Appendix A: Mitigation

The following is a mitigation framework for the encounter.

It is not a plan for every single cooldown available to the party; instead, think of the following as a bare-bones framework to work with- i.e: these are the things that people will generally look for when mitigation is missing.

[Click to Expand] Mitigation Notation
Tank 40% Damnation, Guardian, Shadowed Vigil, Great Nebula
Tank 3rd Thrill of Battle, Bulwark, Oblation, Camouflage
Tank 90s Shake It Off, Dark Missionary, Heart of Light, Divine Veil
H1 120s Temperance/Divine Grace, Neutral Sect/Sunsign
H1 180s Liturgy of the Bell, Macrocosmos
H2 30s Sacred Soil, Kerachole
H2 90s Deployment Tactics, Zoe
H2 120s Expedient, Holos
H2 180s Seraphism, Philosophia
Extra

Anything that cannot be reliably present in a party.

  • Passage of Arms, Fey Illumination, Collective Unconsciousness, Consolation, Panhaima, Dismantle, Improvisation, Magick Barrier

Mitigation by Phase

The raw damage values have also been provided, separated into damage dealt to:
  • Tanks (MT, ST)
  • Physical DPS (D1, D2, D3)
  • Magic (H1, H2, D4)

Physical DPS jobs have higher max HP, but lower magic defense compared to casters.

  • Tanks have 225k max HP.
  • Physical DPS jobs have 157k max HP.
  • Magical jobs have 142k max HP.
  • Basic shields (Concitation, Eukrasian Prognosis II) absorb 20k damage.

P1. Fatebreaker

Powder Mark Trail #1

  • MT Reprisal, D1, D3, D4
  • MT 40%, Rampart, short
  • Rampart should be used towards the end of the castbar, as we want it to cover Burn Mark as well.

Burn Mark

  • MT Rampart, MT 3rd, ST short
  • ST Rampart, ST 3rd, ST 40%
  • Covered by MT Rampart.
  • The ST gives the MT their short personal mitigations here, because the MT 40% was used to cover Powder Mark Trail.

Burnished Glory #1

  • MT Reprisal, H1 120, H2 120s, H2 30s, D2
  • Healer 120s mitigations can be used right after the knockback, and will last to Burnished Glory.

Burnished Glory #2

  • ST Reprisal, MT 90s, ST 90s, H2 30s, D1, D3, D4
  • 15s mitigations (like Reprisal, Tactician, Heart of Light, etc.) should be applied after the second tether resolves, which will cover the last two tethers in addition to Burnished Glory.
  • Shields, like Shake It Off and Divine Veil should be saved for Burnished Glory.

Powder Mark Trail #2

  • PLD > ST Invuln
  • A PLD MT must Hallowed Ground this Powder Mark Trail for Hallowed Ground to be back in time for P3.

Burn Mark

  • MT Rampart, MT 40%, MT 30%
  • ST Rampart, ST 3rd, ST short
  • The MT gives the ST their short personal mitigations this time, since the ST doesn't have 40% available.

P2. Usurper of Frost

Quad Slap

  • MT invuln
  • A PLD cannot Hallowed Ground this, or they lose a use over the entire fight (P3 and P5).

Diamond Dust

  • MT Reprisal, H2 30s, H2 120s, D2, D4
Akh Morn
  • H1 120s, MT 90s, ST 90s

Hallowed Ray

  • ST Reprisal, H2 30s, D1
  • Any "extra" mitigations (Magick Barrier, Passage of Arms, etc.) should be used here.

Light Rampant

  • MT Reprisal, H2 30s, D2, D4
  • Mitigations and debuffs that last 15 seconds can cover both the Banish III at the end of Mirror, Mirror and Light Rampant.

House of Light

  • ST Reprisal, MT 90s, H2 120s

Absolute Zero

  • MT Reprisal, ST 90s, H1 120s, H2 30s

P3. Oracle of Darkness

Ultimate Relativity

  • MT Reprisal, H1 120s, H2 120s, D1, D4
  • The healer 120s are here so that they're back in time for the final Shockwave Pulsar → Memory's End sequence.

Fire/Unholy Darkness #1

  • Covered by H1 120s and H2 120s from Ultimate Relativity.

