AAC Heavyweight M3 (Savage)
on MT Inflicts physical damage. Cannot be mitigated by abilities that target magic damage.
These auto-attacks target the player with the highest enmity.
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Standard raidwide.
A
Conal tankbusters on the two highest enmity party members. Inflicts
Physical Vulnerability Up
A conal stack on a random party member who is not one of the first two targets in enmity. Inflicts
Physical Vulnerability Up
A shared
Note: To reiterate, the tankbuster randomly targets either the player with the most enmity or the player with the second-most enmity. You cannot have your main tank take this tankbuster solo with
Heavy-hitting tankbuster on either of the two highest-enmity party members that deals lethal damage unless shared by another player. Inflicts
Physical Vulnerability Up
Spreads on all party members who are not first or second in enmity. Inflicts
Physical Vulnerability Up
The Tyrant summons an axe, scythe, and blade in a triangular pattern around the arena.
The Tyrant dashes to each of the summoned weapons in turn and executes their mechanic.
At the start of the cast, the Tyrant turns towards a random of the three weapons. After dashing to it and executing its mechanic, he dashes to the remaining weapons in a clockwise order.
There can be no duplicate mechanics.
The possible mechanics are:
- Axe:
Heavy Weight (chariot +stack ) - Blade:
Sharp Taste (plus-shaped +healer stack ) - Scythe:
Sweeping Victory (dynamo +spread )
The Tyrant dashes to the next weapon.
One of
One of
The Tyrant dashes to the next weapon.
One of
One of
The Tyrant dashes to the next weapon.
One of
One of
The Tyrant summons an axe, scythe, and blade in a triangular pattern around the arena.
Three sets of AoEs spawn under players' positions, followed by
After
The Tyrant dashes to each of the summoned weapons in turn and executes their mechanic.
At the start of the cast, the Tyrant turns towards a random of the three weapons. After dashing to it and executing its mechanic, he dashes to the remaining weapons in a clockwise order.
There can be no duplicate mechanics.
The possible mechanics are:
- Axe:
Heavy Weight (chariot +stack ) - Blade:
Sharp Taste (plus-shaped +healer stack ) - Scythe:
Sweeping Victory (dynamo +spread )
The Tyrant dashes to the next weapon.
One of
One of
The Tyrant dashes to the next weapon.
One of
One of
The Tyrant dashes to the next weapon.
One of
One of
The second set of
Standard raidwide.
Boss summons a blade as his weapon.
This is followed by a heavy multi-hit
Each line indicates where a wide
A shared
Note: To reiterate, the tankbuster randomly targets either the player with the most enmity or the player with the second-most enmity. You cannot have your main tank take this tankbuster solo with
Heavy-hitting tankbuster on either of the two highest-enmity party members that deals lethal damage unless shared by another player. Inflicts
Physical Vulnerability Up
Spreads on all party members who are not first or second in enmity. Inflicts
Physical Vulnerability Up
A
Conal tankbusters on the two highest enmity party members. Inflicts
Physical Vulnerability Up
A conal stack on a random party member who is not one of the first two targets in enmity. Inflicts
Physical Vulnerability Up
Sets all players' HP to 1 and engulfs the arena in a whirling tornado.
Summons 6 weapons in a row and executes their mechanics.
The weapons themselves function identically to
The first weapon always spawns to the south and either slightly to the west or to the east. If the first weapon spawned slightly to the west, the next weapon spawns northwest and all subsequent weapons spawn clockwise as well. If the first weapon spawned slightly to the east, the next weapon spawns northeast and all subsequent weapons spawn counter-clockwise as well. All weapons except the first two are spawned directly on a cardinal.
All weapons are executed in the order they spawn in. Unlike
The first two weapons are executed without any special effect. The last four weapons leave behind a small tornado when their mechanic resolves. Six seconds after the last weapon mechanic resolves, each of the four tornadoes shoots a conal AoE at the two closest players.
