Anabaseios: The Tenth Circle (Savage)
Inflicts magical damage. Cannot be mitigated by abilities that target physical damage.
These auto-attacks target the player with the highest enmity.
Facing the enormous monster prison, now bequeathed with its own soul, players must move carefully and strategically around the unusual arena lest they be caught in its unholy webs and be trapped for all eternity...
Heavy raidwide. Inflicts
4-hit shared tankbuster on the main target.
The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available,
Places two wing pillars in the arena that tether to and eventually shoot cones at players.
One pillar will always tether itself to a random tank or healer, while the other will always tether to a random DPS player. After some time, each wing shoots a wide conal
A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of
Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive
Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.
The outside of Pandæmonium's hitbox becomes unsafe.
The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.
Two towers appear on the central platform that must be soaked by tanks.
After a short time, Pandæmonium will step on the west tower, then the east tower, dealing heavy damage, inflicting
The knocked distance is quite far, so tanks will need precise positioning (in the northeast of the west tower/the northwest of the east tower) to get knocked onto the two side platforms. Every other position will lead to a fallen tank.
There is a significant delay between the resolution of the west tower and the east tower, so if you're the tank soaking the east tower, be careful of popping your defensive cooldowns too early.
Multiple players are targeted by a telegraphed
Like
When a web is formed in this way between the two posts at the edge of each poison segment, it will form a bridge instead of a usual breakable web. Bridges can be used to cross the poison without being afflicted with
The
The
Eight towers spawn on the central platform and must be soaked.
Unlike normal mode, the towers spawn in the same positions every time: 3 towers in the front and middle, and 2 towers on the sides in the rear. After they resolve (
Three towers (at most 2 in the same row) emit
Three towers (at most 2 in the same row) emit
Both of the rear towers emit
Pandæmonium will cast either
Failing to soak a tower causes an
Damage event that happens when one of
The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.
The outside of Pandæmonium's hitbox becomes unsafe.
A wide
A small
A small
A
Similar to
As the circles are quite big, properly spreading requires the use of the side platforms, so bridges should have been established during the previous
Deals heavy damage and briefly inflicts
Gives everyone
After receiving the status effects, it is necessary to not only check which ones you received (
One person receives a
Pandæmonium stomps the central platform, rendering it completely unsafe.
Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.
Players should evade to the side platforms.
Pandæmonium stomps the central platform, rendering it completely unsafe.
Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.
Players should evade to the side platforms.
Heavy raidwide. Inflicts
4-hit shared tankbuster on the main target.
The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available,
Gives everyone
After receiving the status effects, it is necessary to not only check which ones you received (
Spawns two rows of 4 towers that must be soaked. This begins a
Each tower will have a turret dropped on top of it. They receive
All turrets always face the closest player to them until just before it is their turn to shoot, at which point the turret will "lock in" to the closest player to it. After that, the target can't be changed anymore, even if that player moves to the other end of the arena.
Each shot is actually a
To wit: there are eight shots in total. Each shot requires at least 2 people to soak it. Anyone who is first-in-line for a shot cannot take another shot for the duration of the mechanic. By the time the last two shots happen, this therefore leaves only two people remaining without
Note that it is essential the tanks take their solo turret last, not first. If they take it first, they will not be able to join any of the other line stacks anymore, which then consigns one pair of baiters to death.
Be aware that
2221
This is the more common strategy. In this strategy, the two tanks join every single line stack. Due to the fact that the turrets always alternate between two front turrets and two rear turrets, with front being first, the following order is most logical:
First turret: melee/tank, melee/tank
Second turret: phys ranged/tank, caster/tank
Third turret: healer/tank, healer/tank
Last turret: tank, tank
It is recommended that tanks use their defensive mitigation early so it covers multiple hits instead of just the last one to reduce the burden on healers.
4321
This strategy is easier to execute but has significant downtime for casters and a higher healing requirement, making it far less common than 2221. While the order of
First turret: melee/phys ranged/healer/tank, melee/caster/healer/tank
Second turret: phys ranged/healer/tank, caster/healer/tank
Third turret: healer/tank, healer/tank
Fourth turret: tank, tank
Damage event that happens when one of
An
An
An
An
Pandæmonium detaches its head and gets ready to cleave the side of the arena it's facing.
Being hit by this cleave applies
The cleave also summons either 7 or 8 orbs (or "bits") on the side that was cleaved. Each of these will fire a beam.
Heavy raidwide. Inflicts
4-hit shared tankbuster on the main target.
The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available,
Two towers appear on the central platform that must be soaked by tanks.
After a short time, Pandæmonium will step on the west tower, then the east tower, dealing heavy damage, inflicting
The knocked distance is quite far, so tanks will need precise positioning (in the northeast of the west tower/the northwest of the east tower) to get knocked onto the two side platforms. Every other position will lead to a fallen tank.
There is a significant delay between the resolution of the west tower and the east tower, so if you're the tank soaking the east tower, be careful of popping your defensive cooldowns too early.
Multiple players are targeted by a telegraphed
Like
When a web is formed in this way between the two posts at the edge of each poison segment, it will form a bridge instead of a usual breakable web. Bridges can be used to cross the poison without being afflicted with
The
The
A
Similar to
As the circles are quite big, properly spreading requires the use of the side platforms, so bridges should have been established during the previous
Deals heavy damage and briefly inflicts
The
Gives everyone
After receiving the status effects, it is necessary to not only check which ones you received (
Deals heavy damage and briefly inflicts
Eight towers spawn on the central platform and must be soaked.
