Hell on Rails (Extreme)
on MT Inflicts magical damage. Cannot be mitigated by abilities that target physical damage.
These auto-attacks target the player with the highest enmity.
Doomtrain stores either
Grants Doomtrain
Dead Man's Overdraught
Minor raidwide that knocks all players back. Is coupled with
Getting hit by one inflicts
Vulnerability Up
Executes the previously stored
Lightning
Vulnerability Up
Stacks on all supports or damage dealers. Inflicts
Magic Vulnerability Up
Spreads on all party members. Inflicts
Magic Vulnerability Up
Doomtrain stores either
Grants Doomtrain
Dead Man's Overdraught
Minor raidwide that pulls all players in. Is coupled with
Players who get pulled to the front of the train car are hit by
Vulnerability Up
Executes the previously stored
A rectangular AoE at the front of the train car after
Spreads on all party members. Inflicts
Magic Vulnerability Up
Stacks on all supports or damage dealers. Inflicts
Magic Vulnerability Up
Doomtrain destroys the current train car and knocks all players to the next train car.
The enemy or enemies on the field become untargetable.
The enemy or enemies on the field become targetable (again).
Doomtrain stores either
Grants Doomtrain
Dead Man's Overdraught
Spawns turrets at the side of the train car. Solid blocks obstruct the lasers, but hazard barriers do not. Inflicts
Vulnerability Up
The turrets at the side of the train car fire. Solid blocks obstruct the lasers, but hazard barriers do not. Inflicts
Vulnerability Up
Minor raidwide that pulls all players in. Is coupled with
Players who get pulled to the front of the train car are hit by
Vulnerability Up
Executes the previously stored
A rectangular AoE at the front of the train car after
Minor raidwide that knocks all players back. Is coupled with
Getting hit by one inflicts
Vulnerability Up
Executes the previously stored
Spreads on all party members. Inflicts
Magic Vulnerability Up
Stacks on all supports or damage dealers. Inflicts
Magic Vulnerability Up
Doomtrain stores either
Grants Doomtrain
Dead Man's Overdraught
Heavy tankbuster on the two highest-enmity targets.
Minor raidwide that knocks all players back. Is coupled with
Getting hit by one inflicts
Vulnerability Up
Executes the previously stored
Minor raidwide that pulls all players in. Is coupled with
Players who get pulled to the front of the train car are hit by
Vulnerability Up
Executes the previously stored
A rectangular AoE at the front of the train car after
Lightning
Vulnerability Up
Stacks on all supports or damage dealers. Inflicts
Magic Vulnerability Up
Spreads on all party members. Inflicts
Magic Vulnerability Up
Doomtrain destroys the current train car and knocks all players to the next train car.
The enemy or enemies on the field become untargetable.
The enemy or enemies on the field become targetable (again).
Heavy tankbuster on the two highest-enmity targets.
Boss summons an orb of aether that transports players into an aetherial realm.
The aetherial realm is represented by a small circular arena with a singular add (the orb of aether previously summoned by the Doomtrain). While the add is alive, a duty gauge rapidly fills. If the duty gauge reaches 100 or the add is killed, Doomtrain executes
During this phase, two trains circle the outside of the arena: one small train and one big one. Approximately every 15 seconds these two trains execute a combined attack:
The small train executes
The big train emits either two or three puffs of smoke from its exhaust, then executes either
To handle
The other players must determine if the big train emits two or three puffs of smoke. You can either listen for the audio tell (though it is quite quiet) or visually find the train in the background. If it's two puffs, simply stack in light parties (excluding tanks) on the north/south of the add relative to the small train. If it's three puffs, it's recommended to place healers and melees close to the add and ranged DPS far from the add, at the northern/southern wall relative to the small train. In this case, only ranged DPS must adjust their position based on the small train's position.
It is not recommended to save raid buffs and other 2-minute damage cooldowns for this phase, as this would likely lose you a use throughout the fight.
Transports players into an aetherial realm.
The enemy or enemies on the field become untargetable.
The enemy or enemies on the field become targetable (again).
A 3-man stack on healers.
A spread on three random non-tanks.
Conal tankbusters on the two primary targets.
Point them as far to the outside as possible.
A 3-man stack on healers.
A spread on three random non-tanks.
Conal tankbusters on the two primary targets.
Point them as far to the outside as possible.
A 3-man stack on healers.
A spread on three random non-tanks.
Conal tankbusters on the two primary targets.
Point them as far to the outside as possible.
A 3-man stack on healers.
A spread on three random non-tanks.
Conal tankbusters on the two primary targets.
Point them as far to the outside as possible.
Heavy raidwide. If the duty gauge reached 100, this wipes the party.
Note: This attack deals physical damage. Magical jobs such as casters or healers have inherently reduced physical defense compared to other jobs. This means that these players take significantly more damage from this attack than other players. Tanks may wish to use their short cooldown on these players to help out.
The enemy or enemies on the field become targetable (again).
Doomtrain grows arms and unleashes a moderate raidwide.
Heavy tankbuster on the two highest-enmity targets.
A three-hit
The final hit deals double damage and causes a jump pad to appear at the rear of the train car. Players who fail to take the jump before the end of the
Each subsequent Derailment Siege adds another hit. It is recommended to
Doomtrain destroys the current train car. Any players still on it when the cast ends are instantly killed.
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Boss summons a diamond in the center of the train car. A beam of lightning periodically travels around this diamond. Also inflicts one tank and one healer with
Designated Conductor
At the same time, Doomtrain slowly moves its open palms towards each other. When its hands touch, the beam of lightning explodes in a massive
Designated Conductor
When the beam moves for the last time before it explodes, Doomtrain's hands audibly and visibly crackle with lightning.
