The Omega Protocol (Ultimate)
An alternate retelling of the Omega raid storyline in which Omega successfully ascertains and harnesses what lies at the heart of a mortal's strength.
A major mechanic revolving around towers and tethers.
Inflicts the following effects:
- 2 random players with
Looper (16s) andFirst in Line - 2 random players with
Looper (25s) andSecond in Line - 2 random players with
Looper (34s) andThird in Line - 2 random players with
Looper (43s) andFourth in Line
Each tower must be soaked by exactly one player with the
The
This mechanic then repeats three more times. Note the following:
- Tethers don't disappear after
Blaster resolves; they remain on whichever players last had them until the fourth set resolves. - The next set of towers spawns in a translucent state even before the current set has resolved.
- There are, in total, 8 possible locations for towers to spawn (2 per cardinal, slightly offset from that cardinal to either side).
- A tower cannot spawn in a location it has already spawned before. In some cases this allows you to predict where the next set of towers is going to spawn even before they appear.
- Towers can never spawn on both positions of the same cardinal.
As each
Turn 1:
Turn 2:
Turn 3:
Turn 4:
In other words: after resolving your tower or tether, you do nothing for a turn, then the next turn your role is whichever role you haven't had yet.
Since there are always two players assigned to each mechanic, it is strongly recommended to use a priority system to determine who takes which tower/tether (and, in the case of tethers, where to bring that tether as well). If you're using Party Finder, check with your Data Center's Ultimate Discord to learn what priority system your Data Center uses. For example, LPDU (Light) uses M1/M2/MT/OT/R1/R2/H1/H2 where, if you are to the left of your partner in that list, you take the clockwise tower/tether starting from north, and if you are to the right of your partner in that list, you take the counter-clockwise tower/tether starting from north. As a result, M1 always goes clockwise no matter what, and H2 always goes counter-clockwise no matter what.
If you forget which turn it is or what your job on this turn is, check your debuffs. If your
Looper debuff is about to expire, it's your turn to take a tower. If your "x in line" debuff andLooper debuffs are gone and you have aTwice-come Ruin stack that is about to expire or has already expired, it's your turn to take a tether. If yourHP Penalty expires and you're suddenly on 1% HP, it's your turn to take a tower (unlessProgram Loop has already concluded).It is recommended to manually sort your party list so that the players you need to look at to determine your priority are at the very top. For example, using the LPDU priority described above, R1 would move the R2, H1, and H2 players to the top of their party list. If any of them have the same number, the R1 player would move clockwise; otherwise they would move counter-clockwise.
Taking your tether max melee in your designated empty cardinal is far enough to avoid hitting players on the tower cardinals, allowing you to keep full uptime on the boss.
After your tether is resolved, don't immediately beeline for the nearest tower cardinal. Instead, go slightly inside the hitbox so that any non-tether players can make their way past you, then wait until the next tether player has taken their tether from you before moving into a safe spot.
Never move directly through the center of the boss's hitbox, as you will likely steal someone else's tether and cause a wipe.
Since towers completely ignore players without
Looper , after you resolve your tower, you can then stand in any tower you wish while waiting for yourTwice-come Ruin to expire.Healers must heal the
Third in Line andFourth in Line players after theirHP Penalty expires, as they'll die fromStorage Violation otherwise. Tanks can help by using targeted mitigation likeThe Blackest Night orHeart of Corundum .After the Program Loop cast, Omega does one more auto-attack before beginning the
Blaster cast, at which point Omega's position and rotation is locked in for the remainder of the mechanic. It can be helpful to turn the boss to the southwest or southeast (depending on where your melees are in your priority order) before theBlaster cast begins, to give your melees easy access to positionals.
Miscounting or forgetting your turn.
Ignoring or forgetting the priority and not adjusting.
Moving while passing off a tether. (This increases the likelihood of other players passing through the tether and being unable to take it.)
Rotating the wrong way and stealing someone else's tether.
LPDU
Uses (N) M1 ← M2 ← MT ← OT ← R1 ← R2 ← H1 ← H2 (S) priority.
Major mechanic with high movement and healing requirements.
Inflicts the following effects on players:
- 2 random players with
Guided Missile Kyrios Incoming (12s),First in Line , andCondensed Wave Cannon Kyrios (24s) - 2 random players with
Guided Missile Kyrios Incoming (18s),Second in Line , andCondensed Wave Cannon Kyrios (30s) - 2 random players with
Guided Missile Kyrios Incoming (24s),Third in Line , andCondensed Wave Cannon Kyrios (12s) - 2 random players with
Guided Missile Kyrios Incoming (30s),Fourth in Line , andCondensed Wave Cannon Kyrios (18s)
Additionally, the status effects on players will expire and execute their respective mechanic.
Like
As for where to place each group, it is most common to start group 1 north and group 2 south (or west/east) and rotate each group clockwise if the flamethrower cones happen to point directly north and south (or east/west).
Like
There are two main ways of making this happen, see the strategies below.
Avoid gapclosers or dashes. They make movement unpredictable and may cause you to drop a puddle in an inopportune location.
Due to how fast the mechanic moves, healers don't have the luxury of long-casting AoE heals here. However, there is no other healing-intense mechanic until Phase 3, so both the party and the healers should aim to use every single mitigation and healing cooldown they have during this mechanic.
When moving out for your
Guided Missile Kyrios (especially if you're a caster), consider usingSprint to be able to place your puddles more accurately and return to the party in time.
Forgetting your turn and bombing the party (especially common for
First in Line ).Ignoring or forgetting the priority and not adjusting.
Improper puddle placements (e.g. placing a puddle directly in the party's way while coming back after your
Guided Missile Kyrios ).
Chased
The group stays next to the
Chasing
The group stays next to the
A line beam that fires at 3 random non-tanks. The targeted players are marked before the hit. Inflicts
As this ability hits twice in a row, you can either designate three positions for the marked players to take their beam at, or you can simply have all players spread in fixed positions. This is easier if your tanks invuln
A wide conal tankbuster on the farthest 2 players from Omega. Lethal to non-tanks. Hits 5 times in quick succession.
All non-tank players should be inside the hitbox while tanks should be outside. If tanks invuln this tankbuster, they can stack together, greatly increasing the space available for the rest of the party to spread for
3 more beams target the 3 non-tank players who weren't targeted by the first set.
If anyone is dead, a beam may target a player who was already targeted, leading to certain death.
As this ability hits twice in a row, you can either designate three positions for the marked players to take their beam at, or you can simply have all players spread in fixed positions. This is easier if your tanks invuln
Omega enrages, wiping the party.
Note that, although party buffs come off cooldown here, it is strongly advised to hold them for the start of Phase 2.
The enemy or enemies on the field become targetable (again).
Inflicts
It is recommended to assign one light party to Omega-M and one to Omega-F. Make sure the four players assigned to Omega-M are on or inside Omega-M's hitbox, or they may be selected for Omega-F instead. The players assigned to Omega-F can be anywhere in the arena (as long as they're not on or inside Omega-M's hitbox), but should probably be close to Omega-F's hitbox to ensure they're in range for raid buffs.
Note that you get 2 GCDs worth of cleaves until
A heavy-hitting tankbuster from Omega-M and Omega-F.
Omega-M and Omega-F disappear and tether each player to another player, inflicting either
Omega-M and Omega-F then reappear and prepare a deadly AoE combination. Each of them also spawns a fake clone of themselves that does nothing and merely serves to misdirect players. The true and fake copies each follow a set of strict rules that makes identifying the true bosses simple:
- The true Omega-M will always spawn between a cardinal and an intercardinal, and will always face the true Omega-F.
- The true Omega-F will always spawn opposite the true Omega-M (i.e. also between a cardinal and an intercardinal), and will always face him.
