Akh Afah Amphitheatre – Shiva
Macro
- Pair / inout for icicles
Common
- Sword (All phases)
- Icebrand – split damage on tank
- Glacial Bash – conal, tank stuff
- Whiteout – donut
- Pillars – knockback unless shielded
- Staff (P1, P3)
- Hailstorm – spread, with Icicle impact
- Absolute zero – raidwide
- Bow (P3)
- Glass Dance – 270 in front, be behind
- Avalanche – orient marker for knockback, away from group
- (Ideally tank N, then boss -> party -> victim)
- Permafrost – ice floor, stay
- Icicles
- (1, 2) [Inter]Cardinal + mid: get to other place or soak mid
- (1) All bar one: get to safe or soak mid
- (3) [Inter]cards -> (Inter)cards + mid: start mid, get to first
- (3) Mid -> o’clock & rotate: get to last o’clock and go mid
Phase 1 – Intro
- Sword/Staff swapping
- Icicle Impact with static edge safe spot
- To 80%
Phase 2 – Adds
- AoE, stack for Sword mechs
Phase 3 – The Fight
- Sword/Staff -> Bow swapping
- Permafrost – ice floor – at any time
- Icicles -> Sword, share damage before moving out
The Navel – Titan
General
- Mountain Buster – tankbuster
- Tumult – raidwide
Phase 1 – Intro
- Landslide – target line aoe, stack and dodge.
- Weight of the Land – targetted circle aoes, stack to bait and dodge.
- Tumult.
- Repeat to 90%.
- Geocrush I – inside red ring.
Phase 2 – Gaols
- Landslide – single target with sides. Stack as before.
- Gaols – spread to break chain, DPS on him, healer out.
- Upheaval – knockback all, be on him – kill DPS gaol -> healer gaol.
- Landslide.
- Tumult.
- Weight of the Land.
- Landslide.
- Weight of the Land.
- Half Bombs — get to safe side.
- Landslide (during bombs)
- Gaols + Upheaval.
- Repeat to 50%.
- Geocrush II.
Phase 3 – Heart
- Weight of the Land.
- Gaols + Upheaval.
- Landslide – now five rays.
- Tumult.
- Weight of the Land.
- Circle bombs (or cross?):
- Watch first spawning.
- Bait and dodge landslide.
- First bomb explodes, go there.
- Tumult.
- Weight of the Land.
- Earthen Fury – lethal if heart not killed.
Phase 4 – Smash
- Adds
- OT grabs both, take to edge. (near each other, away from boss).
- ‘Cardinal’ bombs spawn.
- ‘Intercardinal’ bombs spawn. Go here.
- Titan landslide.
- Cardinal bombs explode.
- Intercardinal bombs explode.
- Weight of the Land.
- Gaols + Upheaval.
- Landslide.
- Tumult.
- Double Weight of the Land.
- Line bombs
- Mid spawn, then side A, side B – get to B.
- Landslides go off.
- Mid explodes.
- Move to mid.
- Super bombs – no dodge only smash South one.
- Weight of the Land before anything explodes, dodge out and back.
- Geocrush – no shrinking though.
- Back to adds, enrage after ?? mins.
Whorleater – Leviathan
General
- Tail – reflects magic; Head – reflects physical.
- Roar (bombs) – target furthest from mid, bait at edge
- Bodyslam – avoid half signalled by waterspout
Phase 1 – Fences
- Burn to 90%
- Bodyslam
- Split head-tail
- Adds – prio
- Roar -> two dives -> bodyslam
- Caster add, stun at 80%?
- Roar -> two dives -> bodyslam
Phase 2 – Spumes
- Prio spumes
- Roar -> two dives -> bodyslam
- Roar -> one dive – hit converter -> tidal wave
Phase 3 – Fenceless
- Bodyslam
- Adds – prio
- Roar -> two dives (maybe EW now!) -> bodyslam
- Spumes – prio yellow, leave blue
- Roar -> one dive -> bodyslam
- Get away from tank with blue spumes
- Roar -> dive – hit converter -> tidal wave
Phase 4 – The End
- Bodyslam
- Caster add – melee LB?
- Roar -> two dives -> bodyslam
- Maybe enrage eventually?
Sophia
Macro
- Pairs, maybe with positions for white/black circles
AOEs
- Thunder II – conal from front (towards top agro)
- Thunder III – donut, hitbox
- Aero III – chariot, hitbox+++
Phase 1
- Daughter – knockback, use resist
- Clones – tether indicates clones will duplicate boss aoe
Adds Phase
- ST, Second -> Third -> First. Stack on pink, targetted player at the back — or zombify the player.
Phase 3
- Start east (watch scales)
- Quasar, in general
- Stack north to bait prox aoes
- Run south
- 1 blue balances 3 red, so get away from blue
- Odd number of tethers -> small slide, even -> big slide
- Quasar – balanced
- Thunder/Aero III
- Quasar – small slide
- Thunder II
- Quasar – big slide, watch boss rush
- Sin + Punishment – pairs
- Clones + Thunder III + rush – just one safe spot
- Quasar – count
- Quasar – big slide + boss rush
- Sin + Punishment – pairs, corner head KB after
- Sin + Punishment + quasar – move after S+P
- Clones + Thunder II + quasar – move after dropping baits [no tethers…]
- Sin + Punishment – execute happens after
- Quasar – count
- Repeat until unsolvable Sin + Punishment
Zurvan
Macro
- Soar positions, maybe tether strat
Phase 1 – above
- Stack S and dodge
Phase 2 – below
- Soar – reflecting dashes with aoes on DPS and tanks into healer stack/spread
- Biting Halberd – behind
- Southern Cross – baited puddles, stay stacked – then party left, tank right
- One of
- Cicicle – donut
- Tail End – massive chariot
- Biting Halberd
Phase 3 – adds
- Wave 1 – N – just kill
- Wave 2 – E Wit first, S Wile has gaze
- Wave 3 – W Wit first, N Wile has gaze
Phase 4 – angry
- Fire or Ice plus tether to same, stay closeish
- Wave Cannon – move to flank and take it
- Tyrfing – tankbuster
- Southern Cross
- Broken Seal – ice/fire meteors, same as debuff
- Wing it or start for ice NW/SE fire NE/SW and adjust
- Hector – MT E, others adjust, during tyrfing time
- Meteors mid -> Tail End
- Meteors out -> Cicicle
- Meteors cross -> Biting Halberd
- Wing it or start for ice NW/SE fire NE/SW and adjust
- Repeat tethers into Seal
- Soar
- Demon’s Claw – tankbuster
- Wave Cannon – all soak, OT first
- Tethers into Seal
- … profit?