For the first Arcane Revelation:
Regardless of the final position of the lightning beam, there are always only two safe spots (one per
Designated Conductor
Designated Conductor
Before an explosion, the melee group should always preposition on top of the rightmost elevated block, which is closer to the boss, and the ranged group on the leftmost elevated block. This is because, in order to reach the safe spot you may need to travel across the elevated block, but taking the teleporter pad to ascend locks you in place for an extended period of time. It's faster to jump down from the elevated position if necessary than to take the teleporter pad.
With both groups prepositioned on top of each of the two blocks, all that's left is to watch for when Doomtrain's hands begin to crackle, then move to the closest safe spot from that. Note that the melee group never has to drop down to the rear of the train car outside of melee range, as a frontmost explosion still leaves a safe spot on the rear of their elevated block.
For the second Arcane Revelation movement is simpler due to the difference in train car layout.
The lightning traveling on the diamond summoned by
Vulnerability Up
The two players indicated by
Designated Conductor
The lightning traveling on the diamond summoned by
Vulnerability Up
The two players indicated by
Designated Conductor
The lightning traveling on the diamond summoned by
Vulnerability Up
The two players indicated by
Designated Conductor
Hits all players on top of a block, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
Heavy tankbuster on the two highest-enmity targets.
A four-hit
The final hit deals double damage and causes a jump pad to appear at the rear of the train car. Players who fail to take the jump before the end of the
Each subsequent Derailment Siege adds another hit. It is recommended to
Doomtrain destroys the current train car. Any players still on it when the cast ends are instantly killed.
Doomtrain removes some blocks from the train car.
Big spreads on random players. Inflicts
Physical Vulnerability Up
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
Doomtrain removes some blocks from the train car.
Big spreads on random players. Inflicts
Physical Vulnerability Up
Heavy tankbuster on the two highest-enmity targets.
Doomtrain removes some blocks from the train car.
Big spreads on random players. Inflicts
Physical Vulnerability Up
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
A five-hit
The final hit deals double damage and causes a jump pad to appear at the rear of the train car. Players who fail to take the jump before the end of the
Each subsequent Derailment Siege adds another hit. It is recommended to
Doomtrain destroys the current train car. Any players still on it when the cast ends are instantly killed.
Doomtrain stores either
Grants Doomtrain
Dead Man's Overdraught
Spawns turrets at the side of the train car. Solid blocks obstruct the lasers, but hazard barriers do not. Inflicts
Vulnerability Up
The turrets at the side of the train car fire. Solid blocks obstruct the lasers, but hazard barriers do not. Inflicts
Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Doomtrain removes some blocks from the train car.
Big spreads on random players. Inflicts
Physical Vulnerability Up
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
The turrets at the side of the train car fire. Solid blocks obstruct the lasers, but hazard barriers do not. Inflicts
Vulnerability Up
Minor raidwide that knocks all players back. Is coupled with
Getting hit by one inflicts
Vulnerability Up
Executes the previously stored
Lightning
Vulnerability Up
Stacks on all supports or damage dealers. Inflicts
Magic Vulnerability Up
Spreads on all party members. Inflicts
Magic Vulnerability Up
Heavy tankbuster on the two highest-enmity targets.
Doomtrain stores either
Grants Doomtrain
Dead Man's Overdraught
Boss summons a diamond in the center of the train car. A beam of lightning periodically travels around this diamond. Also inflicts one tank and one healer with
Designated Conductor
At the same time, Doomtrain slowly moves its open palms towards each other. When its hands touch, the beam of lightning explodes in a massive
Designated Conductor
When the beam moves for the last time before it explodes, Doomtrain's hands audibly and visibly crackle with lightning.
For the first Arcane Revelation:
Regardless of the final position of the lightning beam, there are always only two safe spots (one per
Designated Conductor
Designated Conductor
Before an explosion, the melee group should always preposition on top of the rightmost elevated block, which is closer to the boss, and the ranged group on the leftmost elevated block. This is because, in order to reach the safe spot you may need to travel across the elevated block, but taking the teleporter pad to ascend locks you in place for an extended period of time. It's faster to jump down from the elevated position if necessary than to take the teleporter pad.
With both groups prepositioned on top of each of the two blocks, all that's left is to watch for when Doomtrain's hands begin to crackle, then move to the closest safe spot from that. Note that the melee group never has to drop down to the rear of the train car outside of melee range, as a frontmost explosion still leaves a safe spot on the rear of their elevated block.
For the second Arcane Revelation movement is simpler due to the difference in train car layout.
The lightning traveling on the diamond summoned by
Vulnerability Up
The two players indicated by
Designated Conductor
The lightning traveling on the diamond summoned by
Vulnerability Up
The two players indicated by
Designated Conductor
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
Minor raidwide that pulls all players in. Is coupled with
Players who get pulled to the front of the train car are hit by
Vulnerability Up
Executes the previously stored
A rectangular AoE at the front of the train car after
Spreads on all party members. Inflicts
Magic Vulnerability Up
Stacks on all supports or damage dealers. Inflicts
Magic Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on ground level, inflicting
Vulnerability Up
Hits all players on top of a block, inflicting
Vulnerability Up
Heavy tankbuster on the two highest-enmity targets.
Doomtrain snaps its fingers, spawning invisible AoEs underneath all players that resolve 4 seconds later.
This attack does not have a cast bar.
Stack as tightly as possible, wait for the snap, then move away.
The AoEs summoned by
Vulnerability Up
A six-hit
The final hit deals double damage and is immediately followed by
Doomtrain destroys the last train car, sending players to their doom.
A'rhaeda Vhil