Fire/Unholy Darkness #2

  • MT 90s, ST 90s

Fire/Unholy Darkness #3

  • D3
  • Covered by MT 90s and ST 90s from Fire/Unholy Darkness #2.

Shell Crusher → Shockwave Pulsar

  • ST Reprisal, H2 30s

Black Halo

  • MT + ST Rampant + 40% + + 3rd + short.
  • A tank can solo this with full mitigations, but there's no reason to do so.

Darkest Dance

  • PLD > ST invuln

Shockwave Pulsar

  • H1 120s, H2 120s
  • Use 20s mitigations just before the cast resolves to have them cover Memory's End as well.

Memory's End

  • H2 30s
  • Covered by H1 120s and H2 120s.

P4. Gaia and Shiva

  • The main mitigation point here is Crystallize Time. Because the sequence from getting stunned to the knockback is just under 15 seconds, we reserve both healer 120s mitigations for this because they last 20s each and have the largest margin of error.

Darklit Dragonsong

  • MT Reprisal, MT 90s, ST 90s, D1, D3
  • Debuffs should target the Usurper of Frost.

Somber Dance

  • MT invuln

Akh Morn #1

  • ST Reprisal, H2 30s
  • MT Rampart, 3rd, short

Morn Afah #1

  • D2
  • Covered by ST Reprisal and H2 30s from Akh Morn.
  • Debuffs should target the Usurper of Frost.

Crystallize Time

  • MT Reprisal, D4
  • Debuffs should target the Oracle of Darkness.

Hallowed Wings

  • MT 90s, ST 90s, H1 120s, H2 120s, D3
  • MT 40%, ST 40%
  • 15s mitigations should be used right when the Oracle of Darkness does Spirit Taker right before the rewind.

Akh Morn #2

  • ST Reprisal, H2 30s
  • ST Rampart, 3rd, short

Morn Afah #2

  • Covered by ST Reprisal and H2 30s from Akh Morn.
  • Debuffs should target the Usurper of Frost.

P5. Pandora

Fulgent Blade #1

  • MT Reprisal, MT 90s, D1

Akh Morn #1

  • ST Reprisal, ST 90s, D2, D4

Wings Dark and Light #1

  • MT 40%, Rampart, short, 3rd
  • ST 40%, Rampart, short, 3rd
  • Tanks should use their short cds while dodging the Exalines to mitigate the boss's autoattacks. The latest you can use 25s mitigations and have them back for Wings Dark and Light would be around the second Exaline dodge.

Polarising Strikes #1

  • MT Reprisal, H1 120s, H2 120s, D3

Pandora's Box

  • Tank LB3
  • 15s mitigations can cover both Pandora's Box and Fulgent Blade if used late enough (around the "B" in "Box").

Fulgent Blade #2

  • ST Reprisal, MT 90s, D1

Akh Morn #2

  • MT Reprisal, ST 90s, D2, D4

Wings Dark and Light #2

  • MT + ST: Invuln

Polarising Strikes #2

  • ST Reprisal, H1 180s, H2 30s, H2 180s

Fulgent Blade #3

  • MT 90s, H1 120s, H2 120s
  • Notably, H2 30s will not be back up in time.

Akh Morn #3

  • MT Reprisal, ST 90s, H2 30s, D2, D4

Mitigation by Role

MT

P1. Fatebreaker

Cyclonic Break

  • Reprisal just before the cast bar finishes will last until Powder Mark Trail.
  • If you are WAR or PLD, you can use Shake It Off/Divine Veil at the start and have it back for Burnished Glory #2.

Powder Mark Trail #1

  • Reprisal, Rampart, 40%, short

Use Rampart towards the end of the castbar to have it last to the Burn Mark.

Burn Mark #1

  • Rampart, 3rd

Burnished Glory #1

  • Reprisal

Burnished Glory #2

  • MT 90s
    • If you are a DRK or GNB, you can use Dark Missionary/Heart of Light after the second tether resolves to mitigate the third and fourth tethers in addition to Burnished Glory.

Powder Mark Trail #2 (only if PLD MT)

  • Hallowed Ground

Burn Mark #2

  • Rampart, 40%, 3rd
  • Give short mit to the ST.