- The fake Omega-M will always spawn in the center of the arena and will always wield a sword (without a shield).
- The fake Omega-F will always spawn on a cardinal or intercardinal, and will always wield a staff.
- Omega-F with a staff: a plus-shaped AoE in the direction she is facing (
Optimized Blizzard III ) - Omega-F with blade legs: cleaves her sides, leaving a safe line toward Omega-M (
Superliminal Steel ) - Omega-M with a sword: a
chariot AoE on his position (Efficient Bladework ) - Omega-F with a sword and shield: a
dynamo AoE on his position (Beyond Strength )
Finally, Omega-F appears in the center of the arena while 5 clones of Omega-M appear close to the edge of the arena. Two random players are marked with stacks, Omega-F executes a knockback from the center, and all Omega-Ms execute a large
If your party is still alive at this point,
While Party Synergy is casting, preposition yourselves into 2
With groups settled, it now becomes time to identify the true Omega-F and Omega-M and their combined safe spot. There are many ways to go about finding the correct bosses, but the simplest way is to find the Omega-M who is not in the center of the arena. The Omega-F he is facing is the true Omega-F.
The following safe spots are possible:
- staff + sword: stay away from Omega-M and Omega-F (be careful not to be on Omega-F's sides; ideally just stick close but not too close to Omega-M's sides)
- staff + shield: only Omega-M's sides are safe
- blade legs + sword: stack on Omega-F
- blade legs + shield: stack on Omega-M
While moving into the safe spot (or after moving into the safe spot), find the Optical Unit on the outside of the arena. This eye will be the new north for the duration of the mechanic. Note that the eye emits a directional sound when it spawns, which can make locating it easier.
All group 1 players position themselves throughout the arena on the eye's left side (west), while all group 2 players position themselves throughout the arena on the eye's right side (east). Use the PlayStation headmarkers you received at the start of the mechanic to determine your final position. Most groups opt for (from closest to the eye to farthest from the eye): (also known as BPOG – blue, purple, orange, green).
Note that the positions must be adjusted based on
For
For
Wait until the AoEs go off, then check both yourself and your partner to see if either of you have one of the stack markers. Each stack deals lethal damage if not taken with exactly 4 players, so equal groups must be reestablished – reestablished because it is not guaranteed that both stacks target players on opposite sides. If there are two stacks in the same group/side, one of them (usually the southmost one) and their tether partner must swap groups. This is why it is important to look at your partner. If there are two stacks per side and either you or your partner have the southmost one, both of you must swap sides.
Identify the three Omega-Ms in a row and orient yourself toward them. If you're in group 1 and you're looking at the three side-by-side clones, you must always be knocked into the safe spot to your left. If you're in group 2, you must either be knocked back into the safe spot on your right (if it's
Look around to find the eye after moving into the safe spot for the initial AoEs. You should already know where the eye is after the AoEs have resolved.
The eye makes an audible directional sound when it spawns, which can be used to pinpoint its location without looking.
Use
Sprint to make it to yourOptimized Fire III spot in time in case you were late to find the eye, or your spot happens to be on the opposite side of the arena from the initial AoE safe spot.The initial AoEs make a return in
Run: ****mi* (Omega Version) , so this mechanic can be used to practice the dodges.
Failing to identify the safe spot in time.
Failing to find the eye in time and being late to your
Optimized Fire III spot.Mid Glitch : improperly judging the distance.Remote Glitch as group 2: forgetting to invert your position from to .After
Optimized Fire III : not checking your partner for the stack marker to see if you have to swap groups.
LPDU
The enemy or enemies on the field become targetable (again).
Omega-M creates a synthetic shield. This shield is used in the following mechanics:
Omega-M teleports to the center of the arena and faces south. Omega-F teleports behind him while he engages
Additionally, several clones spawn outside of the arena:
- An Omega-M clone and an Omega-F clone spawn on opposite sides, each spawning a passable tether, and begin casting
Optimized Bladedance . On execution, these tethers resolve into massive 90° conal tankbusters. - One Omega-M clone spawns on a random position and begins casting
Optimized Sagittarius Arrow , a baitedline AoE on a random party member. The position of this AoE snapshots at the start of theOptimized Sagittarius Arrow cast. - One Omega-M clone that prepares a
Synthetic Shield and begins castingBeyond Defense intoPile Pitch onceOptimized Bladedance resolves. - One Omega-F clone that does nothing for now but begins casting
Optimized Meteor on 3 random party members onceOptimized Bladedance resolves.
The party should preposition at
Once tethers spawn, tanks should grab the tethers and move to the edge of the arena, slightly clockwise of their respective clone. If done correctly, the tankbusters leave a gap in the form of a narrow line through the center in which the party can stack.
Consequently, after tanks have grabbed their tethers, the party should immediately move into the center of the arena, right on top of Omega-M. Do not wait for the
If the
Afterwards, two previously designated party members (usually the tanks) should move in-between the party and the Omega-M clone with the
The intended way to resolve
Remember to heal up and mitigate for
The angle of
Optimized Sagittarius Arrow snapshots when the corresponding Omega-M begins the animation. Therefore you can move out of it immediately, without having to wait for the AoE telegraph to appear.If you're a ranged player, you can safely move to the edge of the arena if targeted by
Optimized Meteor to reduce the damage taken by the party. However, be mindful of the shielded Omega-M and do not move to the edge closest to him, or you may baitBeyond Defense , which will make it impossible to escape the follow-upPile Pitch . If you're a melee player withOptimized Meteor , do not move to max melee; this will not meaningfully decrease the flare damage and only serves to increase the damage the party takes fromPile Pitch (since there's now one less player in the stack).If the
Optimized Sagittarius Arrow clone spawns directly behind or in front of the party (thus shooting the line through the middle), check the positions of theOptimized Bladedance and their tethers. Try to dodge perpendicular to those tethers after the tanks have taken them to the edge.If you "randomly" die,
Optimized Sagittarius Arrow may be to blame. Anyone standing inOptimized Sagittarius Arrow when the AoE telegraph disappears are already dead, but they don't actually die until the arrow firing animation has completely finished.
Tanks greeding for uptime and not moving to the edge in time (thus tankbustering the entire party).
Tanks not properly communicating whether they'll take their tether to the clockwise or counter-clockwise edge and leaving no safe spot for the party.
In the attempt to avoid
Optimized Sagittarius Arrow , dodging directly intoOptimized Bladedance .The player who was targeted by
Beyond Defense not moving around the party stack in time to avoid being one of the closest 2 players to the clone and taking the follow-upPile Pitch .
LPDU/NA
Omega-F finishes her enrage cast and wipes the party.
Note that, although party buffs come off cooldown here, it is strongly advised to hold as many of them as possible for the start of Phase 3.
As a general rule of thumb, if Omega-F's healthbar reaches the "O" in her name before the castbar reaches the "o" in "Laser Shower", you're on track for DPS. If the castbar reaches the "o" first, you're behind on DPS and should consider using some of your cooldowns to kill Omega-F in time.
Needless to say, don't hold cooldowns while you're still progging P3.
When the transition starts, the following debuffs are inflicted on players:
- 4 players with
Sniper Cannon Fodder (aspread ) - 2 players with
High-powered Sniper Cannon Fodder (apartner stack )
3 mechanical hands spawn close to the outside of the arena, then another 3 hands spawn in-between them. Each hand emits a telegraphed
The entire party should organize into a
Look at your debuffs. Once debuffs come out, take a step back if you get
Stay out of the first
It is not necessary to pay attention to which set of hands spawns first. As long as you stand centered in-between the 2 closest hands, you'll always have enough time to step out of the first AoE.
Sprint makes this even easier.
