AAC Heavyweight M4 (Savage) Part 2
on MT Inflicts physical damage. Cannot be mitigated by abilities that target magic damage.
These auto-attacks target the player with the highest enmity.
Phase 2 revolves primarily around two types of mechanics: player clones and boss clones. Player clones repeat whichever mechanic that player is subject to, and boss clones always repeat the first mechanic they execute.
This phase also has extremely heavy-hitting auto attacks on the main tank. There are periods of time where the boss does nothing but auto-attack for more than 30 seconds straight.
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Heavy raidwide.
Spawns one Lindschrat clone on each cardinal. Each clone casts a different mechanic. It is not possible to determine which clone casts what.
- One clone casts
Top-tier Slam , a two-player stack on the closest player that deals fire damage and inflicts .
Fire Resistance Down II - The opposite clone casts
Mighty Magic , a spread on the two closest players that deals dark damage and inflicts .
Dark Resistance Down II - The other two clones cast
Winged Scourge , a conal AoE either towards west and east, or towards north and south. Inflicts . These conal AoEs have a late telegraph and can be sidestepped at the last moment.
Damage Down
Use fixed positions at the start of the mechanic. Ensure that there are always two players closest to each clone, and that those two players are not on top of each other.
Because the first set only has half the number of clones, it means that half the players don't get hit by anything. (Depending on your exact positions, you may still be hit by your partner's mechanic.) During the second set, every player must take a hit, but as the first hit gives you a vuln to the damage inflicted by that clone, you must not get hit by the same clone twice. In other words:
- Players who got hit by
Top-tier Slam and now have must get hit by
Fire Resistance Down IIMighty Magic next. - Players who got hit by
Mighty Magic and now have must get hit by
Dark Resistance Down IITop-tier Slam next. - Players who got hit by nothing and have no debuff count as having been hit by
Top-tier Slam and must get hit byMighty Magic next.
- The
Top-tier Slam clone is the only clone that jumps on a player, so the clone that is not directly on a cardinal is theTop-tier Slam clone. - The cardinal without a clone on it is the cardinal that the
Top-tier Slam clone was originally on. - The cardinal directly opposite the empty cardinal features the
Mighty Magic clone.
Ranged players additionally need to remember whether
During the second set there are always two players who get hit by the same clone. If you miss where your clone goes, you may be able to save the pull by following your partner (as long as they know where they're going).
A halfroom
Halfroom cleave on the highest-enmity target. Deals about 1.1 million damage evenly split between all players hit.
The Lindwurm faces a random direction and casts a halfroom cleave in front of him. Functionally identical to
Damage Down
Spawns a clone of each player in a fixed order around the arena. See
Each clone, while still in its infant "mannequin" state, tethers to a random player. This tether has no meaning and simply indicates which player the mannequin will clone. The tether cannot be passed.
The clones (in their mannequin state) always spawn north and south, then continue clockwise until all mannequins are spawned.
Each player clone copies the Lindschrat mechanics that player has chosen during
Six Lindschrat clones spawn and tether to a random player each. The tether can be passed.
Just like during
- A
light party stack , indicated by 4 dots (Heavy Slam ) - A
defamation , indicated by a single dot (Mana Burst ) - A
player gaze AoE, indicated by a cone (Hemorrhagic Projection )
After some time, the tethers lock in. At this point, they can no longer be passed and the first mechanics are about to be executed.
The mechanics are not executed at the same time. The order is as follows:
Firefall Splash :The Lindwurm jumps on the player with the boss tether, dealing moderate damage, inflicting
, and binding that player until
Magic Vulnerability UpScalding Waves has executed.Scalding Waves (immediately after):The Lindwurm fires narrow conal AoEs at the closest four players. Inflicts
.
Magic Vulnerability UpMana Burst (immediately after):A massive
Note that The Lindwurm also fires adefamation on targeted players that knocks any player nearby off the platform.Mana Burst . The Lindwurm'sMana Burst ignores all tethers and instead targets the farthest player.Heavy Slam (after some delay):4-player stack on a player with a stack Lindschrat tether. Inflicts
.
Magic Vulnerability UpCan be survived with 3 players with some mitigation. Surviving with only 2 is difficult.
Hemorrhagic Projection (immediately after):Cone in the direction a player is facing. Inflicts
.
Damage Down
There's also a
Firefall Splash (Clone) has a Lindschrat clone jump on the respective player clone and executeScalding Waves at the same players that were targeted byScalding Waves the first time, not the four closest players.Mana Burst (Clone) is self-explanatory. Whoever was target of aMana Burst before, their clone is targeted byMana Burst (Clone) now. That includes The Lindwurm'sMana Burst (Clone) as well.Heavy Slam (Clone) is executed on the same player clones as the initial targets. This now counts as atowers mechanic, meaning that anyHeavy Slam (Clone) that does not have any players soaking it deals heavy damage and inflicts on the whole party.
