![]() The only other mechanic is the two will recast Fire and Ice Sphere, and will swap your debuffs, so tanks especially need to get ready to swap targets with Provoke. There are a couple of different strategies for this, but the best is tanks pick up the northern tethers (opposite of their debuff) while healers go south and pick up the other two tethers.ĭuring all this, the tanks will be hit with tankbusters (Blizzard IV and Fire IV), so healers will have to keep their health up while grabbing the tethers. Tanks will need to pick up their respective enemy and move them away from one another.įour shades will spawn, two north, two south. These two will appear shortly after Quake III goes off and start casting a giant raid-wide attack that needs to be healed through.Įveryone will be given a debuff, either ice or fire: Have the tanks move away from the group (they can still be in attack range Nabrailes), while healers stack on their marker with their DPS (east and west). Immediately following Quake III, the tanks will get a large AOE marker while the Healers will receive a stack-up marker. The cone attack that follows the tether will occur when the second meteor hits, so aim each tether towards the third or first meteor placements. This is very important as if one even clips a tank, it's game over. Main tank takes north, off-tank takes south and they move clockwise as more meteors begin to fall.ĭPS will be given a tether that needs to be aimed away from the middle and away from the tanks. I believe you can survive at around 40%, maybe even 50% with good mitigation, but if you don't get him down fast enough he will kill quite a few. This is arguably the hardest section of the entire fight because it's very easy to misplace a mechanic and kill a tank, ultimately ending in a reset. Hades will need to be at 10% to get to the next phase. Each phase does have an enrage, so be careful. ![]() He'll repeat next with the second Arcane attack which is followed up by a Shadow Spread (remember to immediately get into your positions), Bad Faith and then Ravenous Assault. If there's a lot of casters, this might be more ideal.Īt this point, you've seen all the mechanics of the first phase. Alternatively, if your healers are up to it, you can still soak the two in the middle and generally get away with it. There's just a lot of dodging the platforms that come down from the sky. Follow behind it to the back and you'll be safe.īroken Faith: Not a whole lot has changed here from the original fight. The best way to figure this out is that there's one panel in the middle that's aiming towards the open space. Go complete opposite of it behind the panel. Instead, don't go to the spot that's open. Arcane Control (Panels): Similar to orbs, there's only one spot that's safe here.Simply find the empty slot to ensure you aren't hit and receive a debuff. Arcane Utterance (Orbs): Explosive orbs will spawn throughout the arena with the exception of one patch somewhere.It's best for the main tank to use their invulnerability ability on the first one, and if you get to the second one, have the main tank one hit, and the off tank provoke and take the second.Īrcane Attack: There are two different attacks that this can be. There are potentially two in this phase (depending if you get to it). ![]() Ravenous Assault: A two-hitting tank buster. Immediately after it goes off, move to the area that just got hit as Ancient Double will cast this again but in the opposite direction. Simply position yourself behind the wall. A wall of spikes will appear on both sides of the arena, one facing north, the other south. Immediately go to that little patch to avoid death.īad Faith: A very easy mechanic to dodge. When the spread hits, there will be safe spots where it didn't touch. Shadow Spread: Everyone must be in their placement here. This of this if you cast Double in other Final Fantasy games. Ancient Double: The first part isn't too different from the original fight, just now with a couple of attacks that double up.
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