Part 1 - Basement
Owain and Art

Owain and Art are two different bosses that appear on opposite sides of the basement. They must be pulled by two tanks at the same time and fought by two different parties independently. Both bosses will also stay alive at 1 HP until both bosses are defeated (i.e. if Owain is still being fought by one group, Art will not go below 1 HP until Owain is defeated.)

Owain (East)

Owain is a fire and ice element boss that has the following abilities:

  • Thricecull: Physical Tankbuster dealing moderate physical damage.
  • Acallam Na Senorach: Raidwide dealing moderate physical damage.
  • Mythcall: Summons 8 spears in a circle around the arena.
  • Elemental Shift: Changes boss’s element to either Ice or Fire, and also changes each spear to a random element of either Ice or Fire. Elements can be determined by looking at the color of orbs surrounding Owain and spears.
  • Elemental Magicks: Point-blank aoe dealing lethal magic damage around both Owain and all spears of the same element as him.
  • Spiritcall: Spawns two sets of markers, small triangles which must be stacked together, and circle aoes (Piercing Lights) around one person that must move away from the party.
  • Pitfall: Proximity AoE baited on a random person in the raid.
  • Hands: Spawns two hands with Vulnerability Down that tether to random players. Looking at hands petrifies them, and moving close to the hands removes Vulnerability Down. After a period of time, the hands will use Explosion and deal lethal damage to the raid, as well as inflict a stack of Mark of Mortality.

Make sure you have a tank in Fire Defense, and a tank with Ice Defense in your party. As Owain begins in fire, begin the fight by having the Fire tank pull the boss and face it away from the party. Owain will begin with a Thricecull, followed by an Acallam Na Senorach. Owain will then use Mythcall, followed up by an Elemental Shift into Elemental Magicks combo. If the boss’s element changes, make sure to have the proper tank provoke and take hate, to match defenses (Fire tank should be tanking when he’s fire element, and ice tank should be tanking when he’s ice element). Make sure everyone dodges to the opposite element spears as the boss (i.e. if the boss has ice orbs surrounding him and is of Ice element, move toward spears with fire orbs surrounding them), in order to avoid the AoEs from Owain and spears of the same element. Owain will then repeat this initial rotation, so get ready to dodge Elemental Magicks again.

Shortly after another tankbuster, Owain will use Spiritcull, marking random players in the arena with a triangle marker, and two players with a circle AoE surrounding them. Make sure players with the triangle marker stack together behind the boss, while players with the circle AoE spread away from the party. This will be followed up by a raidwide into a boss jump, so make sure everyone is stacked in the middle of the arena for heals and to bait the upcoming Pitfall.

Pitfall should be baited at the middle, so have all players run north, and players marked with Piercing Lights to move anywhere else in the arena, likely southeast & southwest. Pitfall’s damage falls off fast as you move away from it, so don’t be too scared. As long as the bait is in the middle, and you’re standing at any edge of the circle, you will survive.

Owain will return to the arena and use two back-to-back Acallam Na Senorachs, so get ready for heavy healing. He will follow up with a combo of Elemental Magicks + Spiritcull, which means you will have to do stacks together while dodging spears. You can still have everyone dodge to the same spear if you follow the positioning in the diagram below:

Shortly after another Acallam Na Senorach, 2 hands will spawn and tether to random people in the arena, and Owain will begin using another Elemental Magicks combo. Make sure you put yourself in position to dodge the Elemental Magicks first, and then have the hands move toward you to remove their Vulnerability Down, and then have everyone burst them down.

After another rotation of Thriceculls, Spiritculls, and Acallam Na Senorachs, Owain will jump again, just like the first time. The fight should now loop until both bosses have been defeated. Ideally, you’ll skip hands and Elemental Magicks + Spiritcull, and the fight will be a breeze.