Sustained DamageHemorrhagic Projection (Clone) fires conal AoEs in the direction the respective clones are looking (i.e. towards the center of the arena).
During the first part of the mechanic you're essentially "setting up" the second part, making this a "Make Your Own Mechanic" type of mechanic. Because of this, there is a significant degree of freedom and flexibility for how and where to take certain mechanics. Check your data center's raidplans for more information.
Inflicts 4 players with
Mutation α
Mutation β
Both debuff groups feature exactly one tank, one healer, and two DPS.
players are inflicted with
Mutation α if they don't take any damage before the debuff expires.
Damage Down players are inflicted with
Mutation β if they do take any damage before the debuff expires. This includes auto-attacks.
Damage Down
Damage Down
Mutating Cells
Mutation α
Mutation βThe
Mutation β
Provoke
Spawns two miniature black holes east and west.
Each black hole then spits out four distinct shapes. Each shape embodies a different effect:
- Cyan water orb:
Lindwurm's Water III (chariot AoE) - Green wind ring:
Lindwurm's Aero III (dynamo AoE) - Fire bowtie:
Sideways Fire II (east/westcone ) - Blue/purple bowtie:
Straightforward Thunder II (north/southcone )
The shapes will then begin to move, traveling towards the black hole that spawned them until they're absorbed by it. The order in which the shapes are absorbed indicates the order in which their respective mechanics are executed later.
Players can touch these shapes. This triggers
After
The
Mutation α
Mutation β
Note: An astute observer may have noticed that this means that there are actually three possible "shape absorption timings". The two close shapes spat out by one of the black holes are always absorbed first, followed by the far shapes no player touched, followed by the staggered shapes. This is, however, completely irrelevant. A shape is either among the first to be absorbed by a black hole, or among the second to be absorbed by the black hole. All shapes that are absorbed first by a black hole execute their mechanic at the same time, despite the fact that these shapes are not actually absorbed at the same time between the two black holes.
Find the black hole with the two shapes that are closer than the others. Take note of those two close shapes.
On the other side, find those same two shapes and stagger them by touching them with as many players as possible. Staggering those two shapes ensures that the two shapes that are absorbed first by the first black hole are absorbed second by the other black hole, and vice-versa, and ensures that the two black holes don't execute the same mechanics at the same time, which would leave no safe spot. Remember that only
Mutation β
One of the two shapes to stagger is always north and the other always south, so you can assign fixed soaks based on this (e.g. supports stagger the northern shapes, DPS the southern shape). However, while this is most likely the intended strategy, there is another strategy that has significantly less healing requirements: have all
Mutation β
Mutation α
Mutation α
Mutation β
Mutating Cells
While soaking the shapes, pay attention to where the green wind ring is on either side. Whichever black hole absorbed the green ring first is the black hole all players should move to for
Heavy raidwide.
A halfroom
Halfroom cleave on the highest-enmity target. Deals about 1.1 million damage evenly split between all players hit.
The Lindwurm faces a random direction and casts a halfroom cleave in front of him. Functionally identical to
Damage Down
Heavy raidwide that splits reality in two.
The two realities coexist, but only one of the two realities is active at any given time. The Lindwurm periodically casts
One reality features a pervasive green mist, with floating ruins and a massive planet in the background. The other reality takes place in space. These realities will henceforth be referred to as "green reality" and "blue reality", respectively.
The following things are important to take note of and memorize for future mechanics, in the order in which you need to remember them:
- In the green reality, whether the first 4 player clones spawned on intercardinals or cardinals. This determines where to go for
Reenactment . - In the blue reality, whether the northmost clone embodies a north/south cleave or the southmost clone. This determines both the safe spot after
Replication IV andTemporal Curtain . - In the green reality, whether the first spawned Lindschrats after
Replication IV embody stacks or defamations. This determines which of the two mechanics resolves first later. - In the green reality, which of the two tethers you chose (stack or defamation).
- In the green reality (if you're defamation), whether you're the first or second defamation.
- In the blue reality, which tower you're assigned after
Arcadian Arcanum . - In the blue reality (after resolving towers), whether the northmost clone or the southmost clone jumped into the
Temporal Curtain portal. This determines the safe spot afterReenactment as well as the safe spot after the subsequentTwisted Vision . - In the blue reality, which platform the middle clone jumped to. This determines the safe spot when next returning to the blue reality.
