Fatebreaker v1.0

This documents Lucrezia's strategy- it is not expected to be the final strategy used.

  • Lucrezia actually has multiple groups- although Lucrezia has released video guides and Idyllshire has a written guide, I will instead start by referencing what their streaming team does, as the video and written guides do not have sufficient detail, and I need to check how mechanics are resolved over multiple pulls.
  • As a result, this may have some differences from the "Lucrezia" strat done on Mana.

Details may be missing, or subject to change until I have better first-hand experience.

Cyclonic Break

Fatebreaker opens with Cyclonic Break, which is a mechanic that reappears shortly in the middle of Utopian Sky.

1. Take up your spread positions around the boss.

The boss will have either a red or blue dragon swirling around him.

Pay attention to the colour because it will affect how the next steps are resolved.

2. The boss cleaves where each player is standing.

3. The boss will cleave again where the players were standing.

Dodge to avoid this second set of cleaves, however, the party will need to simultaneously resolve either a party spread (if the boss had a blue dragon), or pair-stacks (if the boss had a red dragon).

Boss glowed blue Boss glowed red

4. Each successive cleave is baited at each player's position during the previous cleave, so just alternate positions to dodge the last two sets of cleaves.

5. On the fourth cleave, the boss will begin target the MT with Powder Mark Trail.

This is a single-target tankbuster that applies a Physical Vulnerability Up and a Powder Mark Trail debuff.

  • ST: Tank swap and take hate.

Powder Mark Trail

Emblazoned with a gunpowder mark that will cause you and the nearest ally to explode when this effect expires.

  • When the debuff expires, either from the timer or from the player dying, a large AoE goes off on that player and the closest player.

Utopian Sky

The boss will then cast Utopian Sky and glow either red or blue. Pay attention to this colour.

6. Take up your spread positions at the edge of the arena for Utopian Sky, except the two tanks who will be towards the middle.

There will be eight clones around the arena at the (inter)cardinal positions, but only visible to players nearby.

7. The MT's Powder Mark Trail resolves, hitting both the MT and the ST with a large AoE tankbuster. Both tanks run back to the edge of the arena when this happens.

At this time, three clones will raise their gunblade (indicated by the red targets) to fire a straight line AoE down the middle, leaving two opposite sectors safe.

8. Because only the player next to a clone can see whether that clone has raised their gunblade or not, the party needs to collectively deduce which sectors are safe.

  • If your clone raises their gunblade: Move towards the center.

(In this example, the clones by ST, H1, and D4 raised their gunblades.)

9. Since the players that moved in have their clone's gunblades raised, those players are in the unsafe line of fire.

  • If the player opposite you moved in: Move towards the center.

Six players should now be in the middle of the arena. The two remaining players on the outside are the safe sectors (these will always be opposite each other).

(In this example, because ST, H1, and D4 moved in, the MT, H2, and D1 who are opposite move in. The sectors with D2 and D3 are safe.)

10. Move to your assigned safe sector, and either spread out as shown (if the boss glowed blue earlier), or stack together (if the boss glowed red).

  • MT, H1, D1, D3: North to South-West.
  • ST, H2, D2, D4: South to North-East.

(If spreading, the DPS should be 3.5 tick marks away from the tanks.)

11. The boss will reappear (untargetable) in the center and glow either blue or red for another Cyclonic Break.

7. Return to your original Cyclonic Break spread positions, and resolve this the same way as at the start of the encounter.

As the first set of cleaves go off, another clone appears North and will glow either red or blue. Pay attention to this clone's colour.

11. Red and blue circles will appear on the arena. These will all resolve with an AoE, but the one with the same colour as what the North clone glowed will have larger AoEs.

A clone spawns and does a Burnt Strike (Lightning) from east-to-west.

In addition, two random players will get targeted with a Prey marker and a Fated Burn Mark debuff (this will wipe the party if the player dies.).

The party needs to split into two groups of four:

  • North: Tanks + Healers
  • South: DPS

Because the Prey targets are random, there may be a need to adjust, based on how many Prey markers are in your group:

  • If your group has 2 Prey markers: H2/D4 > H1/D3 > ST/D2 > MT/D1 swaps groups.
  • If your group has no Prey markers: MT/D1 swaps groups.

12. Stack together in your north/south groups and wait for a clone to do a second Burnt Strike (Fire) from north-to-south.

Move in after the initial hit to get knocked back towards the edge. (This cannot be nullified by anti-knockback abilities)

13. The circle AoEs now resolve.

The circles that matched the earlier colour (red in this example) will have larger AoEs.

14. Finally, the two Prey targets will resolve their stacks.

The boss will return to the arena with Burnished Glory, a heavy-hitting raid-wide that also applies a DoT on the party.

Shortly after, the boss then prepares the second mechanic combo.