Not stepping out of the
conga line in time and confusing your party members.If you're a
High-powered Sniper Cannon Fodder , not checking to make sure you're stacking with a no-debuff player, and vice-versa.
The enemy or enemies on the field become targetable (again).
Heavy raidwide that begins the next major mechanic.
Please note that, while this mechanic is technically quite complicated, resolving it is actually quite simple. If reading all the technical specifications on how the mechanic works confuses you, try skipping to the "Resolve" section below.
Inflicts the following debuffs on all players:
Local Code Smell (2×23s, 2×44s, 2×65s, 2×86s)Remote Code Smell (2×23s, 2×44s, 2×65s, 2×86s)Latent Synchronization Bug (8×69s)
Also inflicts each of the following debuffs on 2 random players:
Overflow Code Smell and eitherUnderflow Code Smell orPerformance Code Smell Synchronization Code Smell and eitherPerformance Code Smell orUnderflow Code Smell
Local Code Smell →Local Regression Remote Code Smell →Remote Regression Overflow Code Smell →Critical Overflow Bug Synchronization Code Smell →Critical Synchronization Bug Underflow Code Smell →Critical Underflow Bug Performance Code Smell →Critical Performance Bug
At the end of the cast, all towers and critical bug debuffs resolve, causing a wipe if any towers are left unsoaked or any critical bugs are resolved incorrectly (more on how to resolve them correctly later). This is also where all 4 currently inactive tethers become active and can now break.
Additionally, the blue towers inflict
In addition to (potentially) resolving
Critical Overflow Bug →Overflow Debugger Critical Synchronization Bug →Synchronization Debugger Critical Underflow Bug →Underflow Debugger Critical Performance Bug →Performance Debugger
Omega repeats
Each critical bug can be passed to other players in some way:
Critical Overflow Bug : a hugedefamation type AoE that inflictsCritical Overflow Bug to anyone else hit by it.Critical Synchronization Bug : a small 2-man stack that inflictsCritical Synchronization Bug to anyone else in the stack.Critical Underflow Bug : arot that inflictsCritical Underflow Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.Critical Performance Bug : arot that inflictsCritical Performance Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.
While the mechanic seems complicated, the debuffs inflicted at the start ensure that there is only one way to resolve the mechanic correctly.
First, in this description, the following terms will be used instead of the full ability names:
Critical Overflow Bug will be called "defamation".Critical Synchronization Bug will be called "stack".Critical Underflow Bug will be called "red rot".Critical Performance Bug will be called "blue rot".Local Regression will be called "red-green tether".Remote Regression will be called "blue tether".
The first red-green tether players always have
Step 1:
- Red rots go to red towers.
- Blue rots go to blue towers.
- All tower players either stand at max melee if their tower is the defamation tower, or at the edge of their tower closest to the other tower if it isn't.
- The blue tether players stand in-between the non-defamation towers, each stacking with one of the players inside those towers.
- The red tether players each stand just outside of a defamation tower in-between a defamation tower and a non-defamation tower. Try to stand just outside the hitbox to avoid being clipped by the other defamation.
Latent Defect resolves.- Tower players get
Synchronization Debugger orOverflow Debugger . - Blue tether players get
Critical Synchronization Bug and red-green tether players getCritical Overflow Bug .
- Red-green tether players move on top of their respective tower players to receive their rot.
- Blue tether players wait half a GCD for
Magic Vulnerability Up to expire, then move on top of their respective tower players to receive their rot. This automatically breaks their tether. - Red-green tether players wait a GCD or two for the blue tether's
Magic Vulnerability Up to expire, then move toward each other to break their own tether. - After this, make sure to stay away from the previous tower players as their rot will shortly explode and kill anyone nearby.
If done correctly, all 8 players should have all 4 debuggers at the end of the mechanic.
Each
Latent Defect set has 3 instances of heavy raidwide damage. Therefore, properly planning out your mitigation and healing is essential to survive this mechanic.Outside of the
Latent Defect casts, the boss is constantly auto-attacking the main tank for over 30k damage per auto during the entire mechanic. There are no tankbusters until Phase 5, so make sure to use all your personal mitigation during this phase (except for your invuln). Off-tanks and healers should try to help the main tank as well. You may even want to consider a tankswap at some point during the mechanic.It is very easy to accidentally pass rot while moving to your tower. To avoid this, rots should always move outside the hitbox, and tethers should always move inside the hitbox. Be aware of healers, who may have to go into the hitbox to heal (while also having rot).
Timing is extremely important during this mechanic. Rots must be passed within 1 or at most 2 GCDs of the towers resolving. If passed too early or too late,
Cascading Latent Defect /Latent Performance Defect will expire, causing a wipe.Timing is also extremely important for the tether breaks. Avoid breaking a tether while
Magic Vulnerability Up orMagic Vulnerability Up is still active. It won't cause a wipe but will deal significantly increased damage which healers may not be prepared to heal.
Colliding with another player and passing rot unintentionally.
Passing or taking rot too late, causing
Latent Performance Defect orCascading Latent Defect to expire before the rot and wiping the party.Being mid-movement while attempting to pass your rot. (Similar to
Blaster tethers, this increases the likelihood of rot not being passed.)Snapping both tethers at the same time.
Snapping a tether too late.
Forgetting which set of towers are the
Critical Overflow Bug towers and which theCritical Synchronization Bug towers.Forgetting to count which set of
Latent Defect it is and therefore forgetting to take the last red-green tether to theCritical Synchronization Bug towers instead of theCritical Overflow Bug towers (therefore consuming yourOverflow Debugger , getting another set ofCritical Overflow Bug duringCritical Error and wiping the party).
This mechanic uses various programming terms for its submechanics, such as:
- Hello World: a simple program that just prints "Hello World" to the console. One of the most common examples used to teach beginners the syntax of a new programming language.
- Code Smell: any kind of code that is considered "bad" by modern programming standards, often violating agreed upon best practices. Can often result in subtle, hard-to-diagnose bugs.
- Overflow/underflow: before storing a number in a variable, you have to first define the "size" of that variable (i.e. how big the numbers that you're storing in it can be). This size determines how much memory the variable takes up. If you try to store a too-large number in a too-small variable, the number overflows (meaning that it wraps back around to 0). Underflow is the opposite of that, when you try to store a too-small number in a too-small variable (for instance trying to store a negative value in a variable that can only store positive values).
- Debugger: tool used to step through code one line at a time and inspect the values of each variable at runtime. Useful for diagnosing bugs.
PF Standard
Major raidwide that inflicts
If any
Note: All players should also have
Monitors appear on either the left or right side of Omega as well as the left or right side of three random players (through
At the end of the cast all monitors resolve, hitting two random players on the indicated side with large
As there are 4 sets of monitors which hit 2 players each, each player is allowed to only receive one monitor AoE. To accomplish this, first identify whether Omega's east or west is the monitor side. Only 2 players should be on that side. All other players should be on the non-monitor side, where the three monitor players must position and rotate themselves in such a way that there are only 2 players on each of their monitor side as well. This removes the randomness from the mechanic.
Note that the
Check the diagram for an example of how LPDU handles this mechanic.
Be aware that attacking the boss with anything but an auto-attack will briefly turn your character, so consider staying idle at the end of the cast if you're an
The snapshot for which players are targeted by the monitors is unforgiving. Do not greed for uptime if you have
Oversampled Wave Cannon Loading .
Forgetting which non-monitor/monitor player goes where.
Greeding for uptime and targeting the wrong players with
Oversampled Wave Cannon Loading .Angling your monitors, thus targeting the wrong players.
Not being spread far enough apart and cleaving someone else with your monitor AoE.
LPDU
Players line up in a
Each player now counts their position only amongst players with the same responsibility, i.e.