P2. Usurper of Frost

Quad Strike

  • Invuln

Diamond Dust

  • Reprisal

Sunburst Holy x4

  • MT 90s

Mirror, Mirror

  • Rampart, 40%
    • Cycle through these to mitigate auto-attacks.

Banish III

  • Reprisal
    • Use this towards the end of the castbar to also cover Light Rampant.
  • Give your short mit to D1 during Banish III.

Light Rampant

  • Reprisal

Absolute Zero

  • Reprisal

P3. Oracle of Darkness

Ultimate Relativity

  • Reprisal

Towers #1

  • 90s party mits.
    • WAR/PLD can use their party mits early to get an extra use at Critical Error.

Towers #3

  • Reprisal

P4. Gaia and Shiva

Darklit Dragonsong

  • Reprisal, MT 90s

Somber Dance

  • Invuln
  • Use Rampart when the boss jumps- this will cover Akh Morn #1 and be back for Akh Morn #2 in the event the ST dies.

Akh Morn #1

  • Rampart, 3rd, short

Crystallize Time

  • Reprisal

Hallowed Wings

  • MT 90s, 40%

Akh Morn #2

  • Give short mit to the ST.

P5. Pandora

Fulgent Blade #1

  • Reprisal, MT 90s

Wings Dark and Light #1

  • Rampart, 40%, 3rd, short

Fulgent Blade #2

  • Reprisal, MT 90s

Wings Dark and Light #2

  • Invuln

Fulgent Blade #3

  • Reprisal, MT 90s

ST

P1. Fatebreaker

Burn Mark #1

  • 40%, Rampart, 3rd
  • Give the MT your targeted short mit.

Burnished Glory #2

  • ST Reprisal, ST 90s
    • If you are a DRK or GNB, you can use Dark Missionary/Heart of Light after the second tether resolves to mitigate the third and fourth tethers in addition to Burnished Glory.

Powder Mark Trail #2

  • Invuln unless you have a PLD MT (in which case, the PLD should take this with Hallowed Ground instead)

Burn Mark #2

  • Rampart, 3rd, short

P2. Usurper of Frost

Sunburst Holy x4

  • ST 90s

Absolute Zero

  • ST 90s

P3. Oracle of Darkness

Fire/Unholy Darkness #2

  • ST 90s

Shockwave Pulsar #1

  • Reprisal

Memory's End

  • Reprisal

P4. Gaia and Shiva

Akh Morn #1

  • Reprisal

Hallowed Wings

  • ST 90s, 40%

Akh Morn #2

  • Rampart, 3rd, short
  • Reprisal

P5. Pandora

Akh Morn #1

  • Reprisal, ST 90s

Wings Dark and Light #1

  • Rampart, 40%, 3rd, short

Fulgent Blade #2

  • Reprisal
    • This can also cover Pandora's Box.

Wings Dark and Light #2

  • Invuln

Polarising Strikes #2

  • Reprisal

Akh Morn #3

  • ST 90s

H1

This assumes your H1 is either a WHM or AST. As double barrier healer parties are fairly common, adapt this as needed if H1 is a SCH or SGE.

P1. Omega

Condensed Wave (Pantokrator)

  • H1 120s
    • This can cover all four waves, if timed correctly.
  • H1s will also typically use their H1 180s abilities here.

P2. Omega-M/F

The ST will take more damage than the MT after Party Synergy.

Pile Pitch + Meteors

  • H1 120s
    • The earliest a WHM can use Temperance and still cover Cosmo Memory is when the Flare markers appear.

P3. Omega Reconfigured

H1 180s abilities can be used at any tower.

Towers #2

  • H1 120s
    • Depending on when a WHM used Temperance in P2, and when Omega-F was defeated, Temperance may not be available. If so, consider holding Temperance for P4, and substitute with Liturgy of the Bell.

P4. Blue Screen

The healers are primarily responsible for mitigating and healing this phase.

  • Use H1 120s at either the 1st or 2nd Wave Cannon spread.
    • This will cover two spreads, and two stacks.

P5. Run Dynamis

H1 is not responsible for mitigating any Run Dynamis.

  • This means you are free to use your H1 120s anywhere in P5 where appropriate (including mitigating Run Dynamis if you choose.)

Solar Ray

How the party resolves Solar Ray will depend on what tanks the party has.

If the party does not have a WAR, then you will need to help the tanks mitigate the two Solar Rays before and after Run Dynamis (Omega Version).