  • Thricecull
  • Acallam Na Senorach
  • Mythcall
  • Elemental Shift
  • Elemental Magicks
  • Thricecull
  • Acallam Na Senorach
  • Elemental Shift
  • Elemental Magicks
  • Thricecull
  • Spiritcull – stack/spread
  • Thricecull
  • Acallam Na Senorach
  • Intermission
    • Pifall + 2 Piercing Light
  • Acallam Na Senorach x2
  • Elemental Shift
  • Spiritcull
  • Elemental Magicks
  • Acallam Na Senorach
  • Hands
  • Elemental Shift
  • Elemental Magicks
  • Thricecull
  • Spiritcull
  • Thricecull
  • Acallam Na Senorach
  • Repeat from Intermission
Art (West)

Art is an earth element boss that has the following abilities:

  • Thricecull:  Physical Tankbuster dealing moderate physical damage.
  • Legendcarver: Large donut aoe around Art dealing lethal damage.
  • Legendspinner: Large point-blank aoe around Art dealing lethal damage.
  • Acallam Na Senorach: Raidwide dealing moderate damage.
  • Mythcall: Summons 4 spears around the arena, that copy Art’s Legendcarvers and Legendspinners. Spears disappear after being used once.
  • Legendary Geass: Art places a large AoE circle and flashes the arena black. All players moving will be inflicted with a heavy slow and bleed.
  • Piercing Dark: Small AoE targeting two separate people, who must move away from the party.

Art will begin by using Thricecull, followed by showcasing both Legendcarver,  and Legendspinner. Dodge these abilities by moving out and then moving into his hitbox respectively. The order he uses these abilities is random, so be careful. Art will follow up with an Acallam Na Senorach, and then use Mythcall, summoning 4 spears around the arena. The main gimmick of this fight is that these spears will copy Art’s Legendcarvers and Legendspinners, and use them immediately afterwards. To avoid these, you will either have to dodge outside of Art, and then run into the middle of the arena (Legendcarver), or dodge into Art’s hitbox, and then into the spears (Legendspinner). Art will use one of these two abilities, followed by an Acallam Na Senorach into a Thriceull, then summon spears again with Mythcall, and then use the other of the two abilities (i.e. if he used Legendspinner before, he will now use Legendcarver, and vice-versa).

Immediately after this mechanic resolves, art will use Legendary Geass, and the arena will flash black. Make sure to dodge the circle AoE quickly, before the arena flashes black, in order to avoid getting the bleed/heavy from the black floor. Immediately afterwards, blue line aoes originating from the circle AoE will spawn, so make sure you dodge these after the black floor disappears. Art will then use another Acallam Na Senorach and then jump, becoming untargetable.

A random person will be marked, and a large black AoE indicator will appear on the arena. This player will be followed by a large Gravity Ball, so they should run along the edge of the arena to avoid it. At the same time, Art will use Pitfall, and a proximity AoE will appear on a random player. Make sure all players move away from the Gravity Ball and the proximity marker. The damage from Pitfall falls off quickly, so you can still be pretty close and survive, as long as you aren’t straight on the marker.

The fight will then continue as before, with Art using another Thriceull into Acallam Na Senorach, and then follow up into a Mythcall into a Legendary Geass. Make sure you aren’t moving while the Mythcall is casting, and wait until the black floor is resolved before dodging the upcoming Legendspinner or Legendcarver. Art will once more use a Thriceull into Acallam Na Senorach, and then follow up into a Mythcall, combining the Legend ability he did not use previously with a Piercing Dark. make sure you dodge appropriately while not stacking Piercing Darks together.

Art will use another Legendary Geass with line AoEs (dodge the same as before), followed by an Acallam Na Senorach, until he jumps again. The fight should now loop until both bosses have been defeated.