Resolve the weapons as normal, then position two players on the outside of each tornado to bait the tornado's cones away from the center of the arena.
For tornado assignments, your tornado is at your clock spot or (if you're at an intercardinal) at the cardinal clockwise to your clock spot.
The cones resolve approximately three quarters of the way through the
Do not dash back to the Tyrant right after the cones. The tornadoes remain active and dangerous for about a second after the cones resolve, so either wait a moment or position yourself such that your dash does not intersect the tornado.
The Tyrant's hair begins glowing red.
Heavy raidwide. Engulfs the arena in flames.
Fire Resistance Down II
Leaves behind a delayed
Damage Down
This repeats one more time. The second hit deals lethal damage to the tank with
Fire Resistance Down II
To resolve the mechanic correctly, both tanks soak both hits while swapping their position after the first hit so that the tank who now has
Fire Resistance Down II
To simplify, you can simply have one tank
Individual hit of
Individual hit of
AoE left behind by a
Damage Down
AoE left behind by a
Damage Down
Spawns 4 portals at the north wall and 4 portals at the east wall in a random order.
Each northern portal spawns alongside an eastern portal. Each portal casts a white line outside of it. This line has no function and merely serves to make the mechanic easier.
After the third portals have spawned, the Tyrant begins to cast
At the end of the
Damage Down
The sum of all meteors covers the entire arena, so a specific dodge is necessary in order to avoid
Damage Down
The portals spawn in specific patterns. One constant is that the second portal is always guaranteed to be be inside (covering part of the center of the arena).
The simplest way to resolve this mechanic is to keep the Tyrant in the center, facing north, and then to perform all dodges in the center of the arena. This works by virtue of the second portal being guaranteed to be an inside portal.
The simplest ways of dodging are:
- If the first two portals intersect near the center, wait diagonally across from the intersection, then move into the intersection when the
Fire and Fury cast finishes. No further steps are necessary. - If the first two portals intersect elsewhere, wait for the second set of portals (which always intersect near center), then stand in that intersection. Wait until the
Fire and Fury cast has gone off, then dodge diagonally across, then back again. - (Optional) If the first two portals intersect at a corner of the arena, wait for the second set of portals and stand diagonally across from the intersection, then move into the intersection when their line AoEs go off. This is less movement than the second bullet point, but otherwise functionally identical. If you prefer to keep things simple and only memorize two dodge patterns, you can ignore this bullet point.
Major mechanic involving a lot of meteors and comets.
At the end of the cast, the two closest players to the Tyrant are marked for
A random other non-tank is selected for
This cycle repeats three more times, with some slight variations:
- After the first set, all subsequent sets also feature 2×
Foregone Fatality , a tether-basedtankbuster that tethers itself to one of the available comets by default. - After the third set, no more players are marked for
Cosmic Kiss , resulting in a maximum of 6 comets.
Decide on a
Physical Vulnerability Up
Also, decide which players place the
Tanks either decide on a priority system (e.g. MT checks for meteors clockwise from north and OT counter-clockwise from west) or just eyeball it. There's enough time between tethers appearing and the tankbusters resolving that eyeballing is a valid and safe strategy.
After all four sets, all of the northern comets should now be gone (used for
If one of the
Fearsome Fireball comets is placed too close to another and explodes, under no circumstances should you use one of the southern comets for the stack instead, as this will destroy all 3 comets (or all comets placed there at that point) and guarantee a wipe. Instead, choose a player to sacrifice themselves to theWild Charge .
Knocks all players up and away from the center and destroys a vertical line from north to south, splitting the arena in two.
Note: While the soon-to-be-destroyed part of the arena is telegraphed with a standard yellow AoE indicator, this is not actually an AoE and is safe to stand in. It does not deal any damage.
Spawns 4 meteor portals and 4
There will always be 2 meteor portals and 2 towers per side. The towers spawn in fixed positions on the north and south of the platform. The portals may either both spawn outside or inside. If the western portals spawn outside, the eastern portals spawn inside, and vice-versa.