- Monitor 1 goes to the non-boss-monitor side and centers themselves inside the 1/4 marker, facing their monitor towards the east (if on the east side) or west (if on the west side).
- Monitor 2 goes to the boss monitor side and aligns themselves with the south edge of the 1/4 marker, facing their monitor north.
- Monitor 3 goes to the boss monitor side and aligns themselves with the north edge of the 2/3 marker, facing their monitor south.
- Non-monitor 1 positions themselves max melee above the A marker (north).
- Non-monitor 2 positions themselves max melee between 1 and B (or 4 and D).
- Non-monitor 3 positions themselves max melee between B and 2 (or D and 3).
- Non-monitor 4 positions themselves on the southwest corner of the 2/3 marker.
- Non-monitor 5 positions themselves max melee below the C marker (south).
Omega enrages and wipes the party.
The enemy or enemies on the field become targetable (again).
3 sets of spreads followed by stacks.
During the cast, line stack markers appear on 2 random players. However, before these resolve, Omega first fires lasers at all 8 players that deal moderate damage, inflict
This mechanic repeats three times until Alpha Omega begins casting its enrage,
After the first set, Alpha Omega also fires out
Ignore the line stack markers when they appear. Do not get baited by the line stack markers – the first mechanic that resolves is the
A good idea is to leave the south safe for the stacks and have 4 players spread on the west and 4 players on the east. If one of these two 4-player groups has 2 stacks, the southern stack should swap alongside the southmost player of the other group.
Remember to dodge
It is strongly recommended to use LB3 at the start of this phase or the DPS check is close to impossible.
Forgetting to swap sides as the second stack on a given side.
Forgetting to swap sides if you're the first player on a given side and your side has no stacks. (A 3-player stack results in lethal damage.)
Forgetting to move in and being hit by
Wave Repeater .Not moving back to your designated spot in time and baiting a
Wave Cannon (Lines) in the wrong location (on top of a stack).
South Safe
Everyone spreads in predetermined positions around Omega's sides, leaving south safe for the stacks.
Kills all players if the boss is not brought below 20% health, otherwise deals moderate damage and advances the fight to Phase 5.
If you used your 2 minutes at the end of Phase 3, use LB3 here to beat the DPS check.
The DPS checks in Phase 3 and 4 are deliberately designed in such a way as to require the use of LB3 in either P3 or P4.
The enemy or enemies on the field become targetable (again).
Similar to
Either invuln both hits or
Heavy raidwide that initiates the first of three
After the raidwide, Omega-M becomes untargetable and tethers all players to another player: two pairs via
Multiple things now happen at the same time:
Fists
After some time, untargetable Rocket Punch fists spawn on top of every player. There will be 4 fists with blue lights and 4 fists with yellow lights. All
Arms
Shortly after the fists initially spawn, one Arm Unit spawns near the Optical Unit, one directly opposite, and four more spawn 60° offset from the first two for a total of six. Each Arm Unit is either a Left Arm Unit or a Right Arm Unit, denoted by the rotating arrow marker (blue/counter-clockwise arrows for Left; yellow/clockwise arrows for Right). A few seconds after the fists resolve, each arm snapshots towards the closest player to that arm and, after a brief delay, begins firing a
Optical Unit
The Optical Unit fires an
Omega-M
Shortly before fists resolve, Omega-M spawns in the center of the arena and, shortly after fists resolve, targets one of the two closest players to him with
Monitors
After the fists resolve, a random
Beetle
After all other mechanics are resolved, Beetle Omega begins to cast
Hello, Near/Distant World
Represents the main mechanic of Phase 5.
Each set of
Since any player can only accumulate one stack of
Be aware that if a player with
There are many ways to handle this mechanic. Check the diagrams for some of the most common ways.
The most important strat-agnostic things are:
- Pair both red-green (
Local Regression ) pairs and both blue (Remote Regression ) pairs with each other to resolve fists. Never pair different tether types with each other, as this may result in the fists all being the same colour and therefore unresolvable. If two fist-paired players have the same-coloured fist, simply swap with your tether partner and fists will be correctly resolved. - Don't be in the middle while resolving fists. A common strategy is to place both blue tethers on the Beetle side of the arena, and both red-green pairs on the Final Omega side.
- You can combine fists with your tether partner if you both get opposite-coloured fists, but due to the distance requirements of the tethers this may make executing the rest of the mechanic more difficult and is therefore not recommended.
- The Left/Right Arm Unit rotator indicator disappears before the arm actually targets a player. Do not move away from the arm as soon as the rotator indicator disappears; instead wait until the yellow line telegraph appears.
Being mid-movement while the Rocket Punch fists snapshot. (This always causes
Unmitigated Explosion , even if you're on top of a player with a differently coloured fist.)As an arm unit baiter, moving to the incorrect side of your arm or not reaching the correct side in time, thus cleaving the entire arena.
As an arm baiter
Oversampled Wave Cannon Loading player, forgetting to useSprint and arriving too late to the middle to properly angle your monitor.As the
Oversampled Wave Cannon Loading player, not moving far enough horizontally from thePile Pitch stack, thus causing one of the players in the stack to be targeted byOversampled Wave Cannon and wiping the party.As a monitor baiter, not moving close enough to the wall and cleaving someone else with your AoE, especially on the non-monitor side (where you may cleave the
Beyond Defense player who had to move out of the stack).As a red-green pair (especially the pair that snaps their tether first), not waiting long enough for all
Twice-come Ruin s to expire and inflictingDoom . (Not everyTwice-come Ruin has the same duration.)As the red-green pair that snaps their tether last, snapping it too late, thus causing it to snap on its own and wipe the party.
LPDU Standard
At the start, red-green tethers go to Final Omega, blue tethers to Beetle Omega. For each colour of tether, one pair is closer to the center, the other closest to their Omega. If one pair has a healer and the other doesn't, the healer pair prioritizes the center arena spot.
For blue tethers, the pair closest to Beetle Omega keeps their tether short. The pair closer to the center keeps their tether long. The idea is to have this blue tether snap instantly once the tethers become active.
The two pairs closest to the center each watch the other tether player they're closest to. When fists spawn, each center tether player compares their fist with that outer tether player's fist. If their fists match colours, the center pair switches positions.
The red-green tether players can stack on their markers immediately. The blue tether players will not stack; instead the center pair waits until their tether becomes active and snaps, then collapses onto the other pair. These players must make sure they're fast about it; if they're not standing still when fists snapshot, the party wipes.
If all fists were handled correctly, the blue tether pair that still has their tether as well as the red-green tether pair closer to the edge move out to bait the closest two Arm Units, thus snapping their tether. The blue tether pair whose tether already snapped move towards the center to bait
After telegraphs appear, both pairs of red-green tethers move close to the sidemost edges to bait
As for the (former) blue tethers: each of them, except for the player hit by
One random blue tether player will receive
If all mechanics properly resolve, watch Beetle Omega for the shining blue lights that appear on either side of it. Set up for
- The two blue tether players without anything go to the edge, lining themselves up with the center of the 2/3 marker.
- The blue tether player with
Hello, Near World lines themselves up with the B/D marker, directly in front of Omega's cleave. - The blue tether player with
Hello, Distant World lines themselves up with the B/D marker at the edge of the arena. - The red-green tether pair that baited the sidemost Arm Units wait for
Twice-come Ruin to expire on all players, then collapse onto each other on the safe side to snap their tether and line themselves up with the 1/4 marker – one player directly in front of Omega's cleave, the other in the center of the marker. - The red-green tether pair that baited the Arm Units closer to Final Omega rotate clockwise such that one player ends up directly underneath Beetle Omega, and the other player opposite. Both should stand directly in front of the cleave.