  • Thricecull
  • Legendcarver/Legendspinner
  • Legendspinner/Legendcarver
  • Acallam Na Senorach
  • Mythcall
  • Legendcarver/spinner
  • Spear Copy
  • Acallam Na Senorach
  • Thricecull
  • Mythcall
  • Legendspinner/carver
  • Spear Copy
  • Legendary Geass
  • Acallam Na Senorach
  • Intermission
    • Pitfall + Gravity Ball
  • Thricecull
  • Acallam Na Senorach
  • Mythcall + Legendary Geass
  • Legendspinner/carver
  • Spear Copy
  • Thricecull
  • Acallam Na Senorach
  • Mythcall
  • Piercing Dark – marked aoes
  • Legendcarver/spinner
  • Spear Copy
  • Legendary Geass
  • Acallam Na Senorach
  • Repeat from Intermission
Part 2 - The Belly
Raiden
Phase 1

Raiden is a lightning element boss that has the following abilities:

  • Spirits of the Fallen: Raid-wide aoe dealing significant magic damage.
  • Shingan: Tankbuster dealing significant physical damage.
  • Thundercall: Raiden makes the edge of the arena into electrified floor, dealing heavy damage to all players who step on it.
  • Ame-no-Sakahoko: Very large aoe surrounding Raiden, dealing magic damage and inflicting Paralysis.
  • Whirling Zantetsuken: Large donut aoe surrounding Raiden, dodge by moving inside his hitbox. Raiden raises his sword into the air to indicate this move is coming.
  • For Honor: Small point-blank aoe around Raiden, dodge by moving outside his hitbox. Raiden lowers his sword to the ground to indicate this move is coming.
  • Ball Lightning: Large aoe baited on a random player, dealing lethal damage.
  • Lateral Zantetsuken: Raiden points his sword toward one side of the arena, and then dashes through that side, dealing lethal damage to all players on that side of the arena.
  • Lancing Bolt: Spawns 6 large aoes on random players, which will then each spawn a Streak Lightning at its point of impact. Streak Lightnings tether to Raiden, allowing him to cast Ultimate Zantetsuken, dealing 999999 damage to the raid.

Begin the fight by pulling Raiden with your lightning tank to the edge of the arena. He will begin with a Spirits of the Fallen, followed by a Shingan. He will then follow up with a Thundercall, which makes the edge of the arena electrified, so make sure to avoid it. Raiden will then begin channeling an Ame-no-Sakahoko, which will only display it’s very large indicator at the end of the cast. You must move far away from the boss before the cast time is finished to avoid the attack. Raiden will immediately follow up with either a Whirling Zantetsuken or For Honor, so make sure to dodge either into his hitbox or outside it, reacting to Raiden’s animation or the cast name.

*Note: I have never seen Raiden use For Honor until the second phase, so it’s possible that he only does Whirling Zantetsukens in the first phase.

After Raiden is pushed below 69%, stack together in the middle as Raiden becomes untargetable and moves to either the East or West sides of the arena. Wait until you see which side Raiden points his sword toward (it will either be toward his left, or right), and dodge after placing Ball Lightnings in the middle of the arena. Raiden will dash through the side covered by his sword with Lateral Zantetsuken. In essence, you’re just baiting aoes in the middle, and then dodging to the correct side.

Raiden will return to the arena and use another Spirits of the Fallen, and will then begin channeling Lancing Bolt. Have all players not marked move toward the center, while marked players spread out along the edges of the arena (not too far to the edge). Burn down Streak Lightnings as fast as possible before Raiden uses Ultimate Zantetsuken, and you will advance to the next phase.

Phase 2

Raiden gains the following abilities:

  • Blooming Lament: Very large purple ground AoE baited under a player, dealing lethal damage.
  • Cloud to Ground: Spawns a series of AoE circles inflicting magic vulnerability up to all players standing inside. Circles will begin on one edge of the arena and move slowly across the arena.
  • Bitter Barbs: Players are tethered to each other, and must run away from each other in order to break tethers. If tethers are not broken, they will deal significant damage to tethered players.
  • Levinwhorl: Proximity AoE originating from Raiden, dealing significant magic damage.

As soon as nails are killed, Raiden will follow up with another Spirits of the Fallen, immediately followed by a Blooming Lament, so make sure all players are stacked behind the boss to dodge easily. Raiden will then follow up with a Cloud to Ground, shortly followed up by Bitter Barbs. I’d recommend having all players dodge Cloud to Ground aoes together, and then have players targeted by Bitter Barbs move opposite directions to break them after dodging Cloud to Ground aoes. Raiden will immediately follow up with either Whirling Zantetsuken or For Honor, so dodge appropriately and prepare for an upcoming Spirits of the Fallen.

