Omega Reconfigured
This is the only phase in the fight with a transitional mechanic.
Transition
1. Line up west-to-east:
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2. Identify and split up:
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3. First pulse of the expanding Wave Repeater AoE goes off. Three arms will appear around the arena, 120 degrees from one another. Note where these first set of arms are. | |
4. Second pulse goes off. The second set of arms will appear around the arena. | |
5. Third pulse goes off. | |
6. Fourth pulse goes off. At this point, all players should be in position for the second wave of mechanics. | |
7. First pulse of the second wave goes off. | |
8. Second pulse of the second wave goes off. The first set of arms will telegraph an AoE around them. | |
9. Third pulse of the second wave goes off. The first set of arms explode, while the second set of arms telegraph their explosion. Move into the intersection of the expanding pulse and the first set of AoE so you do not get hit by the second set of arms. | |
10. Player debuffs resolve along with the second set of arm's AoE. |
Hello, World
Although Hello, World may look overwhelming at first, there are really just two variations, determined by which colour debuff (Critical Performance and Critical Underflow) get paired with Critical Overflow and Critical Synchronization.
"Blue is Defamation" Critical Overflow has Critical Performance | "Red is Defamation" Critical Overflow has Critical Underflow |
After that, Hello, World is simply a cycle of debuffs to resolve. At any one point, two players will be at each stage in the cycle.
The basic loop consists of:
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This loop is repeated four times (so all players will have their go at each debuff), although the final iteration has one small difference where the Local Regression players stand away from the Critical Overflows instead.
[Click to Expand] Hello, World debuffs
Latent Synchronization Bug
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Local Code Smell
Local Regression
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Remote Code Smell
Remote Regression
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Cascading Latent Defect
Latent Performance Defect
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Overflow Code Smell
Critical Overflow Bug
Overflow Debugger
This last detail is important, because Omega will cast "Critical Error" at the end of all four iterations, which will apply a Critical Overflow Bug on the entire party (which will then be blocked by everybody's Critical Overflow Debuggers). | |
Synchronization Code Smell
Critical Synchronization Bug
Synchronization Debugger
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Underflow Code Smell
Critical Underflow Bug
Underflow Debugger
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Performance Code Smell
Critical Performance Bug
Performance Debugger
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Setup
1. Omega casts Hello, World, and players get their debuffs.
In this example:
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2. Preposition to prepare for the first set of towers.
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First iteration
For brevity’s sake, we will only display the relevant debuffs from here onwards.
Tip: The boss will still be auto-attacking the tanks during Hello, World.
These should be mitigated by cycling through your cooldowns to help reduce strain on the healers. Tank swap after the second set of towers to cycle through the ST's mitigations.
Tip: The party will be taking raid-wide damage from Critical Overflow, Critical Synchronization, and the two tethers. Three mitigations (including shields) are needed for non-tanks to survive all the damage without any additional healing.
Boss debuffs (Reprisal, Dismantle, Feint, Addle) are particularly handy because having all players in range can be tricky.
3. Pair up and move to your towers.
Note the red/green tethered players are on the outside of their coloured towers, while the blue tethered players are between their coloured towers. | |
4. The first set of tethers manifest. Towers, Critical Overflow Bugs , and Critical Synchronization Bugs resolve.
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5. Pass Critical Underflow and Critical Performance Bugs . Blue-tethered players also break their tether in the process. | |
4. Red/green tethered players move together to break their tether. Avoid the explosions from Critical Underflow and Critical Performance . |
Second iteration
All players rotate their roles for the second iteration.
- Players who were Critical Overflow become Remote Regression (blue tethers)
- Players who were Remote Regression become Critical Synchronization
- Players who were Critical Synchronization become Local Regression (red/green tethers)
- Players who were Local Regression become Critical Overflow .
6. Pair up and move to your towers.
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7. The next set of tethers manifest. Towers, Critical Overflow Bugs , and Critical Synchronization Bugs resolve. | |
8. Pass Critical Underflow and Critical Performance Bugs . Blue-tethered players also break their tether in the process. | |
9. Red/green tethered players move together to break their tether. Avoid the explosions from Critical Underflow and Critical Performance . |
Third iteration
All players rotate their roles again for the third iteration.
- Players who were Critical Overflow become Remote Regression (blue tethers)
- Players who were Remote Regression become Critical Synchronization
- Players who were Critical Synchronization become Local Regression (red/green tethers)
- Players who were Local Regression become Critical Overflow .
