Gaia and Shiva (WIP)
This is version 1.0, that uses the vertical spread Darklit Dragonsong strat, and anti-KB for Crystallize Time.
Details may be missing, or subject to change until I have better first-hand experience.
- Darklit Dragonsong - Vertical spreads
- Crystallize Time - fast pop, anti-kb
- Frequently Asked Questions
The Usurper of Frost will respawn at either North or South, whichever is further from where The Oracle of Darkness was defeated.
Make sure the two tanks have first and second aggro on the Usurper of Frost- her auto-attacks hit the top two players in aggro.
Fragment of Fate
The Usurper of Frost casts Materialization, which spawns the Fragment of Fate North.
Over the course of the phase, the Fragment of Fate will take damage. Assuming no player hits it with an AoE, it will survive with barely any HP.
This means that if it takes any extra damage (e.g: from a player’s AoE, or a poorly aimed Spirit Taker), the phase becomes impossible to clear (although you’ll still be able to get practice in.)
1. Pull the Usurper of Frost to the middle of the arena. | |
2. Gather in the center. The Usurper of Frost will transform into its dragon form ("Come to me, Hraesvelgr!") | |
3. When the boss transforms, it baits Akh Rhai AoEs where each player was standing. Since the party was stacked together, simply move out when the boss transforms into your starting positions for Darklit Dragonsong. |
The Oracle of Darkness then respawns (everyone should swap over to target her) and the two bosses begin their first mechanic (make sure the ST has aggro on the Oracle of Darkness).
Darklit Dragonsong - Vertical spreads
4. Line up on the East and West sides, with the tanks/melee towards the south. Two sets of debuffs come out:
One player will have both tethers and Water. |
To resolve the tethers, we have to make a “bowtie” shape- this is the same as how Light Rampant was solved in Eden’s Verse- Refulgence.
To summarise, the tethered healer will always go North. For everybody else:
- If you are tethered to a healer: Go south.
- If you are tethered, but not to a healer: Go north.
5. This is the best case scenario, where the tethers already make a bowtie. No adjustments are needed- the north-most tether players go to the North tower, and the south-most tether players go to the South tower. | |
If the tethers make a box, then the DPS players swap positions:
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If the tethers make an hourglass, then everybody rotates clockwise:
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With the tethers sorted out, the next thing we need to do is separate the two Dark Water III debuffs.
6. If the two Dark Water III debuffs are on different sides (North vs. South), then no further adjustments need to be made. If the Dark Water III debuffs are either both North, or both South, then the Water player and their partner swap sides. Do this before the towers resolve. (In this example, since both Water debuffs are in the North group, the non-tether Water (H1) and their partner (MT) switch places.) | |
7. The tethered players take the two towers, while the Usurper of Frost readies The Path of Light, which cleaves the four closest players- these should be the four non-tethered players. | |
8. Move a little bit south, and spread out around both bosses. Do not spread too close to the Fragment of Fate! | |
9. The Oracle of Darkness targets a random player for Spirit Taker. Ideally, she should not move much. | |
10. The Usurper of Frost will then use Hallowed Wings, which will cleave either the West or East half of the arena. The Water III debuffs will also resolve roughly at the same time, so stack up on the safe half of the arena. | |
11. The Oracle of Darkness targets the furthest player for Somber Dance. This is actually a two-hit tankbuster, first targeting the furthest player, then targeting the closest player. However, unlike the Savage version, both hits can be taken by the same player, which we do with tank invulnerability. Some notes though:
Everybody else gather together underneath where the Oracle of Darkness was to prevent accidentally baiting the Somber Dance. |
The two bosses will then teleport a bit West and East of the center for Akh Morn into Morn Afah.
12. The two bosses target whoever has their hate with a 4-hit Akh Morn (which should be their respective tanks).
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Morn Afah is also a boss HP check, and the two bosses must be within 5% HP of each other, or Morn Afah will be lethal. If they are not within 5% HP, the two bosses will tether together indicating which boss has too much HP.
- White tether: The Usurper of Frost has too much HP.
- Purple tether: The Oracle of Darkness has too much HP.
Crystallize Time - fast pop, anti-kb
This is probably the hardest part of the encounter, so hang in there.
Six hourglasses will spawn this time, and the Oracle of Darkness will tether:
- The North and South hourglasses with yellow tethers.
- Two of the remaining opposite hourglasses with purple tethers.
The party will also get a bunch of debuffs to resolve.
[Click to Expand] Crystallize Time debuffs
Two dragon heads spawn North, and circle the arena- one clockwise, one anti-clockwise.
Wyrmclaw Wyrmclaw and Wyrmfang randomly split the party into two groups of four. When a player with Wyrmclaw runs into the dragon head, it:
The dragon head will leave the arena after the second red Wyrmclaw is fed. If two red Wyrmclaw debuffs are not fed to the dragon head by the time it finishes its loop, it explodes and wipes the raid. | |
Wyrmfang Wyrmfang and Wyrmclaw randomly split the party into two groups of four.
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With that out of the way, there are two more debuffs added in addition to all the previously encountered Spell-in-Waiting debuffs.
