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.

  • The party orients themselves to the three water puddles.
  • MT, ST: Separate Living Liquid and Hand to force Liquid Hand to an open palm.

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:

  • MT, H1, D1, D3: Living Liquid
  • ST, H2, D2, D4: Liquid Hand

2. Liquid Hand glows as an open palm.

  • MT: Provoke the Liquid Hand to stack it on top of Living Liquid.
  • MT, H1, H2: Bait the first set of (telegraphed) Protean Waves from the water puddles.

3. Jagd Dolls spawn, and first set of untelegraphed Protean Waves resolve.

  • MT: Invuln Living Liquid's Fluid Swing and the Living Hand's Fluid Swing.
  • MT, H1, H2: Bait telegraphed Protean Waves from the puddles
  • DPS: Take your assigned Jagd Doll.

4. The second set of untelegraphed Protean Waves resolve.

  • D1, D2: Stack on top of your doll to avoid getting hit by two Doll AoEs. Be careful not to accidentally bait the Protean Wave away from the MT.

5. Liquid Hand casts Hand of Pain; two Embolus orbs spawn and slowly move towards the bosses.

  • MT: When D1's doll is under 25% HP, move to the center of the arena.

6. D3's and D4's Dolls pulse one more time.

  • MT, ST: Position NW and NE to prepare for Fluid Swing.
  • D2: Feed your doll to either boss at under 25% HP.

7. Fluid Swing happens on the two tanks.

  • D3, D4: Feed your dolls to the bosses when they are under 25% HP. You may want to wait for the Fluid Swings to resolve first.

8. Party stacks "north/south" to bait the first set of telegraphed Protean Waves from Living Liquid.

9. First set of untelegraphed Protean Waves.

  • MT, ST, D1, D2: Stay close to take these Protean Waves.
  • H1, H2, D3, D4: Bait AoEs away from the bosses.

10. Second set of untelegraphed Protean Waves.

  • MT, ST, D1, D2: Move to max-melee to avoid baiting the Protean Waves.
  • H1, H2, D3, D4: Fan out under Living Liquid's targeting circle to bait the Protean Waves.

11. 6x Splashes from Living Liquid.

  • MT, ST: Drainage tethers are strong tankbusters with an AoE.

12. 2nd Cascade. The party should reorient themselves to the new water puddles.

  • MT, ST, D3, D4: Stack together "north".
  • H1, H2, D1, D2: Stack together "south".

Six players (at random) will get a Throttle debuff, which must be removed via Esuna (or Warden's Paean).

  • H1, H2: Esuna Throttled players.

How the two healers split up the Esunas doesn't matter, so long as they agree. We go with the following priority:

  • H1: MT ST H1 H2 D1 D2 D3 D4 :H2

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.

  • H1, H2, D3, D4: Bait AoEs next to assigned puddles. Don't move until you see the telegraphed Protean waves from the puddles.

15. 1st telegraphed Protean Waves from the puddles.

  • D1, D2: Prepare to bait the "west" and "east" puddles.
  • H1, H2, D3, D4: Move in to bait Living Liquid's Protean Waves after the puddle's telegraphs appear.

(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.

  • ST: If you're confident on the party's DPS, you can alternatively bring the Liquid Hand "south" instead, but an Embolus may now go through the center if DPS is low.

18. Embolus orbs spawn.

  • MT, ST: Stack Living Liquid and the Liquid Hand together for Hand of Parting once the Liquid Hand glows as an open palm.

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.


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Final Fantasy XIV Elemental DC Raid Macros