The enemy or enemies on the field become targetable (again).
Similar to
Either invuln both hits or
Heavy raidwide that initiates the second of three
Also inflicts one player with
Proteans
Omega-M goes untargetable and two Right Arm Units appear. Unlike the units in
After the arms appear, Omega-M reappears opposite the arms. Each player is also inflicted with
Shortly after, Final Omega spawns in the center of the arena and begins casting
Towers
After
Before the towers explode, Omega-F appears in the center and casts
Note that all players are required to resolve the towers.
Hello World
Omega's Rear Power Unit (the ring) spawns in the center of the arena, shows a rotation indicator, and prepares to cast
As soon as the PlayStation symbols appear, the party should establish a 2-column
Once markers appear, place the 2 unmarked players on the cardinals or intercardinals opposite the arms and the other 6 players on the other 6 cardinals or intercardinals. Each player should be opposite their tether partner. If it's
Most PF strategies designate fixed positions based on your initial position in the
Wait on any of the center rings to be knocked back to your tower, then either stand in the center of the tower (
After towers resolve, assign Hello World spots, then find Omega-F. Go towards her if you're one of the Rear Arm Unit baiters or the first
Take another look at Omega-F; check whether she's holding a staff or her legs are blades. If it's the former, do not follow the rotating laser until she executes
Lastly, move to
Forgetting the marker you initially spread on or otherwise forgetting which tower that correlates to.
Not fixing your camera on the relative north/south, thus getting turned around and choosing the wrong tower.
As the two players designated for
Hyper Pulse , not properly prepositioning or otherwise failing to communicate which arm each one takes.As the second player to be hit by
Hello, Near World , seeing that the other player is behind you and deciding to take their spot instead. (There is enough time for someone to make it to their spot if they move on the edge, even if they're slightly late, but due to how slowly player movement updates on other players' screens, there is not enough time to respond to someone else taking their spot.)
LPDU
Line up in two rows in front of Omega-M in the order of , with being closest to Omega-M. Then, from Final Omega, with Omega-M counting as north:
- The first double-marked pair goes west/east, respectively.
- The second double-marked pair goes north/south, respectively.
- The first single-marked pair goes northeast (unmarked) and southwest (marked).
- The second single-marked pair goes northwest (unmarked) and southeast (marked).
- Waymark 1 takes the northwest tower, waymark 2 the northeast tower (Mid Glitch). In Far Glitch, waymarks 1 and 2 take the northmost tower.
- Waymark 3 takes the southwest 2-person tower, waymark 4 the southeast 2-person tower.
- Waymarks A–D take the southern towers, with A taking the westmost tower and D taking the eastmost tower.
The enemy or enemies on the field become targetable (again).
Similar to
Either invuln both hits or
Heavy raidwide that initiates the third of three
Also inflicts two players with
A player cannot be inflicted with both
AoEs
Final Omega spawns in the center of the arena along with a clone of Omega-M and Omega-F to either side of him. Similar to
Then, a second set of Omega-F and Omega-M clones spawns perpendicular to the first ones, who also prepare to execute a combination of the above AoEs.
Final Omega either doesn't change the rotation of its ring or turns it sidewards and begins to cast
After a brief delay, Final Omega's ring rotates by 90° and executes
Note that the clones always spawn on intercardinals while the ring can only face cardinals.
Also note that Omega-F remains targetable for the entire duration of this part of the mechanic.
Hello World, Part 1
Omega-F disappears and Final Omega prepares to cast
Hello World, Part 2
Final Omega disappears and Beetle Omega spawns on either the east or west side of the arena, and prepares to cast
Keep track of whichever set of clones spawns first and visualize the safe spot. Unless you have brain power to spare, ignore the other set of clones for now.
Wait for Final Omega to begin casting
After the first set of AoEs resolves, either move about 90° counter-clockwise or 90° clockwise into the next safe spot. Do not stay or move across the arena as Final Omega is guaranteed to rotate its ring by 90° here.
If you've handled P5 correctly up until now, there should be 4 players with
If executed correctly, everyone should now have
If anyone doesn't have
It's recommended to use most of your remaining party mitigation after the initial cast of
Run: ****mi* (Omega Version) . This will allow players (even non-tanks) to survive a hit during the first part of the mechanic, thus keeping the pull alive (though the player will be inflicted withDamage Down ). If this happens, it is strongly recommended towall yourself at the earliest opportunity to get rid ofDamage Down . TheBlind Faith DPS check may not be possible to beat otherwise. Make absolutely sure to only wall yourself if a) you do not haveHello, Near World orHello, Distant World and the first set ofHello, Near/Distant World has finished executing, or b) the second set ofHello, Near/Distant World has finished executing. In other words, do not wall yourself if you have a mechanical responsibility in the next 10 seconds.Generally, you can categorize each dodge into one of three categories: a close dodge (
Superliminal Steel +Beyond Strength /Efficient Bladework ), a mid dodge (Optimized Blizzard III +Beyond Strength ), and a far dodge (Optimized Blizzard III +Efficient Bladework ). As the main condition for which type of dodge it is lies in Omega-F's attack, it is her stance that you should identify first. If she has blade legs, you already know it'll be a close dodge. Otherwise, check Omega-M to determine whether it's a mid or a far dodge.
Not reading Omega-F's or Omega-M's stance correctly.
When Final Omega's ring is facing north/south: aligning yourself with the edge of the ring rather than the arena markers. (When Omega's ring faces north/south, the ring is offset from the center of Omega's hitbox and cannot be used to align yourself with its cones.)
Oversampled Wave Cannon players standing too close to theHello, Near/Distant World players and vice-versa. It is recommended to stand at the edge of the arena as a monitor player.Blaster tether players standing too close to theHello, Near/Distant World players and vice-versa. It is recommended to stand at the edge of the arena as a tethered player.
LPDU
PF standard. Shows all possible dodge patterns during the initial AoEs. It is recommended to mark players who take the
The enemy or enemies on the field become targetable (again).
Similar to
Either invuln both hits or
The death wall surrounding the arena disappears and Omega-F begins casting
The enemy or enemies on the field become targetable (again).
Heavy raidwide. Wipes the party unless a LB3 is used.
Upgrades
Due to
- 3× LB3 (
Cosmo Memory andMagic Number ) - 2× LB3 (
Magic Number ) - 1× LB3 and 1× LB3 (
Cosmo Meteor )
Other things to know include:
- The
auto attacks in this phase target the main target and the farthest target. Alpha Omega always executes 2 auto-attacks in-between major mechanics, so after each major mechanic, it is essential that the party steps into the hitbox and the off-tank outside. - Due to the strict LB requirements, a non-standard composition (i.e. a party that is not composed of ) cannot finish the fight. Unlike DSR, you can finish the fight with only 1 healer or even 0 healers though, provided you bring sufficient DPS.
- Any death before
Cosmo Meteor is an automatic wipe as that player loses theirBrilliant Dynamis /Spark of Dynamis , meaning that even if raised they will just die again to the next damage instance. The only time players are allowed to die is to the last hit(s) ofCosmo Meteor , and only if they're a , otherwise they'll lose their free LB3 (but only supports should still have any LB3s left here).
Exasquares.
Alpha Omega fires up arrows that come down in two fixed shapes: a cross-shaped AoE in the middle, and lines around the outside of the arena. Which of these shapes impacts first depends on which of the two is telegraphed first.
After the arrows come down, square-shaped AoEs that are half the width of the initial AoEs begin to travel outwards (for the cross) and inwards (for the outside lines).
Note that there is no guarantee you'll see both patterns within a pull. You may only get the cross-first pattern both times the ability is used in this phase, or vice-versa.