10. Pair up and move to your towers.
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11. The third set of tethers manifest. Latent Defect, Towers, Critical Overflow Bugs , and Critical Synchronization Bugs resolve. | |
12. Pass Critical Underflow and Critical Performance Bugs . Blue-tethered players also break their tether in the process. | |
13. Red/green tethered players move together to break their tether. Avoid the explosions from Critical Underflow and Critical Performance . |
Fourth iteration
All players rotate their roles again for the fourth (and final) iteration.
- Players who were Critical Overflow become Remote Regression (blue tethers)
- Players who were Remote Regression become Critical Synchronization
- Players who were Critical Synchronization become Local Regression (red/green tethers)
- Players who were Local Regression become Critical Overflow .
This time around, there are two differences:
- Red/green tethers will join the blue tethers at Critical Synchronizations instead of getting hit by Critical Overflow and break first.
- Players will not pass Critical Underflow and Critical Performance .
14. Pair up and move to your towers.
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15. The last set of tethers manifest. Latent Defect, Towers, Critical Overflow Bugs , and Critical Synchronization Bugs resolve. This should immediately break the red/green tethers- break them if they have not. | |
16. Do not pass Critical Underflow and Critical Performance Bugs . Blue-tethered players break their tether. | |
17. Avoid the explosions from Critical Underflow and Critical Performance . | |
18. All players have resolved their debuffs, and there are no more bugs remaining. Importantly, all players still have the Overflow Debugger buffs so Omega's Critical Error will not apply another round of Critical Overflows on the party. |
Oversampled Wave Cannon
Omega then brings back its “monitors” mechanic from O12S-2, with the added twist that three random players also get their own set of monitors to resolve.
With four monitors in total (Omega and three players) and each monitor hitting two players, the party needs to arrange themselves such that all players will take exactly one monitor hit each.
[Click to Expand] Oversampled Wave Cannon Loading
Preparing oversampled wave cannon, which will fire in the direction of designated player when this effect expires. This is an extension of the mechanic "Oversampled Wave Cannon" from O12S-2. Monitors will appear on one side of Omega, and two random players on the side with the monitors will be hit with an AoE. If there are fewer than two players, then a random player (from anywhere) is selected for each player missing instead. This phase extends the idea and adds monitors to players that work the same way- when the debuff resolves, two random players on the monitor side of the debuffed player will be selected for an AoE. |
PF currently resolves this using Astoh’s strat (アスト式), but with a different lineup order.
1. Line up, north-to-south:
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2. Omega will ready Oversampled Wave Cannon (monitors), and debuff three random players with their own set of monitors. Resolve them as follows, with all three monitor players on the other side of Omega's monitors. In this example, Omega's monitors are pointing east, but they may point west instead. |
Frequently Asked Questions
[Local Regression] Why do the Local Regression players not stand with the Critical Overflows in the final iteration?
Omega casts "Critical Error" at the end of Hello, World. This will apply a new Critical Overflow Bug onto all players. However, because all players have the Critical Overflow Debugger buff, this additional Critical Overflow Bug is blocked. If the Local Regression players stayed with the Critical Overflow players in the final iteration, their Critical Overflow Debugger buffs would get consumed there instead. As as result, they won't have the Critical Overflow Debugger buff when Omega casts Critical Error, and will get another round of Critical Overflows that will last into Oversampled Wave Cannon. |
[Oversampled Wave Cannon] Why are the healers north-most? Doesn't putting healers south-most guarantee the southern spot goes to a ranged?
Putting all four ranged players south guarantees that the southern player is a ranged, thus providing full melee uptime even in the scenario where all three monitor players are ranged, but the chances of this happening are 1/14. Putting healers at the north side means that both extremeties will have ranged players in the average case, which allows them to go all the way to the edge of the arena to give the other players more room for error, the north-most monitor player in particular. That being said, doing so means that a melee may have to disconnect from the boss in the worst case scenario, but this is an acceptable scenario given its likelihood. |
Troubleshooting
[Cascading Latent Defect/Latent Performance Defect] Why did we wipe to this even though we took the towers correctly?
Someone picked up Critical Performance Bug (the blue Nisi) or Critical Underflow Bug (the red Nisi) too late. Taking the towers gives players a 10-second Cascading Latent Defect or Latent Performance Defect debuffs, and the Bug debuffs must expire before the Defects do, or the raid wipes. If you passed/picked up the Bugs too late, they will not expire in time to cleanse the Defects before they explode and wipe the raid. |