Raiden will again use Cloud to Ground, but will instead pair it up with Levinwhorl. Make sure to move to where Cloud to Ground aoes spawned and stay there to minimize damage from Levinwhorl, and prepare for another Ame-no-Sakahoko into Whirling Zantetsuken combo. Dodge it the same way as in Phase 1. Immediately after Whirling Zantetsuken, Raiden will use Blooming Lament, and place circle aoes on random players. These circles will continually chase players, so make sure you dodge out and continue moving out until all circle AoEs are resolved. Raiden will use another Spirits of the Fallen and then become untargetable once more.

This dash phase is identical to Phase 1’s, except he will also mark players with Landing Bolts. Stack in the middle, place Landing Bolt AoEs down first, and then move toward the safe spot. Burn down nails as soon as possible and the fight will then repeat from the beginning of phase 2, until Raiden is defeated.  

Phase 1

  • Spirits of the Fallen
  • Shingan
  • Thundercall
  • Ame-no-Sakahoko
  • Whirling Zantetsuken
  • Ame-no-Sakahoko
  • Whirling Zantetsuken
  • Dash Phase (69% push?)
    • Ball Lightning
    • Lateral Zantetsuken
  • Spirits of the Fallen
  • Landing Bolt
  • Ultimate Zantetsuken

Phase 2

  • Spirits of the Fallen
  • Booming Lament
  • Cloud to Ground
  • Bitter Barbs
  • Whirling Zantetsuken/For Honor
  • Spirits of the Fallen
  • Cloud to Ground
  • Levinwhorl
  • Ame-no-Sakahoko
  • Whirling Zantetsuken + Aoes
  • Booming Lament
  • Spirits of the Fallen
  • Dash Phase + Nails
    • Ball Lightning
    • Landing Bolt
    • Lateral Zantetsuken

Repeat Phase 2

Part 3 - The Umbral and Astral Tiers
Absolute Virtue

Absolute Virtue is a wind element boss and has the following abilities:

  • Meteor: Raid-wide aoe dealing significant magic damage.
  • Eidos: Absolute Virtue gains the buff Umbral Essence or Astral Essence. A dark or light halo also surrounds him, making it easier to tell which status he has.
  • Hostile Aspect: Puddles spawn along the arena, with puddles of the same color as Absolute Virtue doubling in size.
  • Medusa Javelin: Large conal AoE targeting one player, must be avoided. Deals lethal damage and inflicts petrification.
  • Impact Stream: Absolute Virtue will split the floor with him at the middle, with one side dark and one side light. The safe side is determined by AV’s Eidos, being the opposite of his buff.Auroral Wind: Tankbuster dealing heavy magic damage.
  • Turbulent Aether: Spawns a set of small bright and dark puddles, and tethers random players with dark and light orbs, which will slowly follow said players. Tethered players must be hit by their orb inside a puddle of the opposite color of their orb in order to resolve the mechanic. Any orb detonated outside these puddles deals very heavy magic damage which can be lethal, and inflicts a damage down. Orbs will not detonate on any player that isn’t tethered.
  • Explosive Impulse: Proximity AoE marker dealing heavy damage to players depending on distance from the impact point.
  • Call Wyvern: AV summons 2 Lightning Aern Wynavs that must be tanked and destroyed. After a short while, these adds will use Explosion, dealing lethal damage to the raid.

Note: As Absolute Virtue is wind-element, a tank should constantly be keeping up feint in order to prevent party members from missing

Absolute Virtue is a fairly straightforward fight, as long as you follow the rule of “move toward the opposite color of his halo.” He begins by using a Meteor, followed up by an Eidos, which makes him glow with either a light or dark aura, also gaining a matching buff. Absolute Virtue then uses Hostile Aspect, spawning a set of ground aoes along the floor, in semi-random positions. These should all be the same color, and will match AV’s Eidios buff. After a short while, all of these puddles will grow and then immediately explode, so make sure you move far away from these glowing puddles. Later in the fight, when AV uses Hostile Aspect again, puddles of two colors will spawn, but the same rule applies: only the puddles of the same color as AV’s Eidos buff will grow in size. An example of how to dodge them is shown below:

*Note: Puddles of different colors will still do damage, they will simply just not grow, so make sure you do not stand inside the puddles, but at their edge.

