Omega

Omega’s first form is often nicknamed “Beetle Omega”, and is one of the many iterations of Omega players will encounter this Ultimate raid.


Program Loop

Players receive a set of numbered debuffs. Each number (1, 2, 3, and 4) each have two players.

  • The numbered debuffs incidate the order players need to take towers (1 > 2 > 3 > 4).
  • Tethers are resolved two steps away from the towers (3 > 4 > 1 > 2)

When tethers resolve, they explode in a large AoE, applying one stack of Twice-come Ruin and a HP Penalty debuff that reduces that player’s maximum HP to 1%.

There are eight possible tower spawn points.

  • Two towers will always spawn at a time, and they will always be either 90 degrees, or 180 degrees from one another.
  • Towers will not spawn in the same position twice in a row.

We establish a priority to determine who takes which tower/tether:

  • CW from NW: H1 MT ST D1 D2 D3 D4 H2

The HP Penalty debuff will wear off within two steps (this means players numbered 3 and 4 will need healing to survive their towers).

1. Pull Omega to the center of the arena.

Some tanks will face Omega south, while some will face Omega at a 45-degree angle.

Omega will cast Program Loop, which assigns all players a numbered debuff.

  • 3s: Stand in front of the group to take tethers.
  • Everyone else: Stack together to make the tethers easy to get.

In this example:

  • First in Line: H1 and MT
  • Second in Line: D2 and D3
  • Third in Line: D1 and H2
  • Fourth in Line: ST and D4

2. First set of towers spawn.

Since the 3s are in front, they should intercept the tethers.

  • 1s: Take the towers following the priority.
  • 3s: Take the tethers to an empty spot, following the priority.

3. First set of towers and tethers resolve.

The second set of towers will spawn.

  • 4s: Take the tethers following the priority.

4. Move into position for the second set of towers.

  • 2s: Take the towers following the priority.
  • 4s: Take the tethers to an empty spot, following the priority.

5. Second set of towers and tethers resolve.

The third set of towers will spawn.

  • 1s: Take the tethers following the priority.

The HP Penalty will wear off on the 3s.

6. Move into position for the third set of towers.

  • 1s: Take the tethers to an empty spot, following the priority.
  • 3s: Take the towers following the priority. They will need to be healed to survive the towers.

7. Third set of towers and tethers resolve.

The fourth set of towers will spawn.

  • 2s: Take the tethers following the priority.

The HP Penalty will wear off on the 4s.

8. Move into position for the fourth set of towers.

  • 2s: Take the tethers to an empty spot, following the priority.
  • 4s: Take the towers following the priority. They will need to be healed to survive the towers.

9. Fourth set of towers and tethers resolve.

After the fourth set of towers, top up the party when the last sets of HP Penalties wear off, and prepare for Omega’s next mechanic.


Pantokrator

We decided to go with HaruGlory’s Pantokrator strat, which puts the beam at the back, and the missile in front.

1. Face Omega North.

The rest of the party can stay near the center of the arena, ready to adjust if needed.

2. The party will be numbered again in pairs of 1-4.

Split the party into two groups, one referencing NW, and the other referencing SE:

We need to split the party into two groups of four such that:

  • Each group has one of each number.
  • Each group has one healer.

To do so, we use the following priority order:

  • NW: H1 MT ST D1 D2 D3 D4 H2 :SE

The first set of Flamethrower telegraphs will appear. If the Flamethrowers hit the NW and SE points, rotate clockwise to the next safe sector.

These will be your starting sectors.

The movement for Pantokrator goes like this:

  1. Wave Cannon hits.
  2. Everybody moves forward for one AoE.

Everybody continues to stagger-step forward, while the next player to bait the missile then breaks away from the party:

  1. Drop the next AoE in the center.
  2. Drop the next AoE in the front (the next round of beams + missiles resolves here).
  3. Drop the next AoE back and out.
  4. Rejoin the party. You have one extra AoE to do so before the next beam + missile resolves.

Put together, it will look something like this: (Credit: Aqua Glacies)

Condensed Waves and Guided Missiles

6. Numbers appear and the first set of flame telegraphs appear.

Split the party into the two groups, and move to the middle of the safe sectors.

  • 1s: Stay near the center of the arena.

7. The flame telegraphs start rotating.

The players numbered 1 move to the front of the sector (behind the front AoE).

The other players adjust in the other direction so they stand just in front of the Flamethrower telegraph.