Each meteor portal tethers to a random player, with an even 2-2 split (meaning each platform has exactly two tethered players). This is a
In addition to these east/west meteor portals, two meteor portals will also spawn on the north of the arena (one per platform). This portal does not tether to a player and is instead equivalent to the portals during
Towers resolve when their meteor touches the ground, knocking all soakees up and away from the center of the tower. If a player is missing from a tower, deals heavy damage and inflicts
Sustained Damage
Sustained Damage
Shortly after players touch the ground again, the four closest players to the Tyrant are marked for
This entire sequence, starting with the towers, repeats one more time in full. Any player who was tethered to a portal is now untethered and vice-versa.
After this repeat one last set of towers spawns, but this time without any portals. Instead the Tyrant faces a random platform and begins casting
There are many different strategies on which players take which towers in the start and where to stand for the subsequent
The following steps are required and will never change between strategies:
- Each tower always requires 2 players to soak it.
- If you are tethered to a portal next to your platform, you must use the tower to get knocked to the other platform or it will not be possible to stretch the tether enough. This is the only situation in which you want to get knocked to the other platform. In all other cases, you should position to get knocked onto the same platform you're already on.
- After each tower knockup, all untethered players must move into the Tyrant's hitbox to get marked for
Fire Breath . - After
Fire Breath have gone out, all players stack inside the Tyrant's hitbox to baitMajestic Meteor (AoE) . At this point, 2 players split to the left and 2 players to the right. - If you're tethered, you must go to the side that your meteor portal is not on, so that your tether stretches diagonally through the center. Failing to do so results in instant death due to an insufficiently stretched tether.
- If you're untethered, the side you go to does not matter, but you can't go to the same side as the other
Fire Breath player on your platform. To coordinate sides between yourself and the other player, the first untethered player who arrives in the hitbox slightly inches towards the side they want to go to. The other player inches towards the other side to indicate that they understand. - After taking your line AoEs, take the tower on the side that you took your line AoE on. Fixed tower assignments are impossible here since players may have been knocked across.
5-hit stack on one random player per platform.
Towers explode. Each tower knocks all soakees up and away from their center. Any missing player inflicts
Sustained Damage
The Tyrant turns towards one of the two platforms and picks it up after the towers explode, killing any player still on that platform.
He then throws the platform onto the other platform, leaving a small triangular safe zone in one corner of the platform and killing all players not in that safe zone.
Unlike normal mode, the throw AoE is not telegraphed until right before the throw, at which point it is too late to dodge. To know where the platform will be thrown, watch the Tyrant closely. His animation has several tells that indicate where he will throw the platform. Some of the indicators are:
- When picking up the platform, he leaves one arm underneath and puts one arm on top. Whichever side has the arm on top is the safe side.
- After picking up the platform, he bends one knee in preparation for the throw. Whichever knee he bends is the side he'll throw towards and is unsafe.
Standard raidwide. Restores the arena.
Fire Resistance Down II
Leaves behind a delayed
Damage Down
This repeats one more time. The second hit deals lethal damage to the tank with
Fire Resistance Down II
To resolve the mechanic correctly, both tanks soak both hits while swapping their position after the first hit so that the tank who now has
Fire Resistance Down II
To simplify, you can simply have one tank
Individual hit of
Individual hit of
AoE left behind by a
Damage Down
AoE left behind by a
Damage Down
Spawns 4 portals at the north wall and 4 portals at the east wall in a random order.
Each northern portal spawns alongside an eastern portal. Each portal casts a white line outside of it. This line has no function and merely serves to make the mechanic easier.
After the third portals have spawned, the Tyrant begins to cast
At the end of the
Damage Down
The sum of all meteors covers the entire arena, so a specific dodge is necessary in order to avoid
Damage Down
The portals spawn in specific patterns. One constant is that the second portal is always guaranteed to be be inside (covering part of the center of the arena).
The simplest way to resolve this mechanic is to keep the Tyrant in the center, facing north, and then to perform all dodges in the center of the arena. This works by virtue of the second portal being guaranteed to be an inside portal.