After this, AV will immediately use Medusa Javelin, which is a very large cone targeting a random player. It’s a lot easier to dodge if you’re in melee range, so consider moving toward AV after dodging Hostile Aspect puddles. AV will follow up with another Eidos, but then will begin using Impact Stream, splitting the room in half. Move to the opposite color of his Eidos buff once more to avoid this attack. It will still do damage, so be wary. AV will follow up with an Auroral Wind, and another Eidos + Hostile Aspect combo. Remember that this will now spawn both colors of puddles, so dodge appropriately by moving away from the same color puddles, but still outside any puddles.

AV will follow up with another Meteor and then use Turbulent Aether, tethering random players with orbs. AV will also use Medusa Javelin shortly afterwards, so make sure players dodge the conal before resolving their orb mechanic. Make sure players moving their orbs toward the opposite color puddles, while everyone else stacks in the middle in order to prevent orbs detonating within the party, dealing heavy damage. After orbs are resolved, Absolute Virtue will jump.

3 Explosive Impulses will spawn in the edges of the arena in a triangle, so make sure players are all stacked together in the middle of the arena. 3 Absolute Virtues will appear along the arena, each of them with random Eidos buffs, and will all use Impact Stream in succession. You can tell which AV is doing the ability first by looking at the line in the middle of the Impact Stream (it will go through the casting AV), and the AV will also be doing a casting animation. Dodge all 3 appropriately, moving to the opposite color of the casting AV. These still do significant damage, so make sure to heal appropriately by using Eureka Potions and aoe heals.

After all 3 Impact Streams are resolved, make sure all players are stacked together in the middle for a final Explosive Impulse baited on a random player. Run to the edge to avoid damage from Explosive Impulse, and then immediately move back toward melee range of the boss to avoid an upcoming Medusa Javelin. AV will then use Call Wyvern, spawning 2 adds which must be tanked and defeated as soon as possible. These adds are lighting-element, so make sure tanks switch to defensive elements (Lightning), while DPS switch to offensive elements (Earth). While this is all happening, AV will follow up with another Turbulent Aether, and quickly follow up with a Medusa Javelin. Just as before, wait to dodge the Javelin before moving along the edge of the arena toward the correct puddle, while the rest of the party stays in the middle burning down the adds. AV will also use Auroral Wind on the tank at this time.  

AV will follow up with an Explosive Impulse spawning in one edge of the arena, so move away from the proximity aoe. Another AV clone with an Eidos buff will appear, and use Impact Stream, while the main boss begins casting Eidos. This will essentially have you do a double Impact Stream, so dodge it appropriately by moving to the opposite color of the Eidos buff. This time, the add will always use it first, and then the main boss last. The fight then continues on with most of the same mechanics until a hard enrage at 7:30, which is a Meteor with a longer cast time, dealing 999999 damage to all members in the raid.

Phase 1

  • Meteor
  • Eidos
  • Hostile Aspect (1 Set of Puddles)
  • Medusa Javelin
  • Eidos
  • Impact Stream
  • Auroral Wind
  • Eidos
  • Hostile Aspect (2 sets of puddles)
  • Meteor
  • Turbulent Aether
  • Medusa Javelin
  • Auroral Wind
  • Meteor
  • Meteor
  • Intermission
  • Explosive Impulse (Triple Boss)
  • Impact Stream x3

Phase 2

  • Explosive Impulse
  • Medusa Javelin
  • Auroral Wind
  • Meteor
  • Call Wyvern
  • Turbulent Aether
  • Medusa Javelin
  • Meteor
  • Eidos
  • Hostile Aspect
  • Explosive Impulse
  • Impact Stream x2
  • Medusa Javelin
  • Meteor
  • Call Wyvern
  • Turbulent Aether
  • Medusa Javelin
  • Auroral Wind
  • Meteor
  • Eidos
  • Hostile Aspect
  • Explosive Impulse
  • Impact Stream x2
  • Medusa Javelin
  • Meteor
  • Meteor (Enrage)
Part 4 - The Loft
Proto Ozma

