Usurper of Frost 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.

The boss opens the fight with Quadruple Slap on the player with most hate (which should be the MT).

Despite the name, this is actually a “two-hit” tankbuster, but the first hit applies a Physical Vulnerability Up debuff that can be Esuna’ed.

The boss then teleports slightly south of center and casts Mirror Image which summons an (untargetable) Oracle’s Reflection before casting Diamond Dust for heavy raid-wide damage.

Diamond Dust

Diamond Dust resolves itself in a very similar way to Diamond Frost in Eden’s Verse: Refulgence (Savage). Lucrezia resolves this in a relative-North fashion:

1. Two circles will appear opposite one another at a random (inter)cardinal.

The first circle starting from (True) North and going clockwise will be "North" for this mechanic.

Either the tanks/healers or the DPS will be selected to drop AoEs.

Tanks/Healers dropping AoEs DPS dropping AoEs

2. The Oracle's Reflection then readies either Axe Kick, or Scythe Kick:

  • Axe Kick ("Cleave!"): large, point-blank AoE.
  • Scythe Kick: ("Reap!"): Donut AoE.

The kick will also fire a cone AoE towards the four closest players, which should be baited by the players not dropping AoEs.

Another tell that you can use is that the Oracle's Reflection will face South if she's doing Axe Kick, but North if she's doing Scythe Kick.

Axe Kick Scythe Kick

3. When the kick resolves with the cone AoEs, the four players with AoEs move out to drop them.

Axe Kick: Wait where you are to drop the AoE.

Scythe Kick: Move out to place the AoEs on the inner ring on the floor.

4. Everyone comes in and stacks together in preparation for a knockback. The first circles will also resolve.

  • North: MT, H1, D1, D3
  • South: ST, H2, D2, D4

The Oracle's Reflection will also teleport to a random cardinal or intercardinal.

5. Knockback from the center into where the first circles were. The second circles will also resolve.

Wait here for the star AoEs to resolve.

6. Star AoEs resolve.

Identify whether the Oracle's Reflection is, as this determines how you will move in the next step:

  • Either NE or SW (45 degrees clockwise from either group): Move anti-clockwise.
  • All other cases: Move clockwise.

(In this example, the Oracle's Reflection teleported East, so the party will move clockwise.)

7. The Oracle's Reflection casts Sunbound Holy, targeting each healer with a 4-man stack AoE that also leaves behind a puddle.

Move clockwise or anti-clockwise around the arena (based on where the Oracle's Reflection is), dropping the puddles along the way.

Make sure you end either directly behind or opposite the Usurper of Frost.

The Oracle's Reflection and Usurper of Frost will also switch forms:

  • The floor will turn to ice.
  • There will be a gaze attack- look away from the Usurper of Frost.

8. The Oracle's Reflection will now ready either Twin Silence or Twin Stillness.

  • Twin Silence ("Sink into Silence!"): Move in front of the Oracle's Reflection.
  • Twin Stillness ("In stillness freeze!"): Move behind the Oracle's Reflection.
Twin Silence Twin Stillness

9. The boss will quickly follow it up with the opposite attack, so slide in/out again as necessary.

The Usurper of Frost reappears back in the center of the arena and casts Hallowed Ray on the party (which is a heavy-hitting line stack) before starting the next set of mechanics.

Mirror, Mirror

The Usurper of Frost will be targetable during this mechanic.

Two red mirrors and one blue mirror appear at the edge on any of the eight cardinal/intercardinal positions.

  • Blue mirrors copy the Usurper of Frost’s attack, resolving at the same time.
  • Red mirrors copy the Usurper of Frost’s attack, but resolves later.

  • The two red mirrors always spawn 90 degrees from one another.

10. Find the blue mirror.

  • Tanks and Melee: Bring the boss directly opposite the blue mirror.
  • Healers and Ranged: Move to the blue mirror.

11. The Usurpur of Front will ready Scythe Kick, which also fires four cone AoEs at the four closest players.

This attack will be recorded by all the mirrors, and the blue mirror's copy will resolve together with the boss.

Spread out around the boss and the mirror to avoid both Scythe Kick and the cone AoEs.

  • Tanks and Melee: Spread out in front of the boss.
  • Healers and Ranged: Spread out beside the blue mirror, making sure not to hit the other group with your cone AoEs.

When spreading, put the tanks/healers at the sides, with the DPS in between.

Also note that the "MT group" vs "ST group" spreads at the mirrors are left/right based on facing the mirrors (outside)

To avoid getting hit by the Scythe Kick, either be inside the boss's targeting circle or 2 pips away from the cardinal/ intercardinal marker.

12. Move the boss to the (nearest) red mirror.

The healers and ranged will go to the other red mirror.

Spread out beside the red mirrors, making sure not to hit the other group with the cone AoEs.

13. The boss will then cast Banish III. This will either be a party spread, or pair stacks depending on the number of orbs above the boss's head.

  • One floating orb: Pair stacks (MTD1, STD2, H1D3, H2D4).
  • Four floating orbs: Party spread.

After this, the boss will teleport to the middle and begin another signature mechanic.

Light Rampant

14. Make two rows with tanks and healers North, and DPS South.

15. Two players at random will be selected to drop AoE puddles.

There will also be six stacks of Lightsteeped randomly distributed among the party (although no player can start with more than two stacks).

The other six players will get tethered together. The tether will likely connect to the nearest player, making a connected ring if all goes well.