Spawns 4 player clones on intercardinals, then cardinals (or vice-versa). See
The clones function the same way as during
Shifts to the blue reality and executes
Summons three Lindschrat clones: one north, one south, and one in the middle (but closer to south).
They will then begin telegraphing their mechanics. The north clone either telegraphs a north/south cone or an east/west cone (
They begin casting these actions, but the cast does not complete. Instead, The Lindwurm casts
Remember whether the north clone telegraphs a north/south cone or east/west. The first time these clones execute their respective AoEs, all three AoEs are executed simultaneously, so it may be easier to memorize the initial safe spot separately.
Shifts to the green reality and executes
Spawns eight Lindschrat clones starting north and south, then proceeding clockwise. Each clone tethers to a player
The north/south clone embody either a stack (
The clones resolve later, after returning to this reality.
Check your data center's raidplans for strategies regarding who picks which tether.
Shifts to the blue reality. Immediately after, executes the paused casts of the
A
Damage Down
North/south or east/west cones originating from a Lindschrat clone. Inflicts
Damage Down
Heavy raidwide that destroys all telegraphed parts of the arena in the blue reality, leaving only two circular platforms behind.
Assign one light party to the west platform and the other one to the east platform.
Spawns 4 towers per platform. Each tower has a meteor dropping on it. These meteors have special effects.
- Brown earth meteor: leaves behind an invisible
Lindwurm's Stone III AoE underneath the tower that resolves later, inflicting .
Damage Down - White light + purple dark + blue thunder meteor: kills the soakee if they have
. Fires a dark laser from the center of the tower towards the soaking player that inflicts
Light Resistance Down II on all players hit. Inflicts
Doom and
Nearby Portent .
Lindwurm's Portent - Red fire meteor: inflicts
.
Hot-blooded - White light + green aero + blue thunder meteor: kills the soakee if they have
. Knocks the soakee up and away relative to the center of the tower. Inflicts
Light Resistance Down II and
Faraway Portent .
Lindwurm's Portent
The towers resolve on the next return to this reality.
Preposition for towers. The towers don't actually resolve here, but you need to be spread anyway for
After
Hits either all supports or all DPS with a small
Light Resistance Down II
Shifts to the green reality and executes all Lindschrat tether mechanics.
A massive
4-player stack on a player with a stack Lindschrat tether. Inflicts
Magic Vulnerability Up
Can be survived with 3 players with some mitigation. Surviving with only 2 is difficult.
A massive
4-player stack on a player with a stack Lindschrat tether. Inflicts
Magic Vulnerability Up
Can be survived with 3 players with some mitigation. Surviving with only 2 is difficult.
Shifts to the blue reality and executes towers as well as all tower-related effects.
Towers resolve, alongside their special effects. Inflicts
Sustained Damage
Dark laser originating from the center of the dark tower, aimed at the player soaking the dark tower. Inflicts
Doom
The
Doom
Inflicts
Damage Down
Nearby Portent
Faraway Portent
Lindwurm's Portent
Magic Vulnerability Up
Opens a portal to the other reality on one of the two platforms. Either the northmost or southmost Lindschrat clone slips through this portal.
The two remaining Lindschrat clones then each jump to opposite platforms.
You have hopefully memorized which of the two clones (northmost or southmost) embodies a north/south cone and which of the two embodies the east/west cone, so take note of which of the two cone orientations slips through the portal. Also, take note of which platform each of the other two clones jumps to. Whichever platform the middle clone jumped to is unsafe and must be avoided the next time you return to this reality.
Shifts to the green reality and executes the stored mechanics on the player clones that spawned first.
All previously executed mechanics are repeated on the player clones in the order in which the player clones spawned.
Fires a
A
Sustained Damage
Magic Vulnerability Up
Shifts to the blue reality and executes
A
Damage Down
North/south or east/west cones originating from a Lindschrat clone. Inflicts
Damage Down
Shifts to the green reality and executes the remaining 4
Fires a
A
Sustained Damage
Magic Vulnerability Up
The clone that previously jumped into the
Heavy raidwide that fuses the two realities back together to restore the original reality.
A halfroom
Halfroom cleave on the highest-enmity target. Deals about 1.1 million damage evenly split between all players hit.
The Lindwurm faces a random direction and casts a halfroom cleave in front of him. Functionally identical to
Damage Down
Summons 4 Lindschrat clones. Each will duplicate The Lindwurm's
The Lindwurm's raidwide. Does significantly more damage than the Lindschrats'
Deals 4 counts of 19,000 damage.
The Lindwurm's raidwide. Does significantly more damage than the Lindschrats'
Deals 8 counts of 19,000 damage.
The clones split again, resulting now in 17 (16 + boss) instances of 9,999,999 damage.
A'rhaeda Vhil