidwide
- Three sets of debuffs:
- Dark Blizzard III (donut) or Dark Aero III (pbaoe + kb)
- Flare (flare) or Unholy Darkness (stack) or Shadoweye (gaze)
- Dark Eruption (small pbaoe)
- Figure order of the three 23 – 27 – 31s. Position for longest first, wait for return to proc, then move to mid and repeat. Look out before teleports, snapshots angle only then.
- Blizzard – stack mid
- Aero – clock position, edge
- Flare – clock position, edge, look out
- Stack/Gaze – around mid, clock positions, look out
- Eruption – clock position, out-ish
- Three sets of debuffs:
Phase 3 – Advanced Relativity
- [48%] Shockwave Pulsar
- Dual Apocalypse
- Cataclysm – get away from boss facing
- If lights started NS then get to E/W, mid explode, move in.
- Tank dancing stuff
- Shell Crusher – stack mid
- Spirit Taker – spread, all room is safe
- Shockwave Pulsar
- Advanced Relativity – raidwide
- Debuffs:
- Dark Fire III (pbaoe) or
- Dark Aero III (pbaoe + kb) and Dark Water III (stack) and either extra Dark Aero III or Shadoweye (Gaze)
- Sort N S groups, must have one DPS double Aero in each group
- Go to S yellow tether safe area, double Aero at edge rest at cusp
- Dark Water fires, Return drops
- Shadoweye – move to right (clockwise) inside area, drop Return
- !Shadoweye – move to left (ccw) inside area, drop Return
- Aero – cross just into to next cusp
- !Aero (fire) – cross entire cusp and spread in petal
- Face out for final Return sequence
- Wait knockback, run into melee range to do final water stack
- Debuffs:
Memory’s End
- [29%] Shockwave Pulsar
- Triple Apocalypse
- Watch light from mid, go to its first intercard plus a bit more
- Go to mid after mid explodes
- Go to boss for KB after jump on tank
- KB to direction mid light came from
- Shockwave Pulsar
- Black Halo
- [12%] Terminal Relativity
- Quietus -> Shockwave Pulsar x3
- Memory’s End – enrage