Six towers will also spawn around the arena.

15. Going from west to east, count the first three connected players in the North and South sides. We assign towers based on player positions in the ring:

  • Starting from MT going clockwise, count the first three connected players:
    • 1st tether: North-West tower
    • 2nd tether: South tower
    • 3rd tether: North-East tower
  • Starting from D1 going anti-clockwise, count the first three connected players:
    • 1st tether: South-East tower
    • 2nd tether: North tower
    • 3rd tether: South-West tower

The two puddle players move North-East and South-West (around the inner ring on the floor) to drop their puddles.

16. When everyone's in position, it should look like this.

It is good practice to take the tower at the edge of the arena, to avoid getting accidentally clipped by the two players dropping puddles in the center.

17. The two puddle players will rotate clockwise, dropping five puddles in total before joining their group North and South.

The tether players wait for their towers to resolve before collapsing with their group North and South.

18. Three white orbs will spawn in an equilateral triangle and telegraph an AoE, which you should avoid.

The timers on the two The Weight of Light debuffs will also expire, resulting in a 4-man stack.

(You may need to resolve the stack inside the telegraph if needed.)

19. The tethers will disappear.

Move into the first set of explosions as another three white orbs will spawn in the previously unoccupied spots and telegraph an AoE. Simply avoid these.

A 4-man tower will spawn in the center of the arena.

20. The second set of orbs explode.

Check how many stacks of Lightsteeped you have.

21. We now resolve the 4-man tower in the middle.

  • Players with 2 stacks of Lightsteeped: Enter the tower.

Everybody else move to your standard clock positions around the tower.

22. The boss will then cast Banish III again. Just like before, this will either be a party spread, or pair stacks depending on the number of orbs above the boss's head.

  • One floating orb: Pair stacks (MTD3, STD2, H1D1, H2D4).
  • Four floating orbs: Party spread (stay in your clock positions).

(In this example, the boss is doing pair stacks.)

23. Finally, the boss becomes targetable again and starts casting The House of Light, which cleaves all players and gives a stack of Lightsteeped.

Spread out in your standard clock positions to resolve this.

A few seconds later, the boss will start to cast Absolute Zero. This will serve as the hard enrage, unless the boss is brought under 20.0% HP.

If the DPS check is met, Absolute Zero will be a raid-wide and a knockback instead, so stay near the middle.


Endless Ice Age

This is the mini “transition” phase.

24. Pre-position for Absolute Zero's knockback.

Note the spread positions here are different for H1, H2, D1, D2.

24. Four Crystals of Light and four Crystals of Darkness appear as shown in the diagram.

The objective is to destroy the Ice Veil in the middle that's casting Endless Ice Age without destroying the four Crystals of Darkness.

However, while the Ice Veil is targetable, it is immune to damage while there is a Crystal of Light on the arena.

The healers/ranged DPS should help their tank/melee partner destroy the Crystal of Light in their sector first.

25. The tanks and melee DPS manage the Crystals of Light:

  • The Crystals of Light will periodically target the nearest player with a circle AoE.
  • They will later tether to the nearest player- that player will then drop puddle AoEs that stay around.

The healers and ranged DPS manage the Crystals of Darkness:

  • The Crystals of Darkness will periodically aim a cone AoE at the nearest player. If this AoE hits a Crystal of Light, the Crystal of Light gains a buff that reduces damage taken, so aim them away.
  • Help your tank/melee partner destroy their Crystal of Light.

To avoid hitting other players, have everyone bait their first set of AoEs skewed clockwise (to the left, facing in), and alterate between left and right.

26. Bait the second set of AoEs skewed anti-clockwise (to the right, facing in).

27. On the third set of telegraphed AoEs, the Crystals of Light will tether to the nearest player.

28. On the fourth set of telegraphed AoEs, the tethered players will start dropping puddles that stay on the arena.

Stepping into these puddles will inflict a lethal Bleed on you.

28. Bait these puddles around the Crystal.

Note that even after the Crystals of Light have been destroyed, the Crystals of Darkness are still on the arena, and the cone AoEs still need to be properly baited.

Once the four Crystals of Light have been destroyed, all party members should destroy the Ice Veil.

If all four Crystals of Darkness are still alive, Gaia will gain enough power (“My power surges!) to deal 50.0% damage to the Ice Veil just before Endless Ice Age resolves. As a result, the damage check is to get the Ice Veil below 50.0% HP.


Frequently Asked Questions

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

There are a couple clarifications.

  1. Lucrezia had the DPS on the sides instead of in the center during Mirror, Mirror. It's flipped here to let the healers focus on healing.
  2. Lucrezia also didn't have a strict spread assignments during Mirror, Mirror, adjusting on the fly as needed.
[Light Rampant] What prevents both stacks from being on the same side?

The two stacks are always tethered together.

Because connected players alternate between North and South, this results in one stack North, and one stack South.


Troubleshooting

[Diamond Dust] Any tips for aiming my slide on a controller during Twin Silence/Stillness?

For context, this is a problem specific to playing on a controller.

Keyboards don't have this problem because pressing "W" moves your character perfectly forward. On a controller, pushing the analogue stick forward will not be perfect, so that slight deviation may be enough to get you killed.

Something that might help would be to set up a macro like so:

/automove on
/automove off

This will make your character take one tiny step directly forward where your camera is facing.


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