Determine which of the two patterns is used. Generally, these are the accepted dodge strategies (though other dodges are possible), with each comma indicating one hit of the AoEs:
- cross first: in, stay, out, stay, sides, in.
- outer first: out, stay, in, sides, in.
For the first
For the second
In First (LPDU)
How LPDU resolves the "in first" pattern during the second
Out First (LPDU)
How LPDU resolves the "out first" pattern during the second
In Only
Demonstrates the movement of the inner AoEs in isolation. Does not appear like this in the game.
Out Only
Demonstrates the movement of the outer AoEs in isolation. Does not appear like this in the game.
Hits the two closest targets with tankbusters and the farthest target with a stack.
The stack deals lethal damage if soaked with less than 6 players.
Have both tanks stand inside the hitbox (but away from each other), and the party outside or on the edge of the hitbox.
Use light party mitigation and light tank mitigation (
The stack of
The tankbusters of
A circle with arrows appears on a random cardinal or intercardinal about half a second before the end of the cast. Three more circles then appear clockwise or counter-clockwise, each with a slight delay.
Five seconds after the cast, big telegraphed AoEs spawn underneath each party member that resolve 2.7 seconds later. They do not follow players. More AoEs spawn underneath each party member every 2 seconds. At the same time, the first of the arrow circles on the outside of the arena resolves into exaflares that travel across the arena in the indicated direction, then the next, and so on.
Stack in the center of the arena with the entire party. During the cast, continuously turn your camera until you've found the location of the first exaflare. Once the cast finishes and the first set of AoEs appears underneath players, move toward the marker next to the first exaflare that does not have another exaflare on top of it, then move into where the first exaflare was, and continue to move around the hitbox at max melee until you're clear.
Just like
PF Standard
Stack middle, then follow the first exaflare that appeared.
Shortly after the start of the cast fires lasers at 4 random players, then the other 4 players.
At the end of the cast, executes a
Note that unlike most mechanics on Thaliak, the timestamp of this mechanic indicates the start of the cast, not the end.
Stay spread until the second set of proteans, then heal the party and stack on a designated cardinal (e.g. south) with both tanks in front of the party. Requires heavy tank mits and party mits.
If tanks have their invuln available, have one tank invuln and use their personal mit on the other tank, who should use everything they have (excluding
Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts
Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts
A
Exasquares.
Alpha Omega fires up arrows that come down in two fixed shapes: a cross-shaped AoE in the middle, and lines around the outside of the arena. Which of these shapes impacts first depends on which of the two is telegraphed first.
After the arrows come down, square-shaped AoEs that are half the width of the initial AoEs begin to travel outwards (for the cross) and inwards (for the outside lines).
Note that there is no guarantee you'll see both patterns within a pull. You may only get the cross-first pattern both times the ability is used in this phase, or vice-versa.
Determine which of the two patterns is used. Generally, these are the accepted dodge strategies (though other dodges are possible), with each comma indicating one hit of the AoEs:
- cross first: in, stay, out, stay, sides, in.
- outer first: out, stay, in, sides, in.
For the first
For the second
In First (LPDU)
How LPDU resolves the "in first" pattern during the second
Out First (LPDU)
How LPDU resolves the "out first" pattern during the second
In Only
Demonstrates the movement of the inner AoEs in isolation. Does not appear like this in the game.
Out Only
Demonstrates the movement of the outer AoEs in isolation. Does not appear like this in the game.
Shortly after the start of the cast fires lasers at 4 random players, then the other 4 players.
At the end of the cast, executes a
Note that unlike most mechanics on Thaliak, the timestamp of this mechanic indicates the start of the cast, not the end.
Stay spread until the second set of proteans, then heal the party and stack on a designated cardinal (e.g. south) with both tanks in front of the party. Requires heavy tank mits and party mits.
If tanks have their invuln available, have one tank invuln and use their personal mit on the other tank, who should use everything they have (excluding
Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts
Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts
A
A circle with arrows appears on a random cardinal or intercardinal about half a second before the end of the cast. Three more circles then appear clockwise or counter-clockwise, each with a slight delay.
Five seconds after the cast, big telegraphed AoEs spawn underneath each party member that resolve 2.7 seconds later. They do not follow players. More AoEs spawn underneath each party member every 2 seconds. At the same time, the first of the arrow circles on the outside of the arena resolves into exaflares that travel across the arena in the indicated direction, then the next, and so on.
Stack in the center of the arena with the entire party. During the cast, continuously turn your camera until you've found the location of the first exaflare. Once the cast finishes and the first set of AoEs appears underneath players, move toward the marker next to the first exaflare that does not have another exaflare on top of it, then move into where the first exaflare was, and continue to move around the hitbox at max melee until you're clear.
Just like
PF Standard
Stack middle, then follow the first exaflare that appeared.
Use 2× LB3s here.
This is your one and only chance to use two of your LB3s. You can't use them sooner (due to missing limit break gauge) or later (due to other limit break requirements and mechanics), so don't miss this window.
If the first LB3 is late, the second player must make sure to preposition in the center before using their limit break, as they'll be in animation lock as the
Hits the two closest targets with tankbusters and the farthest target with a stack.
The stack deals lethal damage if soaked with less than 6 players.
Have both tanks stand inside the hitbox (but away from each other), and the party outside or on the edge of the hitbox.
Use light party mitigation and light tank mitigation (
The stack of
The tankbusters of
First, spawns massive baited AoEs underneath every party member.
A short while later, spawns eight adds around the hitbox: 6× Cosmo Comet and 2× Cosmo Meteor. The meteors always spawn north and south while the remaining ones spawn on the other cardinals and intercardinals. If not killed within 15 seconds, they will wipe the party.
At the same time, hits 4 party members with
There is a second round of spreads that functions the same as the first, then 3 players are targeted by
At the start of the cast, everyone should stack dead-center of Alpha Omega's hitbox. Wait until the AoEs appear, then everyone moves out to their designated clock spot.
Note that your player must be either north or south (in line with the Cosmo Meteors), so if your main 's usual clock spot is north, have them swap with the for this mechanic.
As soon as the comets are targetable, have your use their limit break 3, which will destroy all Cosmo Comets and leave only the Cosmo Meteors alive. You cannot DPS these adds manually; if you do, you'll be sacrificing boss DPS and will hit enrage.
Use all your remaining party mitigation before the first round of spreads, heal between the two rounds of spreads.
Once the limit break has finished, have your use their limit break to destroy the remaining 2 Cosmo Meteors.
Flares will appear here. One of them should go north or south while the other two should go east and west. The party should stack on whichever clock spot belongs to the during this mechanic (either north or south).
Be aware that your will be casting their limit break during this part, so they'll be utterly immobile. If they're a flare, the party must therefore adjust and stack on the opposite clock spot, as the player cannot move away.
LPDU
MT and the physical ranged swap clock spots. One of the healers goes in after the baited AoEs resolve so they can reach everyone with heals.
Annihilates the party. Can only be survived with a LB3, in which case the attack deals heavy damage and inflicts
Note that
In programming terms, a magic number is a number that is used directly in source code. This is an anti-pattern; best practice is to extract such numbers into named constants and then reference the constant anywhere the number is needed. This way the name of that constant explains what the number means.
For instance, if you saw an expression like "8 × 8760", you'd probably have no idea what this expression calculates. However, if you instead rewrite it as "8 × HOURS_PER_YEAR", now you know exactly that this expression calculates the number of hours in 8 years.
Annihilates the party. Can only be survived with a LB3, in which case the attack deals heavy damage and inflicts
Note that
In programming terms, a magic number is a number that is used directly in source code. This is an anti-pattern; best practice is to extract such numbers into named constants and then reference the constant anywhere the number is needed. This way the name of that constant explains what the number means.