Spell-in-Waiting: Dark Aero III When the debuff expires, a large point-blank AoE centered on the player resolves. Any other player hit by this AoE gets knocked across the arena away from the Aero player. | |
Spell-in-Waiting: Quietus Three players will have this debuff. Raid-wide damage goes off when this debuff expires (30s). |
Four players will get the red Wyrmclaw debuff:
The Blizzard players will stand East and West, between the hourglasses:
The Aero players will stand South-West and South-East, at the intercardinal mark:
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Four players will get the blue Wyrmfang debuff:
Identify the purple tether. Only the blue player with Dark Eruption goes to the North-side intercardinal mark with the purple tether. Everybody else joins the red Aero player at the South-side intercardinal mark with the purple tether. Keep the red Aero player as the closest player to the edge. (In this example, the purple tether stretches NW to SE, so the Dark Eruption player goes NW, and all other blue players move SE.) |
Once all players have taken up their initial positions, we can begin to resolve the sea of mechanics.
13. The yellow-tethered hourglasses (North and South) resolve. The two red Aeros, and all the south-side blue players move into the explosion, and stand at the tip of the "flower petal" decal on the floor. The south-side blue players and the red Aero need to stack together closely, with the red Aero closest to the edge of the arena. | |
14. The dragon heads reach the E/W red Ice players around the same time the debuffs resolve.
The players getting knocked back by the Aero AoE may want to aim a little towards the East/West instead of directly across to make sure they make it to the upcoming stack in time. | |
15. The second set of hourglasses explode together with the blue player with Unholy Darkness.
The two red Aeros move SW and SE after the hourglasses explode to prepare to intercept the dragon heads. The red Ice player that was not in the stack crosses over the E/W flower petal to the North side after the hourglass explodes. | |
16. The red Aeros intercept the dragon heads. At this point, all the red Wyrmclaw debuffs have been resolved.
A travelling line telegraph appears either along the West or East side of the arena, where the lone red Ice player may be.
Note which side the telegraph started on (East or West). | |
17. The third set of hourglasses resolve together with the first line AoE. Depending on where you are, position yourself to dodge into either the first or second line AoE (there will be telegraphs for both). The objective is to end up on the side where the line originated from. | |
18. Now that all three pairs of hourglasses have resolved, the blue debuff players now go out to the puddles left behind to cleanse their debuff. Each blue player has an assigned puddle to take:
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19. A second line telegraph now appears, this time either North or South. Note which side this telegraph started on (North or South). | |
20. Position yourselves to dodge the second line AoE. The objective is to end up in the corner where both line AoEs originated from (North-East in this example). At this point, all blue players should have cleansed their debuff. | |
21. Dodge the second horizontal line AoE. This is the last line AoE you can dodge and still make it to the corner in time for the rewind (barring abilities like Shukuchi or En Avant). | |
22. Gather together towards the corner where both line AoEs originated from and start forming up. | |
23. Make two groups in the corner.
The party needs to make two groups such that:
Everybody records their position in this formation. A Quietus raid-wide will also go off shortly before everybody's positions are recorded. | |
24. After recording your position, spread out for Spirit Taker on a random player. Spread out in your regular spread positions, except the MT, who goes to the middle of the arena instead (because of the Fragment of Fate). When the Oracle of Darkness does her Spirit Taker attack, everybody use Arm's Length/Surecast. | |
25. The rewind resolves, and the Usurper of Frost casts Hallowed Wings from the side where the first line AoE came from.
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26. The second Hallowed Wings resolves, this time from North or South (wherever the second line AoE came from). The party will get knocked back half the arena. |
The two bosses will reappear around the center of the arena and immediately start another 4-hit Akh Morn into Morn Afah sequence (where the two bosses have to be within 5% HP of each other).
Both bosses will then start casting their respective enrages (Absolute Zero and Memory’s End).
When both bosses are defeated, you will advance to the next arena. If the Fragment of Fate is not around, Eden’s Promise will spawn and wipe the raid. If, on the other hand, the Fragment of Fate is still alive, then the party advances to the final phase.
Frequently Asked Questions
[Darklit Dragonsong] Why vertical spreads (groups E/W) instead of horizontal (groups N/S)?
There are a number of problems with lining up horizontally North/South, which are solved by lining up vertically instead.
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[Darklit Dragonsong] Why do we rotate instead of just swapping the tank and the North-most DPS?
With the two bosses in the way, it's quite annoying to look at the other side- rotating means that all adjustments are contained to your side of the bosses. Rotating also allows both DPS to rotate into the Oracle of Darkness in the event of an hourglass, which is an advantage because the Oracle of Darkness will have higher HP at the time, so it's better to have DPS on her instead of a tank. Not having players cross over to the other side also means that it's easier for the non-tether Water player to adjust. |
[Darklit Dragonsong] How close can you get before the tethers snap?
The tethers break at around 8 yalms. |
[Akh Morn] Does Akh Morn ignore the raise invuln?
Yes, it does! |
[Morn Afah] Can you invuln Morn Afah?
No, you cannot- Morn Afah ignores tank invulnerabilities. |