8. Third set of flame telegraphs.

The first set of AoEs appear under each player.

  • 1s: Bait your AoE, and dodge to the side.

9. The first set of debuffs expire.

  • 1s: Take the Guided Missile Kyrios AoE at the front of the sector and dodge either to the side, or back.
  • 2, 3, 4s: Share a Condensed Wave Cannon Kyrios beam at the back.

10. First set of AoEs (after beam + missile).

  • 1s: Rejoin the party.
  • 2s: Move into the middle of the arena to start pulling away from the group.

11. Second set of AoEs (after beam + missile).

  • 2s: Move to the front of the sector.

12. Third set of baited AoEs. The next set of beams and missiles resolve.

  • 2s: Dodge your AoE to the side and prepare to rejoin the party.

The loop repeats two more times (with players numbered 3 and 4 taking their turns to leave the stack to bait missiles).

Wave Cannons

Omega will target the two furthest players for 120-degree tankbuster cleaves (Diffuse Wave Cannon Kyrios). These should be taken by the tanks.

Omega will then target the three random non-tank players with a red marker for Wave Cannon Kyrios.

16. Both tanks stack north, outside Omega's targeting circle.

This gives enough space for the rest of the party spreads around the south half of the arena inside of Omega's targeting circle.

Three random (non-tank) players will be selected for the first set of Wave Cannons.

The marks will pulse five times before the mechanic resolves. Both tanks should use their invulns on the fifth pulse.

17. First set of Wave Cannons resolve.

The other three players get marked for the second set of Wave Cannons.

17. Second set of Wave Cannons resolve.

After this, Omega casts Atomic Ray, serving as the hard enrage.


Frequently Asked Questions

[Program Loop] Why do some tanks face Omega 45 degrees off (towards an intercardinal)?

This allows the melee DPS to get both rear and flank positionals from half the possible tower positions.

[Pantokrator] Why does the party group up NW and SE instead of N and S?

This is done because the Flamethrowers are based on Omega's orientation.

The problem with facing Omega directly at the party (if they were to start N/S) is that the Flamethrowers are 60-degree cones that move in multiples of 30 degrees.

This means that you can have a scenario like the following, where it's now ambiguous whether the N/S parties count as getting hit.

This is especially problematic when the agreed movement is "always rotate clockwise to the safe sector", which is clearly not ideal in this scenario.

By pointing Omega at a 45 degree angle from the two assigned points, you guarantee that Omega's Flamethrower will never end up in this scenario, removing said ambiguity altogether.

[Pantokrator] Why do we resolve the stack at the back instead of the front?

There are a few advantages to stacking at the back:

  • Only the first pair of missile players really need to pay attention to which way the Flamethrowers rotate at the beginning.
  • With only one person in front of the party, there is much less variation from run-to-run as there is only one AoE to potentially dodge.
  • The first set of AoEs can be baited inside the Flamethrower, giving the party more room to work with.

In addition, putting the stack in front (missile at the back) has the following disadvantages:

  • The missile player at the back is potentially blocked by three player's AoEs and it's much easier to accidentally box them in, leaving them with nowhere to go.
  • Furthermore, when something does go wrong, it is much harder to diagnose what the root problem is, as things often look okay from one player's perspective, but has trickle-down consequences for other players.

Troubleshooting

[Program Loop] I keep forgetting if it's my turn to do something!

You will always alternate between "doing nothing" and "doing something" (taking a tower or taking a tether).

If it's your second time to "do something", and you've forgotten whether it's your turn to take a tower or tether, you can look at your numbered debuff. If your numbered debuff is still there, it's your turn to take a tower.

Alternatively, you can also use your HP as a reminder:

  • If your HP is high: You took a tower earlier, so it's now your turn to take a tether.
  • If your HP is low: You took a tether earlier, and your HP Penalty just wore off. It's now your turn to take a tower.
[Pantokrator] Why does someone keep getting an AoE dropped in front of them?

Check that all players move the same way.

There are actually two ways to drop AoEs during Pantokrator.

We have the next missile player stay with the group for one more AoE after the Wave Cannon, before breaking away to the front (the yellow path).

There is a faster path that Haru Glory used at the beginning of their prog that has the next missile player break away immediately when the Wave Cannon hits (the green path).

There will be a problem when one player does the slow, yellow path, and the next player does the faster, green path. The front player's AoEs won't have gone off by the time the next player wants to move into that spot.

Haru Glory's group also swapped to the slower path later on.


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