For instance, if you saw an expression like "8 × 8760", you'd probably have no idea what this expression calculates. However, if you instead rewrite it as "8 × HOURS_PER_YEAR", now you know exactly that this expression calculates the number of hours in 8 years.
Alpha Omega has finished writing the Dynamis program and begins to run it. Cancel its execution or face the end.
Program Loop
A major mechanic revolving around towers and tethers.
Inflicts the following effects:
- 2 random players with
Looper (16s) andFirst in Line - 2 random players with
Looper (25s) andSecond in Line - 2 random players with
Looper (34s) andThird in Line - 2 random players with
Looper (43s) andFourth in Line
Each tower must be soaked by exactly one player with the
The
This mechanic then repeats three more times. Note the following:
- Tethers don't disappear after
Blaster resolves; they remain on whichever players last had them until the fourth set resolves. - The next set of towers spawns in a translucent state even before the current set has resolved.
- There are, in total, 8 possible locations for towers to spawn (2 per cardinal, slightly offset from that cardinal to either side).
- A tower cannot spawn in a location it has already spawned before. In some cases this allows you to predict where the next set of towers is going to spawn even before they appear.
- Towers can never spawn on both positions of the same cardinal.
LPDU
Uses (N) M1 ← M2 ← MT ← OT ← R1 ← R2 ← H1 ← H2 (S) priority.
Pantokrator
Major mechanic with high movement and healing requirements.
Inflicts the following effects on players:
- 2 random players with
Guided Missile Kyrios Incoming (12s),First in Line , andCondensed Wave Cannon Kyrios (24s) - 2 random players with
Guided Missile Kyrios Incoming (18s),Second in Line , andCondensed Wave Cannon Kyrios (30s) - 2 random players with
Guided Missile Kyrios Incoming (24s),Third in Line , andCondensed Wave Cannon Kyrios (12s) - 2 random players with
Guided Missile Kyrios Incoming (30s),Fourth in Line , andCondensed Wave Cannon Kyrios (18s)
Additionally, the status effects on players will expire and execute their respective mechanic.
Chased
The group stays next to the
Chasing
The group stays next to the
Party Synergy
Omega-M and Omega-F disappear and tether each player to another player, inflicting either
Omega-M and Omega-F then reappear and prepare a deadly AoE combination. Each of them also spawns a fake clone of themselves that does nothing and merely serves to misdirect players. The true and fake copies each follow a set of strict rules that makes identifying the true bosses simple:
- The true Omega-M will always spawn between a cardinal and an intercardinal, and will always face the true Omega-F.
- The true Omega-F will always spawn opposite the true Omega-M (i.e. also between a cardinal and an intercardinal), and will always face him.
- The fake Omega-M will always spawn in the center of the arena and will always wield a sword (without a shield).
- The fake Omega-F will always spawn on a cardinal or intercardinal, and will always wield a staff.
- Omega-F with a staff: a plus-shaped AoE in the direction she is facing (
Optimized Blizzard III ) - Omega-F with blade legs: cleaves her sides, leaving a safe line toward Omega-M (
Superliminal Steel ) - Omega-M with a sword: a
chariot AoE on his position (Efficient Bladework ) - Omega-F with a sword and shield: a
dynamo AoE on his position (Beyond Strength )
Finally, Omega-F appears in the center of the arena while 5 clones of Omega-M appear close to the edge of the arena. Two random players are marked with stacks, Omega-F executes a knockback from the center, and all Omega-Ms execute a large
If your party is still alive at this point,
LPDU
Limitless Synergy
Omega-M teleports to the center of the arena and faces south. Omega-F teleports behind him while he engages
Additionally, several clones spawn outside of the arena:
- An Omega-M clone and an Omega-F clone spawn on opposite sides, each spawning a passable tether, and begin casting
Optimized Bladedance . On execution, these tethers resolve into massive 90° conal tankbusters. - One Omega-M clone spawns on a random position and begins casting
Optimized Sagittarius Arrow , a baitedline AoE on a random party member. The position of this AoE snapshots at the start of theOptimized Sagittarius Arrow cast. - One Omega-M clone that prepares a
Synthetic Shield and begins castingBeyond Defense intoPile Pitch onceOptimized Bladedance resolves. - One Omega-F clone that does nothing for now but begins casting
Optimized Meteor on 3 random party members onceOptimized Bladedance resolves.
LPDU/NA
Hello, World
Heavy raidwide that begins the next major mechanic.
Please note that, while this mechanic is technically quite complicated, resolving it is actually quite simple. If reading all the technical specifications on how the mechanic works confuses you, try skipping to the "Resolve" section below.
Inflicts the following debuffs on all players:
Local Code Smell (2×23s, 2×44s, 2×65s, 2×86s)Remote Code Smell (2×23s, 2×44s, 2×65s, 2×86s)Latent Synchronization Bug (8×69s)
Also inflicts each of the following debuffs on 2 random players:
Overflow Code Smell and eitherUnderflow Code Smell orPerformance Code Smell Synchronization Code Smell and eitherPerformance Code Smell orUnderflow Code Smell
Local Code Smell →Local Regression Remote Code Smell →Remote Regression Overflow Code Smell →Critical Overflow Bug Synchronization Code Smell →Critical Synchronization Bug Underflow Code Smell →Critical Underflow Bug Performance Code Smell →Critical Performance Bug
At the end of the cast, all towers and critical bug debuffs resolve, causing a wipe if any towers are left unsoaked or any critical bugs are resolved incorrectly (more on how to resolve them correctly later). This is also where all 4 currently inactive tethers become active and can now break.
Additionally, the blue towers inflict
In addition to (potentially) resolving
Critical Overflow Bug →Overflow Debugger Critical Synchronization Bug →Synchronization Debugger Critical Underflow Bug →Underflow Debugger Critical Performance Bug →Performance Debugger
Omega repeats
Each critical bug can be passed to other players in some way:
Critical Overflow Bug : a hugedefamation type AoE that inflictsCritical Overflow Bug to anyone else hit by it.Critical Synchronization Bug : a small 2-man stack that inflictsCritical Synchronization Bug to anyone else in the stack.Critical Underflow Bug : arot that inflictsCritical Underflow Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.Critical Performance Bug : arot that inflictsCritical Performance Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.
PF Standard
Oversampled Wave Cannon
Monitors appear on either the left or right side of Omega as well as the left or right side of three random players (through
At the end of the cast all monitors resolve, hitting two random players on the indicated side with large
LPDU
Players line up in a
Each player now counts their position only amongst players with the same responsibility, i.e.
- Monitor 1 goes to the non-boss-monitor side and centers themselves inside the 1/4 marker, facing their monitor towards the east (if on the east side) or west (if on the west side).
- Monitor 2 goes to the boss monitor side and aligns themselves with the south edge of the 1/4 marker, facing their monitor north.
- Monitor 3 goes to the boss monitor side and aligns themselves with the north edge of the 2/3 marker, facing their monitor south.
- Non-monitor 1 positions themselves max melee above the A marker (north).
- Non-monitor 2 positions themselves max melee between 1 and B (or 4 and D).
- Non-monitor 3 positions themselves max melee between B and 2 (or D and 3).
- Non-monitor 4 positions themselves on the southwest corner of the 2/3 marker.
- Non-monitor 5 positions themselves max melee below the C marker (south).
Wave Cannon
3 sets of spreads followed by stacks.
During the cast, line stack markers appear on 2 random players. However, before these resolve, Omega first fires lasers at all 8 players that deal moderate damage, inflict
This mechanic repeats three times until Alpha Omega begins casting its enrage,
After the first set, Alpha Omega also fires out
South Safe
Everyone spreads in predetermined positions around Omega's sides, leaving south safe for the stacks.