Fall of Faith

15. Line up east and west of the boss, in T/H vs DPS:

  • West: Tanks/Healers
  • East: DPS
  • North: MT/D1 > ST/D2 > H1/D3 > H2/D4 :South

16. The boss will glow either red or blue again, and tether to a random player. The tether will also be tinted blue or red.

  • If you are tethered first: Go just East of the boss.

(In this example, the boss and tether glow blue.)

17. A clone will appear North-West, glow red or blue, and tether to a random player. The tether will also be tinted blue or red.

  • If you are tethered second: Go just West of the boss.

(In this example, the clone and tether glow blue.)

18. Another clone will appear North, glow red or blue, and tether to a random player. The tether will also be tinted blue or red.

  • If you are tethered third: Go East of the boss, past the first tethered player.

(In this example, the clone and tether glow red.)

19. One last clone will appear North-East, glow red or blue, and tether to a random player. The tether will also be tinted blue or red.

  • If you are tethered fourth: Go West of the boss, past the second tethered player.

(In this example, the clone and tether glow red.)

With four people tethered, this leaves behind four players that were not tethered.

The objective is to split the four untethered players so that the East and West each have four players.

To do so, the healers and ranged adjust starting from the South:

  1. 0 T/H tethers and 4 DPS tethers: H1 and H2 goes East.
  2. 1 T/H tether and 3 DPS tethers: H2 > H1 goes East.
  3. 2 T/H tethers and 2 DPS tethers: No adjustments.
  4. 3 T/H tethers and 1 DPS tether: D4 > D3 goes West.
  5. 4 T/H tethers and 0 DPS tether: D4 and D3 goes West.

(In this example, one tank/healer and three DPS are tethered. H2 is not tethered, so H2 swaps to the East group.)

20. With all players in position, we are now ready to resolve all the tethers.

21. We resolve the first of four tethers.

Lightning tethers fire cleaves at the three closest players.

The other three players must spread North, South, and East/West of the tethered player (who will be immobilised).

(In this example, we resolve a Lightning tether.)

After this resolves, the first and third tethers swap positions.

22. We resolve the second tether.

(In this example, we resolve a Lightning tether.)

After this resolves, the second and fourth tethers swap positions.

23. We resolve the third tether.

Fire tethers cleaves the closest player, that is shared between the three players.

All players stack together East/West (towards the outer edge) of the tethered player (who will be immobilised).

(In this example, we resolve a Fire tether.)

24. Finally, we resolve the fourth (and final) tether.

(In this example, we resolve a Fire tether.)

The boss then does another Burnished Glory, followed by a Powder Mark Trail.

Towers

This is the last mechanic of the phase.

25. Three towers will spawn along either the West or East edge. There will be six pips divided randomly amongst the three towers.

To resolve this, we preposition in pairs at each tower:

  • North: H1, D1
  • Center: D4, D2
  • South: H2, D3

26. Each tower has a fixed player (H1, H2, D4), and one player that will adjust (D1, D2, D3).

Adjusting players (D1, D2, D3):

  • If your tower has one pip: Move to the tower that has more than two pips.

(In this example, the North tower has only one pip, while the middle tower has three, so D1 moves from the North tower to the middle tower.)

27. The boss will glow either red or blue and prepare Burnt Strike.

Either go straight to your tower (if the boss is blue), or prepare to move in to get knocked back into the towers (if the boss is red).

Boss glowed blue Boss glowed red

28. The towers resolve, together with the ST's Powder Mark Trail.

After this, the boss begins to cast a Burnished Glory as the hard enrage for the phase.


Frequently Asked Questions

[Strategy] Are there any differences from Lucrezia's strategy?

There are a couple minor differences.

  1. The spread positions towards the beginning of Utopian Sky has been changed to match Elemental's strategy for Dragonsong's Reprise
    • Front: Healer (Elemental) vs Melee (Lucrezia)
    • Left: Melee (Elemental) vs Tank (Lucrezia)
    • Center: Tank (Elemental) vs Healer (Lucrezia)
    • Right: Ranged
  2. The way to assign players to towers is slightly different. Here, I've assigned three players to towers (H1, D4, H2), and have three players flex like Wyrmsbreath 2 in Dragonsong's Reprise. Lucrezia fixes H1 to the North tower, and H2 to the south tower, but has all four DPS fill in the missing pips from North to South in order from D1 to D4.
[Utopian Sky] Why shouldn't you jump if your sector is safe?

When the party is spread out, everybody is looking for movement as an indicator that "this sector is not safe", since one of the conditions is that if the player opposite you moves, then your sector is not safe either.

As a result, if you jump up and down to try and indicate that your sector is safe, it will likely get misinterpreted as "this sector is unsafe" instead.

Thus, if your sector is safe, stand still and do not move.


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