Living Liquid
This is a modified version of the original Separations Living Liquid strat.
Notable changes are:
- The MT Provokes the Liquid Hand and invulns the first set of Fluid Swings and the Protean Wave from the “north” puddle.
- The first set of Protean Waves are baited by the MT and both healers, instead of both healers and D3.
- The DPS positions for the final set of Protean Waves are different.
1. Living Liquid casts the first Cascade and the Liquid Hand spawns.
Living Liquid and Liquid Hand need to be kept within 5% HP of one another for the party to survive Hand of Pain. This may require some minor adjustments, but as a base:
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2. Liquid Hand glows as an open palm.
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3. Jagd Dolls spawn, and first set of untelegraphed Protean Waves resolve.
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4. The second set of untelegraphed Protean Waves resolve.
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5. Liquid Hand casts Hand of Pain; two Embolus orbs spawn and slowly move towards the bosses.
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6. D3's and D4's Dolls pulse one more time.
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7. Fluid Swing happens on the two tanks.
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8. Party stacks "north/south" to bait the first set of telegraphed Protean Waves from Living Liquid. | |
9. First set of untelegraphed Protean Waves.
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10. Second set of untelegraphed Protean Waves.
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11. 6x Splashes from Living Liquid.
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12. 2nd Cascade. The party should reorient themselves to the new water puddles.
Six players (at random) will get a Throttle debuff, which must be removed via Esuna (or Warden's Paean).
How the two healers split up the Esunas doesn't matter, so long as they agree. We go with the following priority:
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13. Start of Protean Waves #2. Just like the first iteration, this begins with baited, telegraphed Protean Waves north and south of Living Liquid. Tip: If both Living Liquid and the Liquid Hand are around 10-11% HP at this point, the whole party can switch to Living Liquid and kill it before the next Hand of Pain resolves. | |
14. 1st untelegraphed Protean Waves from Living Liquid. The Liquid Hand will also do a Hand of Pain here.
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15. 1st telegraphed Protean Waves from the puddles.
(The East puddle's Protean Wave can be baited by either H2 or D4.) | |
16. 2nd untelegraphed Protean Waves from Living Liquid. | |
17. 2nd untelegraphed Protean Waves from the puddles.
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18. Embolus orbs spawn.
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19. The Liquid Hand does one final Hand of Pain. If the party went "all in" on Living Liquid, you need to kill Living Liquid before this Hand of Pain resolves. After the Hand of Pain, Living Liquid Splashes six times before targeting the MT with Fluid Swing. Living Liquid then casts one final Cascade, serving as the enrage. |