This can be done either via H1 120s, or Aquaveil/Exaltation.

  1. Invulned
  2. Invulned
  3. Help the MT
  4. Help the ST

H1 will typically use their H1 180s abilities at the front part of Run Dynamis (Delta Version) to help heal the first set of tether break, Beyond Defense/Pile Pitch, and monitors.

  • H1 180s used when the outer spinning hands appear (before the spin indicators) will cover up to Oversampled Wave Cannon (monitors).
P6. Alpha Omega

The two healers will need to decide who goes center during Cosmo Meteor.

Cosmo Dive #1

  • H1 120s

Cosmo Meteor

  • H1 120s
    • A WHM should use Temperance when the baited AoEs resolve- it is 19 seconds from the first set of Meteors until the Flares, and a well-timed Temperance will be able to mitigate all of Cosmo Meteor.

H2

P1. Omega

Condensed Wave (Pantokrator)

  • H2 120s
    • This can cover all four waves, if timed correctly.

P2. Omega-M/F

H2 30s are used at Meteors, but you can get additional uses at:

  • The Solar Rays at the start to help the tanks mitigate both Solar Ray at the follow-up auto-attacks.
  • Immediately after Party Synergy to mitigate auto-attacks (especially for the ST).

The ST will take more damage than the MT after Party Synergy.

Pile Pitch + Meteors

  • H2 30s, H2 90s, H2 120s
    • Use your H2 30s when the kick from Beyond Defense happens.
    • The earliest you can deploy boosted shields via H2 90s and still catch Meteors is when Limitless Synergy finishes its cast.
    • The earliest you can use your H2 120s and still cover Cosmo Memory is when the Flare markers appear.
    • Seraph/Panhaima is typically used to mitigate the Meteors and Cosmo Memory.

P3. Omega Reconfigured

This phase is left unstructured with the exception of 2nd towers, as that is the only time you can use H2 120s to mitigate and still have them available for P4.

Each round of towers needs three pieces of mitigation (shields count) for the party to survive one whole round without any healing in between.

  • The rest of the party will cover 2/3 of these, so you have the flexibility to add the last however you see fit. For example:
    1. H2 30s
    2. H2 120s
    3. H2 30s
    4. Seraph/Panhaima

Transition

  • The party must have at least shields to survive.

Hello, World

  • This doesn't actually need H2 30s, although you can cover both Hello, World and the first set of towers if H2 30s is used before Omega is targetable.

Towers #1

  • A lot of H2s will use their H2 90s here.

Towers #2

  • H2 120s

Critical Error

  • This needs either shields + H2 30s or H2 90s.

P4. Blue Screen

The healers are primarily responsible for mitigating and healing this phase.

  • Use H2 120s at either the 1st or 2nd Wave Cannon spread.
    • SCH's Expedient is particularly useful at the 1st Wave Cannon stack.
    • This will cover two spreads, and two stacks.
  • The latest you can use H2 30s and have it back by Blue Screen is at the 2nd stack.

P5. Run Dynamis

Run Dynamis (all)

  • H2 30s

You are free to use your H2 120s and Seraph/Panhaima anywhere in P5 where appropriate (including mitigating Run Dynamis if you choose.)

Solar Ray

How the party resolves Solar Ray will depend on what tanks the party has.

If the party does not have a WAR, then you will need to help the tanks mitigate the two Solar Rays before and after Run Dynamis (Omega Version).

This can be done either via H2 120s, or Taurochole/Protraction.

  1. Invulned
  2. Invulned
  3. Help the MT
  4. Help the ST

H2 30s can be used to help the tanks mitigate the final Solar Ray after Run Dynamis (Omega Version).

Blind Faith will require shields for the party to survive.

P6. Alpha Omega

The two healers will need to decide who goes center during Cosmo Meteor.

The published mitplan doesn't account for Seraph/Panhaima, or Fey Illumination. These can either be used at either Wave Cannon, or at Cosmo Dive #1 + Cosmo Meteor.

Because SCH also has access to Fey Illumination, an alternative plan would be to use Expedient for Cosmo Dive #1 and Cosmo Meteor, and use Fey Illumination (and possibly Dissipation) to cover Wave Cannon #2.