The simplest ways of dodging are:
- If the first two portals intersect near the center, wait diagonally across from the intersection, then move into the intersection when the
Fire and Fury cast finishes. No further steps are necessary. - If the first two portals intersect elsewhere, wait for the second set of portals (which always intersect near center), then stand in that intersection. Wait until the
Fire and Fury cast has gone off, then dodge diagonally across, then back again. - (Optional) If the first two portals intersect at a corner of the arena, wait for the second set of portals and stand diagonally across from the intersection, then move into the intersection when their line AoEs go off. This is less movement than the second bullet point, but otherwise functionally identical. If you prefer to keep things simple and only memorize two dodge patterns, you can ignore this bullet point.
Standard raidwide.
The last major mechanic of the fight.
At the end of the cast, spawns two proximity AoEs in two opposite intercardinal corners of the arena (
After baiting the last
After towers have been soaked, four meteor portals spawn at each cardinal outside the arena and the closest player to the center of each tower is tethered to one of these portals at random. These tethers are functionally identical to those during
Fire Resistance Down II
After
Two-way Fireball : Aline Wild Charge on the 2 closest players to the Tyrant that deals increased damage to the first two players in line. This increased damage is lethal to any player with .
Fire Resistance Down IIFour-way Fireball : Aline Wild Charge on the 4 closest players to the Tyrant that deals increased damage to the first player in line. This increased damage is lethal to any player with .
Fire Resistance Down II
To begin with, tanks and melees should remain inside the hitbox to avoid baiting
The two ranged players who did not get selected for
Use
After towers, the two untethered players remaining in middle each choose an intercardinal for
If it's
If it's
Role-based Ecliptic
Towers are selected based on role. There will always be two tanks, two melees, and two rangeds/healers available for towers. The melees both soak the first tower clockwise from north, the rangeds/healers the second tower.
After towers, the untethered players remaining in middle spread out inside the hitbox, with one player per intercardinal, thereby choosing their
Fixed Ecliptic
Towers are selected based on a priority system. The two melees do not soak the same tower. Instead, M1 soaks the first tower clockwise from north and M2 the second tower.
As for rangeds/healers, the priority is (from north clockwise to counter-clockwise) H1/H2/R1/R2, meaning H1 always takes the first tower clockwise and R2 always the second tower, with H2 and R1 adjusting based on which other ranged player is with them in the middle.
Importantly, the ranged/healer stands in the center of their tower while the melee stands at the edge of it. This ensures that the ranged/healer gets the tether, preventing melee uptime loss.
Standard raidwide.
Damage UpGrants
Damage Up
The soft enrage sequence begins here. the Tyrant obtains
Damage Up
The Tyrant then repeats this tower two more times, each time getting an additional stack of
Damage Up
The towers can be handled in a multitude of ways. You can have your entire party stack for all three towers; this will, however, spread you extremely thin on party mitigation by the time the third tower spawns. It is instead recommended to have at least one tower be handled exlusively by tanks, either by
Note that only the first tower can be
Living Dead
Kitchen sinking a tower is only possible if both tanks have all their cooldowns available. As such, any party with a warrior will likely be unable to utilize this strategy, as they would need to use their cooldowns during
Another strategy, if both tank invulns are available, is to have one tank
Recommendation: This guide's general recommendation that works in all party comps is to take the first tower as a full party, have tanks use the aforementioned double
The Blackest Night
Intervention
A tower spawns in the middle of the arena that must be shared by as many party members as possible. Hits 5 times. Deals heavy damage.
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Damage UpGrants
Damage Up
A tower spawns in the middle of the arena that must be shared by as many party members as possible. Hits 6 times. Deals heavy damage.
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Damage UpGrants
Damage Up
A tower spawns in the middle of the arena that must be shared by as many party members as possible. Hits 7 times. Deals heavy damage.
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Kills all party members.
A'rhaeda Vhil