Proto Ozma requires players to split the raid into 3 different teams, each in a different main platform, as shown below:

Each platform must have a single tank assigned to be the “main tank” for their platform, as Ozma periodically attacks the highest enmity target in each platform. Ozma will also spawn Ozmashades throughout the fight, each transforming into either Star, Cube, or Pyramid forms and using their transition attacks (Mourning Star, Flare Star, and Execration), which are explained below.

Proto Ozma itself has four distinct forms, each having different abilities, and changing the nature of its auto-attacks.

Sphere Form

Ozma has the following abilities in its sphere form.

  • Black Hole: Ozma sucks all players who are not in blue platforms up, and spits them out outside the main entrance of Eureka: Hydatos, permanently removing them from the fight.
  • Attack: Attack deals very heavy magical damage to the top enmity player on each platform.

Ozma will start in this form, and will always revert back to this form after every transformation. This is mainly a transitional phase, where the only mechanic is Black Hole, requiring all players to be standing inside the blue circles on the arena, with at least one person in each circle. All players standing in blue circles will gain the buff “Black Hole Buffer”, making them immune to Black Hole. This ability does not have a cast time, so you must run into blue buttons as soon as you see Ozma transform into Sphere. A short while afterwards, Ozma will spawn a set of Ozmashades, and will change forms immediately after the set of Ozmashades, causing you to do a double dodge (i.e. you might have to move out for the Ozmashade (Star)’s Mourning Star, and then immediately out of the platform for Ozma (Triangle)’s Exercration). If this is Ozma’s first Sphere form, it will spawn an extra set of Ozmashades before you have to do a double dodge.

*Note: Ozma will always auto attack the highest enmity target on each main platform. This means that if you have to dodge an Ozmashade’s Exercration, it is imperative that the current main tank be the last person to move out of the platform, or any remaining player will get auto-attacked and likely die.

Star Form

Ozma has the following abilities in its Star Form:

  • Mourning Star: Large aoe surrounding Proto-Ozma, dealing lethal damage to players hit and inflicting a stack of Mark of Mortality.
  • Attack: Attack is a soak mechanic, so all players in each platform must be stacked together.
  • Shooting Star: Large knockback originating from blue platforms in the arena, can be surecasted/arm’s lengthed.
  • Meteor Impact: 2 players in each platform are marked with a very large circle, which must be spread, they leave behind a proximity AoE and afterwards each spawn a Cloudlarker. These adds are lightning element and must be defeated before they cast Tornado, dealing 9999999 damage to all players in a small circle.

This will always be the first form Ozma changes to, but all other form changes should be random. As soon as Ozma finishes transforming into Star form, it will immediately use Mourning Star, so make sure you move far from Ozma as soon as possible after dodging the previous Ozmashade. After dodging, immediately stack together in a group in melee range and stay there for the duration of the phase, as Ozma will periodically be using a soak attack. Ozma will soon summon Meteor Impact markers on players, which are very large circles, and should be placed toward the back of the main platform and in the blue circle counterclockwise of the party, as shown below:

Ozma will then follow up with Shooting Star, so make sure all players are knocked toward a safe spot. Meteor Impact resolves before Shooting Star, so make sure you’re in position to minimize Meteor Impact damage, and then move to avoid the knockback pushing you off the arena. Burn down the adds while you do this.

Proto Ozma will then use another Shooting Star while summoning another Ozmashade, so you will have to be knocked back toward the correct spot to avoid the mechanic (i.e. if the Ozmashade is star, you will be using Shooting Star to knock yourself toward the boss.)