Cosmo Memory

  • This needs either shields or H2 30s in addition to the tank LB3. Other members of the party may also mitigate this, if so, then you won't need to do anything.

Cosmo Dive #1

  • H2 30s

Wave Cannon #1

  • H2 30s
    • Use H2 30s after dodging all the Exaflares.

A SCH can summon Seraph when the first baited AoEs appear to have Consolation cover both the spread + stack, and be back in time to cover Cosmo Meteor's Flares.

You can use H2 90s to cover either Wave Cannon's spreads. The latest you can use H2 90s and have it back for Cosmo Meteor would be right after Wave Cannon #1's stack resolves.

Wave Cannon #2

  • H2 30s, H2 120s
    • Use your mitigation when Wave Cannon's cast starts. This will be while dodging Cosmo Arrow sideways to your spread position.
    • H2 120s can be used slightly earlier if you want- the earliest would be when the first Cosmo Arrow lines resolve.
    • Some SCH will choose to replace the Expedient here with Fey Illumination instead.

Cosmo Dive #2

  • H2 30s
    • The earliest you can use H2 30s is when the fourth Exaflare telegraphs appear (when you turn left or right when baiting AoEs).
    • You may want to use H2 30s early here to have the H2 30s back up in time for the first wave of Meteors.

Cosmo Meteors (Meteors)

  • H2 30s
    • Depending on when the H2 30s was used at Cosmo Dive #2, it may not be up in time to catch the first wave of Meteor hits. However, this is covered by the ST 90s (even if WAR/PLD). You will need H2 30s to cover the second wave if the ST is WAR or PLD.

Cosmo Meteors (Flares)

  • H2 90s
    • Not strictly necessary, since you just need a small boost to regular shields here. Consolation/Panhaima is an appropriate substitute.

D1

P1. Omega

Condensed Wave (Pantokrator)

  • Feint will cover two waves. You can work with D2, and cover the first two waves with your Feint.

P2. Omega-M/F

There aren't any great places to use Feint in this phase, as all the major raid-wides come from untargetable sources.

Thus, Feint's best use is to mitigate the auto-attacks after Party Synergy (assuming you used Feint in P1.)

P3. Omega Reconfigured

Hello, World

  • Feint

Critical Error

  • Feint

P4. Blue Screen

As you will be mitigating Run Dynamis (Delta Version), you cannot use Feint anywhere in this phase.

P5. Run Dynamis

Run Dynamis (Delta Version)

  • Feint

Run Dynamis (Omega Version)

  • Feint
P6. Alpha Omega

Cosmo Memory

  • Feint
    • This isn't strictly needed, and is more to get an extra use, and to put Feint on cooldown so it's not accidentally used at the wrong place.

Wave Cannon #2 (stack)

  • Feint
    • You can also mitigate the spreads if timed correctly, however, if too many debuffs are applied on the boss during the spreads, the party will not build LB gauge, and this will cause the party to only have LB2 when it's time to melee LB3 at Cosmo Dive #2.

D2

This assumes D2 is a melee DPS.

P1. Omega

Condensed Wave (Pantokrator)

  • Feint will cover two waves. You can work with D1, and cover the third and fourth waves with your Feint.

P2. Omega-M/F

There aren't any great places to use Feint in this phase, as all the major raid-wides come from untargetable sources.

Thus, Feint's best use is to mitigate the auto-attacks after Party Synergy (assuming you used Feint in P1.)

P3. Omega Reconfigured

Your Feint doesn't actually change any breakpoints with a high roll during the towers, hence it is not part of the mitigation framework.

As such, feel free to use your Feint at any tower, although D1 has their Feint at Hello, World and Critical Error.

Alternatively, you can also use Feint to help mitigate Omega's auto-attacks in between tower sets.

P4. Blue Screen

You can use Feint anywhere in this phase. The better places would either be at the third Wave Cannon spread, or at Blue Screen.

P5. Run Dynamis

Run Dynamis (Sigma Version)

  • Feint

Solar Ray #4 (after Omega)

  • Feint
    • Not strictly necessary, but nice to have, especially if the party doesn't have a WAR.
P6. Alpha Omega

Wave Cannon #1 (stack)

  • Feint
    • You can also mitigate the spreads if timed correctly, however, if too many debuffs are applied on the boss during the spreads, the party will not build LB gauge, and this will cause the party to only have LB2 when it's time to melee LB3 at Cosmo Dive #2.