Unlike normal mode, the towers spawn in the same positions every time: 3 towers in the front and middle, and 2 towers on the sides in the rear. After they resolve (
Three towers (at most 2 in the same row) emit
Three towers (at most 2 in the same row) emit
Both of the rear towers emit
Pandæmonium will cast either
Failing to soak a tower causes an
Damage event that happens when one of
The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.
The outside of Pandæmonium's hitbox becomes unsafe.
A wide
A small
A small
Pandæmonium detaches its head and gets ready to cleave the side of the arena it's facing.
Being hit by this cleave applies
The cleave also summons either 7 or 8 orbs (or "bits") on the side that was cleaved. Each of these will fire a beam.
Places two wing pillars in the arena that tether to and eventually shoot cones at players.
One pillar will always tether itself to a random tank or healer, while the other will always tether to a random DPS player. After some time, each wing shoots a wide conal
A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of
Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive
Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.
A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of
Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive
Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.
Pandæmonium stomps the central platform, rendering it completely unsafe.
Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.
Players should evade to the side platforms.
Pandæmonium stomps the central platform, rendering it completely unsafe.
Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.
Players should evade to the side platforms.
Pandæmonium stomps the central platform, rendering it completely unsafe.
Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.
Players should evade to the side platforms.
Pandæmonium stomps the central platform, rendering it completely unsafe.
Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.
Players should evade to the side platforms.
One person receives a
4-hit shared tankbuster on the main target.
The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available,
Places two wing pillars in the arena that tether to and eventually shoot cones at players.
One pillar will always tether itself to a random tank or healer, while the other will always tether to a random DPS player. After some time, each wing shoots a wide conal
A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of
Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive
Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.
Combines
All of these abilities (plus the preceding
The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.
The
Gives everyone
After receiving the status effects, it is necessary to not only check which ones you received (
The
Nine raidwide hits in quick succession. The first two players hit receive tankbuster levels of damage.
This is the tighest heal-check a second turn has ever had. Each hit deals approximately 120,000 damage to the two closest targets to Pandæmonium, and 50,000 damage to everyone else.
The last hit deals about 35% more damage and also knocks the entire party back. The distance of the knockback exceeds the length of the arena, so it is not possible to survive the knockback without establishing a wall in the back during
The sum total of all hits is around 1,120,000 damage for tanks and 470,000 damage for everyone else. Due to the tremendous amount of damage, it is strongly recommended for tanks to use their invulnerabilities after the first or second hit while standing in front of the party. You may also wish to consider using a Tank Limit Break around the fourth hit, as hits 6, 7, and 8 come out much more quickly than the rest while dealing the same amount of damage. If you don't wish to use Tank Limit Break (or you don't have it available), your group's mitigation needs to be on point, as there is not enough time to heal in-between hits. As the mechanic deals physical damage, double
Heavy raidwide. Inflicts
4-hit shared tankbuster on the main target.
The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available,
Two towers appear on the central platform that must be soaked by tanks.
After a short time, Pandæmonium will step on the west tower, then the east tower, dealing heavy damage, inflicting
The knocked distance is quite far, so tanks will need precise positioning (in the northeast of the west tower/the northwest of the east tower) to get knocked onto the two side platforms. Every other position will lead to a fallen tank.
There is a significant delay between the resolution of the west tower and the east tower, so if you're the tank soaking the east tower, be careful of popping your defensive cooldowns too early.
Multiple players are targeted by a telegraphed
Like
When a web is formed in this way between the two posts at the edge of each poison segment, it will form a bridge instead of a usual breakable web. Bridges can be used to cross the poison without being afflicted with
The
The
Sets of two line
Be aware that
The AoEs rotate at a rate of about 3.3/s.
Pandæmonium detaches its head and gets ready to cleave the side of the arena it's facing.
Being hit by this cleave applies
The cleave also summons either 7 or 8 orbs (or "bits") on the side that was cleaved. Each of these will fire a beam.
The outside of Pandæmonium's hitbox becomes unsafe.
The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.
A
Similar to
As the circles are quite big, properly spreading requires the use of the side platforms, so bridges should have been established during the previous
Deals heavy damage and briefly inflicts
Eight towers spawn on the central platform and must be soaked.
Unlike normal mode, the towers spawn in the same positions every time: 3 towers in the front and middle, and 2 towers on the sides in the rear. After they resolve (
Three towers (at most 2 in the same row) emit
Three towers (at most 2 in the same row) emit
Both of the rear towers emit
Pandæmonium will cast either
Failing to soak a tower causes an
Damage event that happens when one of
The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.
The outside of Pandæmonium's hitbox becomes unsafe.
A wide
A small
A small
One person receives a
Nine raidwide hits in quick succession. The first two players hit receive tankbuster levels of damage.
This is the tighest heal-check a second turn has ever had. Each hit deals approximately 120,000 damage to the two closest targets to Pandæmonium, and 50,000 damage to everyone else.
The last hit deals about 35% more damage and also knocks the entire party back. The distance of the knockback exceeds the length of the arena, so it is not possible to survive the knockback without establishing a wall in the back during
The sum total of all hits is around 1,120,000 damage for tanks and 470,000 damage for everyone else. Due to the tremendous amount of damage, it is strongly recommended for tanks to use their invulnerabilities after the first or second hit while standing in front of the party. You may also wish to consider using a Tank Limit Break around the fourth hit, as hits 6, 7, and 8 come out much more quickly than the rest while dealing the same amount of damage. If you don't wish to use Tank Limit Break (or you don't have it available), your group's mitigation needs to be on point, as there is not enough time to heal in-between hits. As the mechanic deals physical damage, double