Proto Ozma

Ozmashade

Cube Form

Ozma has the following abilities in its Cube Form:

  • Flare Star: Large Donut aoe around Proto Ozma, with a safe spot at Proto Ozma’s melee range. Deals lethal magic damage, and inflicts a stack of Mark of Mortality.
  • Attack: Attack becomes a small laser on tanks, dealing AoE damage and must be split from the rest on the party.
  • Orbs: Orbs spawn around the arena, dealing very heavy magic damage to tanks and must be mitigated.
  • Stack Meteor: A stack marker appears on a random player, dealing split magic damage and inflicting a Magic Vulnerability Up.
  • Holy: Small knockback dealing menial magic damage.
    • Note: There are cases of Holy being culled because of too many players, so the knockback is not 100% reliable.

As soon as Ozma finishes transforming into Cube form, it will immediately use Flare Star, so make sure you move into Ozma’s melee range as soon as possible, after dodging the previous Ozmashade. After dodging, have your party stacked on one side of the main platform, while the platform’s main tank takes the other as shown below to avoid cleaves from Ozma’s laser.

Proto Ozma

Ozmashade

Immediately after, a set of 6 orbs will appear circling around the arena, which must be taken by a tank. Make sure this tank is not the main tank of the platform. If done properly, each tank should be taking 2 orbs, so plan appropriately. While this is happening, Ozma will mark a random player for a stack Meteor, so have the rest of the party (not including the main tank and the orb tank) stack together in the same position. The stack Meteor inflicts magic vulnerability up, so it’s imperative that none of the tanks get hit or they will die to their responsibilities (orbs for orb tank, autos for main tank). Ozma will then follow up with a Holy, so make sure players are not knocked off the arena.

After a short while, Ozma will combine a stack Meteor, a Holy, and spawn an Ozmashade of a random form. Make sure the party is stacked together and avoids all mechanics. If Ozmashade is Triangle, you will have to stand as close to Ozma as possible in the side path. If Ozmashade is Star, you just have to be far into melee range. If Ozmashade is Cube, you will have to stand right behind the two lines to avoid getting knocked back all the way by Holy, but still dodge the Ozmashade’s Flare Star if Holy gets culled. (If your waymarks are placed correctly, you should be able to just stand on the waymark).

Pyramid Form

Ozma has the following abilities in its Pyramid Form:

  • Execration: Shoots a laser that covers the entirety of the main platform, with a safe spot outside of the main platforms. Deals lethal magic damage, and inflicts Minimum, Slow,  and a stack of Mark of Mortality.
  • Attack: Attack becomes a small circle aoe that gives bleed to all players getting hit by it. Can be baited by ranged players.
  • Acceleration Bomb: Proto Ozma inflicts multiple people with an Acceleration Bomb debuff, which will explode if any action (including auto attacks)  are used. It is very important that you do not move at all during the cast, as an Acceleration Bomb explosion can very possibly wipe an entire party in one platform.
  • Stack Meteor: A stack marker appears on a random player, dealing split magic damage and inflicting a Magic Vulnerability Up.
  • Meteor Impact: 2 players in each platform are marked with a very large circle, which must be spread, they leave behind a proximity AoE and afterwards each spawn a Cloudlarker. These adds are lightning element and must be defeated before they cast Tornado, dealing 9999999 damage to all players in a small circle.

As soon as Ozma finishes transforming into Pyramid form, it will immediately use Execration, so make sure you move out of the main platform as soon as possible, after dodging the previous Ozmashade. After dodging, have your party stacked near the front of the main platform, while one assigned ranged player (healer or bard preferably in order to self-cleanse), in the back of the main platform, baiting Ozma’s bleed attacks. Make sure to esuna bleed stacks.

Throughout this entire phase, Ozma will periodically be inflicting people with Acceleration Bomb. It is imperative that if you have Acceleration Bomb, you do not do any actions (including auto-attacks) or the bomb will explode and deal very heavy damage to all players near you. Ozma will then summon Meteor Impact markers on  2 players, which are very large circles, and should be placed toward the back of the main platform and in the blue circle counterclockwise of the party, as explained in the Star Form outline.

Ozma will then summon an Ozmashade, and immediately follow it up with a stack Meteor, functioning the same as in Cube form. Make sure to have ranged bait Attack after this stack is resolved.