Cosmo Meteor (Flares)

  • Feint
    • This is to help guard against a high-roll (or if someone happens to be a bit too close).

D3

Notably, because MCH has Dismantle for on-demand mitigation, there are some modifications that are available to MCH that are not available to BRD or DNC.

P1. Omega

Condensed Wave (Pantokrator)

  • D3 party mitigation will cover three waves if timed correctly. Use your party mitigation at either the first, or second wave.
  • MCH can split Tactician and Dismantle to cover all four waves. Dismantle will cover two waves.

P2. Omega-M/F

Pile Pitch + Meteors → Cosmo Memory

  • Troubadour/Tactician/Shield Samba
    • Wait for Beyond Defense's kick to use your party mitigation to also cover Cosmo Memory.

A BRD can use Nature's Minne to help H2's shields when Limitless Synergy is cast.

P3. Omega Reconfigured

A DNC should start Improvisation when Omega-F is defeated in the previous phase to mitigate the transition.

Towers #4

  • Troubadour/Tactician/Shield Samba

MCH can use Tactician or Dismantle to cover an extra set of towers in addition to the fourth set.

P4. Blue Screen

You will need to use your party mitigation for Run Dynamis (Delta Version), so you will not be mitigating this phase.

However, a MCH can Tactician here and save Dismantle for Run Dynamis (Delta Version). If so, use Tactician just before the second Wave Cannon stack, as this would mitigate two stacks (which do more damage than spreads).

P5. Run Dynamis

Run Dynamis (all)

  • Troubadour/Tactician/Shield Samba
    • You will need to use your party mitigations at the second Solar Ray hit before Run Dynamis (Delta Version).
    • MCH can substitute Dismantle for Tactician, although you cannot Dismantle two consecutive Run Dynamis.

MCH can use Dismantle in other places, particularly during Solar Ray if the party doesn't have a WAR. You may want to check with your D4 if they are going to Addle a Solar Ray, and Dismantle the one they don't choose.

P6. Alpha Omega

Wave Cannon #1

  • Troubadour/Tactician/Shield Samba
    • Use Troubadour/Tactician/Shield Samba after dodging all the Exaflares.

Cosmo Meteor (Meteors)

  • Troubadour/Tactician/Shield Samba
    • Use this when the baited AoE telegraphs appear (and the party is still together.)

A MCH can use Dismantle anywhere in this phase- the most typical use would be at Wave Cannon #2's stack.

Do not use Dismantle at Wave Cannon's spread, as it can lead to the party applying too many debuffs during this time, causing the party to not build LB gauge and only have LB2 when it's time to melee LB3 at Cosmo Dive #2.

D4

P1. Omega

Condensed Wave (Pantokrator)

  • Addle will cover two waves. Use it at any of the first three waves.

P2. Omega-M/F

There aren't any great places to use Addle in this phase, as all the major raid-wides come from untargetable sources.

Thus, the best use of Addle is to mitigate Omega-F's auto-attacks after Party Synergy.

A RDM can use Magick Barrier at either Meteors, or Cosmo Memory. If the party's tanks are WAR + PLD, use Magick Barrier at Cosmo Memory.

P3. Omega Reconfigured

Hello, World

  • Addle

Critical Error

  • Addle

P4. Blue Screen

Addle will be on cooldown during this phase.

It will be back up for Blue Screen, but there is little reason to do so when mitigating Run Dynamis (Delta Version) would have greater impact.

P5. Run Dynamis

The mitigation plan for this phase doesn't include Addle, as Addle is not available for all three Run Dynamis.

As such, you are free to use Addle (and Magick Barrier) anywhere in this phase.

If the party does not have a WAR, Addle is particularly helpful at helping the tanks mitigate the Solar Ray before Run Dynamis (Omega Version), as you cannot Addle both the Solar Ray before and after, Run Dynamis (Omega Version), but H2 can use H2 30s for the one after.

P6. Alpha Omega

Cosmo Dive #1

  • Addle

Cosmo Dive #2

  • Addle

A RDM would typically use Magick Barrier at Wave Cannon #2's stack.


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Final Fantasy XIV Elemental DC Raid Macros