Run: ****mi* (Delta Version)
Heavy raidwide that initiates the first of three
After the raidwide, Omega-M becomes untargetable and tethers all players to another player: two pairs via
Multiple things now happen at the same time:
Fists
After some time, untargetable Rocket Punch fists spawn on top of every player. There will be 4 fists with blue lights and 4 fists with yellow lights. All
Arms
Shortly after the fists initially spawn, one Arm Unit spawns near the Optical Unit, one directly opposite, and four more spawn 60° offset from the first two for a total of six. Each Arm Unit is either a Left Arm Unit or a Right Arm Unit, denoted by the rotating arrow marker (blue/counter-clockwise arrows for Left; yellow/clockwise arrows for Right). A few seconds after the fists resolve, each arm snapshots towards the closest player to that arm and, after a brief delay, begins firing a
Optical Unit
The Optical Unit fires an
Omega-M
Shortly before fists resolve, Omega-M spawns in the center of the arena and, shortly after fists resolve, targets one of the two closest players to him with
Monitors
After the fists resolve, a random
Beetle
After all other mechanics are resolved, Beetle Omega begins to cast
Hello, Near/Distant World
Represents the main mechanic of Phase 5.
Each set of
Since any player can only accumulate one stack of
Be aware that if a player with
LPDU Standard
At the start, red-green tethers go to Final Omega, blue tethers to Beetle Omega. For each colour of tether, one pair is closer to the center, the other closest to their Omega. If one pair has a healer and the other doesn't, the healer pair prioritizes the center arena spot.
For blue tethers, the pair closest to Beetle Omega keeps their tether short. The pair closer to the center keeps their tether long. The idea is to have this blue tether snap instantly once the tethers become active.
The two pairs closest to the center each watch the other tether player they're closest to. When fists spawn, each center tether player compares their fist with that outer tether player's fist. If their fists match colours, the center pair switches positions.
The red-green tether players can stack on their markers immediately. The blue tether players will not stack; instead the center pair waits until their tether becomes active and snaps, then collapses onto the other pair. These players must make sure they're fast about it; if they're not standing still when fists snapshot, the party wipes.
If all fists were handled correctly, the blue tether pair that still has their tether as well as the red-green tether pair closer to the edge move out to bait the closest two Arm Units, thus snapping their tether. The blue tether pair whose tether already snapped move towards the center to bait
After telegraphs appear, both pairs of red-green tethers move close to the sidemost edges to bait
As for the (former) blue tethers: each of them, except for the player hit by
One random blue tether player will receive
If all mechanics properly resolve, watch Beetle Omega for the shining blue lights that appear on either side of it. Set up for
- The two blue tether players without anything go to the edge, lining themselves up with the center of the 2/3 marker.
- The blue tether player with
Hello, Near World lines themselves up with the B/D marker, directly in front of Omega's cleave. - The blue tether player with
Hello, Distant World lines themselves up with the B/D marker at the edge of the arena. - The red-green tether pair that baited the sidemost Arm Units wait for
Twice-come Ruin to expire on all players, then collapse onto each other on the safe side to snap their tether and line themselves up with the 1/4 marker – one player directly in front of Omega's cleave, the other in the center of the marker. - The red-green tether pair that baited the Arm Units closer to Final Omega rotate clockwise such that one player ends up directly underneath Beetle Omega, and the other player opposite. Both should stand directly in front of the cleave.
Cosmo Meteor
First, spawns massive baited AoEs underneath every party member.
A short while later, spawns eight adds around the hitbox: 6× Cosmo Comet and 2× Cosmo Meteor. The meteors always spawn north and south while the remaining ones spawn on the other cardinals and intercardinals. If not killed within 15 seconds, they will wipe the party.
At the same time, hits 4 party members with
There is a second round of spreads that functions the same as the first, then 3 players are targeted by
LPDU
MT and the physical ranged swap clock spots. One of the healers goes in after the baited AoEs resolve so they can reach everyone with heals.
Run: ****mi* (Sigma Version)
Heavy raidwide that initiates the second of three
Also inflicts one player with
Proteans
Omega-M goes untargetable and two Right Arm Units appear. Unlike the units in
After the arms appear, Omega-M reappears opposite the arms. Each player is also inflicted with
Shortly after, Final Omega spawns in the center of the arena and begins casting
Towers
After
Before the towers explode, Omega-F appears in the center and casts
Note that all players are required to resolve the towers.
Hello World
Omega's Rear Power Unit (the ring) spawns in the center of the arena, shows a rotation indicator, and prepares to cast
LPDU
Line up in two rows in front of Omega-M in the order of , with being closest to Omega-M. Then, from Final Omega, with Omega-M counting as north:
- The first double-marked pair goes west/east, respectively.
- The second double-marked pair goes north/south, respectively.
- The first single-marked pair goes northeast (unmarked) and southwest (marked).
- The second single-marked pair goes northwest (unmarked) and southeast (marked).
- Waymark 1 takes the northwest tower, waymark 2 the northeast tower (Mid Glitch). In Far Glitch, waymarks 1 and 2 take the northmost tower.
- Waymark 3 takes the southwest 2-person tower, waymark 4 the southeast 2-person tower.
- Waymarks A–D take the southern towers, with A taking the westmost tower and D taking the eastmost tower.
Run: ****mi* (Omega Version)
Heavy raidwide that initiates the third of three
Also inflicts two players with
A player cannot be inflicted with both
AoEs
Final Omega spawns in the center of the arena along with a clone of Omega-M and Omega-F to either side of him. Similar to
Then, a second set of Omega-F and Omega-M clones spawns perpendicular to the first ones, who also prepare to execute a combination of the above AoEs.
Final Omega either doesn't change the rotation of its ring or turns it sidewards and begins to cast
After a brief delay, Final Omega's ring rotates by 90° and executes
Note that the clones always spawn on intercardinals while the ring can only face cardinals.
Also note that Omega-F remains targetable for the entire duration of this part of the mechanic.
Hello World, Part 1
Omega-F disappears and Final Omega prepares to cast
Hello World, Part 2
Final Omega disappears and Beetle Omega spawns on either the east or west side of the arena, and prepares to cast
LPDU
PF standard. Shows all possible dodge patterns during the initial AoEs. It is recommended to mark players who take the
Cosmo Arrow
Exasquares.
Alpha Omega fires up arrows that come down in two fixed shapes: a cross-shaped AoE in the middle, and lines around the outside of the arena. Which of these shapes impacts first depends on which of the two is telegraphed first.
After the arrows come down, square-shaped AoEs that are half the width of the initial AoEs begin to travel outwards (for the cross) and inwards (for the outside lines).
Note that there is no guarantee you'll see both patterns within a pull. You may only get the cross-first pattern both times the ability is used in this phase, or vice-versa.
In First (LPDU)
How LPDU resolves the "in first" pattern during the second
Out First (LPDU)
How LPDU resolves the "out first" pattern during the second
In Only
Demonstrates the movement of the inner AoEs in isolation. Does not appear like this in the game.
Out Only
Demonstrates the movement of the outer AoEs in isolation. Does not appear like this in the game.
Unlimited Wave Cannon
A circle with arrows appears on a random cardinal or intercardinal about half a second before the end of the cast. Three more circles then appear clockwise or counter-clockwise, each with a slight delay.
Five seconds after the cast, big telegraphed AoEs spawn underneath each party member that resolve 2.7 seconds later. They do not follow players. More AoEs spawn underneath each party member every 2 seconds. At the same time, the first of the arrow circles on the outside of the arena resolves into exaflares that travel across the arena in the indicated direction, then the next, and so on.
PF Standard
Stack middle, then follow the first exaflare that appeared.