At 10:30, Ozma will transform into Star form and begin channeling a very long Shooting Star, dealing 999999 damage and knocking everyone off the arena, serving as an enrage timer.

Proto Ozma

Ozmashade

Ozma Star Rotation

  • Mourning Star
    • Attack – Stack autos throughout the phase
  • Meteor Impact – Skipped on first transformation
  • Shooting Star
  • Ozmashade Spawn – Random Form Change
  • Shooting Star

Ozma Cube Rotation

  • Flare Star
    • Attack – Laser on tanks throughout the phase
  • Orbs
  • Meteor
  • Holy
  • Ozmashade Spawn – Random Form Change
  • Meteor + Holy

Ozma Pyramid Rotation

  • Execration
    • Attack – Bleed on ranged threshold bait throughout the phase
    • Acceleration Bombs on multiple players throughout the phase
  • Meteor Impact
  • Add Spawn
  • Ozmashade Spawn – Random Form Change
  • Meteor

 

Fight Rotation

*The fight basically picks randomly between Ozma’s 3 forms, and follows the rotations shown above. For the first star transformation, Adds will not spawn (Meteor Impact is just skipped).

  • Form Change – Star
  • Form Change – Sphere
    • Black Hole
  • Ozmashade Spawn – Random Form Change
  • Ozmashade Spawn – Random Form Change
  • Form Change – RANDOM (Double Dodge)
  • Form Change – Sphere
    • Black Hole
  • Ozmashade Spawn – Random Form Change
  • Form Change – RANDOM (Double Dodge)
  • Form Change – Sphere
    • Black Hole
  • Ozmashade Spawn – Random Form Change
  • Form Change – RANDOM (Double Dodge)
  • Form Change – Sphere
    • Black Hole
  • Ozmashade Spawn – Random Form Change
  • Form Change – RANDOM (Double Dodge)
  • Form Change – Sphere
    • Black Hole
  • Ozmashade Spawn – Random Form Change
  • Form Change – RANDOM (Double Dodge)
  • Form Change – Sphere
    • Black Hole
  • Ozmashade Spawn – Random Form Change
  • Form Change – Star
  • Shooting Star (Enrage)
Triggers

All these triggers are relative to the main boss, get close means get close to the main Ozma, and so on.

Proto Ozma

<Trigger R=”Proto Ozma gains the effect of Stellation.” SD=”Go Far” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

<Trigger R=”Proto Ozma gains the effect of Pyramid.” SD=”Get Off” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

<Trigger R=”Proto Ozma gains the effect of Cube.” SD=”Get Close” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

<Trigger R=“Proto Ozma loses the effect of (Cube|Pyramid|Stellation)” SD=“Black Hole” ST=“3” CR=“F” C=“BA” T=“F” TN=“” Ta=“F” />

 

Ozmashades

<Trigger R=”Ozmashade:37B2(.*)-17:77.3121″ SD=”Get Close” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

<Trigger R=”Ozmashade:37A4(.*)-17:77.3121″ SD=”Get Off” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

<Trigger R=”Ozmashade:379E(.*)-17:77.3121″ SD=”Go Far” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

 

Acceleration Bomb

<Trigger R=”You suffer the effect of Acceleration Bomb” SD=”stop moving soon” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

 

Meteors (replace YOUR NAME)

<Trigger R=”1B:[0-9A-F]{8}:YOUR NAME:[0-9A-F]{4}:[0-9A-F]{4}:0039:” SD=”Meteor” ST=”3″ CR=”F” C=”BA” T=”F” TN=”” Ta=”F” />

Waymarks

Because you are not technically in an alliance inside BA, things like group markers and the letters identifying similar mobs will be different for each group. To combat this, we set up a standard set of markers for each of the bosses that we use for callouts. Here is how we mark the fights.

 

Raiden

Absolute Virtue

Proto Ozma

*Not pictured: D waymark behind Proto Ozma.

Credit for this primer goes to EM’s Clees Wheatbuns on Gilgamesh.