Omega Reconfigured

This is the only phase in the fight with a transitional mechanic.

Transition

1. Line up west-to-east:

  • West: H1 MT ST D1 D2 D3 D4 H2:East

2. Identify and split up:

  • High-powered Sniper Cannon Fodders: Pair up with a player with no debuffs north.
  • Sniper Cannon Fodders: Spread out along the southern half.
  • No debuffs: Pair up with a High-powered Sniper Cannon Fodder player north.

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:

  1. Orientate to coloured towers.
  2. Pair players together:
    • Critical Overflows pair with Local Regression (red/green tethers).
    • Critical Synchronizations pair with Remote Regression (blue tethers).
  3. Critical Overflows and Critical Synchronizations resolve.
  4. Pass Critical Underflow (red Nisi) and Critical Performance (blue Nisi). Break Remote Regression (blue tethers).
  5. Break Local Regression (red/green tethers).
  6. Repeat the loop with the next mechanic in the cycle.
      If you just took a tower, you will swap sides/colours for the next iteration.

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

  • This is a 70s debuff that will kill the player if left to timeout.
  • This is cleansed by taking damage from a Critical Synchronization Bug.

Local Code Smell

  • All players will get this debuff in pairs of 24s, 44s, 64s, and 84s.
  • The duration will always be 40 seconds off from the player's Remote Code Smell debuff.
  • As the timer approaches zero, emphemeral red+green tethers will connect the two players.
  • When the timer expires, the tethers activate and turn into Local Regression.

Local Regression

  • When the two players move near one another, the tether "breaks", dealing magical damage to the party, applying a stack of Magic Vulnerability Up, and a stack of Thrice-come Ruin that only lasts for a second.

Remote Code Smell

  • All players will get this debuff in pairs of 24s, 44s, 64s, and 84s.
  • The duration will always be 40 seconds off from the player's Local Code Smell debuff.
  • As the timer approaches zero, emphemeral blue tethers will connect the two players.
  • When the timer expires, the tethers activate and turn into Remote Regression.

Remote Regression

  • When the two players move away from one another, the tether "breaks", dealing magical damage to the party, applying a stack of Magic Vulnerability Up, and a stack of Thrice-come Ruin that only lasts for a second.

Cascading Latent Defect

  • Standing inside a red tower when the tower resolves will apply this debuff.
  • This debuff will kill the player when the timer expires.
  • It is cleansed when that player's Critical Underflow Bug expires. Players must have the Critical Underflow Bug before taking a red tower.

Latent Performance Defect

  • Standing inside a blue tower when the tower resolves will apply this debuff.
  • This debuff will kill the player when the timer expires.
  • It is cleansed when that player's Critical Performance Bug expires. Players must have the Critical Performance Bug before taking a blue tower.

Overflow Code Smell

  • This is a 3 second debuff that acts as a grace period.
  • When the debuff expires, it turns into a Critical Overflow Bug.

Critical Overflow Bug

  • This debuff is often nicknamed "Defamation".
  • When the timer expires, a giant AoE (roughly the same size as the arena) centered on the player goes off.
  • Any players hit by this AoE get a fresh Critical Overflow Bug.
  • When the debuff expires, it turns into an Overflow Debugger buff.

Overflow Debugger

  • The next time the player would receive a Critical Overflow Bug, the buff is consumed and blocks the player from getting the Critical Overflow Bug.

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

  • This is a 3 second debuff that acts as a grace period.
  • When the debuff expires, it turns into a Critical Synchronization Bug.

Critical Synchronization Bug

  • When the timer expires, an AoE (roughly the same size as a tower) centered on the player goes off that is divided between all players hit.
  • This AoE should be shared with one other player.
  • Any players hit by this AoE get a fresh Critical Synchronization Bug.
  • When the debuff expires, it turns into an Synchronization Debugger buff.

Synchronization Debugger

  • The next time the player would receive a Critical Synchronization Bug, the buff is consumed and blocks the player from getting the Critical Synchronization Bug.

Underflow Code Smell

  • This is a 3 second debuff that acts as a grace period.
  • When the debuff expires, it turns into a Critical Underflow Bug.

Critical Underflow Bug

  • This is often nicknamed as the "red Nisi".
  • This debuff is required to cleanse the Cascading Latent Defect debuff gained as a result of taking a red tower.
  • When the timer expires, an AoE (roughly the same size as a tower) centered on the player goes off and will kill any other player hit.
  • While the debuff is active, it can be passed to other players by touching them.
  • When passed, the player gains a Underflow Debugger buff.

Underflow Debugger

  • The next time the player would receive a Critical Underflow Bug, the buff is consumed and blocks the player from getting Critical Underflow Bug.

Performance Code Smell

  • This is a 3 second debuff that acts as a grace period.
  • When the debuff expires, it turns into a Critical Performance Bug.

Critical Performance Bug

  • This is often nicknamed as the "blue Nisi".
  • This debuff is required to cleanse the Cascading Latent Defect debuff gained as a result of taking a blue tower.
  • When the timer expires, an AoE (roughly the same size as a tower) centered on the player goes off and will kill any other player hit.
  • While the debuff is active, it can be passed to other players by touching them.
  • When passed, the player gains a Performance Debugger buff.

Performance Debugger

  • The next time the player would receive a Critical Performance Bug, the buff is consumed and blocks the player from getting the Critical Performance Bug.

Setup

1. Omega casts Hello, World, and players get their debuffs.

  • Check which coloured-debuffs go with Critical Overflow and/or Critical Synchronization.

In this example:

  • Critical Overflows start with Critical Performance (blue Nisis), so will go to blue towers.
    • Local Regressions (red/green tethers) follow Critical Overflows to the same colour (blue towers).
  • Critical Synchronization start with Critical Underflow (red Nisis), so will go with red towers.
    • Remote Regressions (blue tethers) follow Critical Synchronizations to the same colour (red towers).

2. Preposition to prepare for the first set of towers.

  • Tethers: Move inside Omega's hitbox.
  • Critical Underflow/Performance: Move around the outside of Omega's hitbox. Find your partner and stand beside them.

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.

  • Critical Overflow and red/green tethered players pair up and move to their towers (blue in this example).
  • Critical Synchronization and blue tethered players pair up and move to their towers (red in this example)

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.

  • Critical Overflow Bugs transfer to the red/green tethered players.
  • Critical Synchronisations transfer to the blue tethered players.

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.

  • Critical Overflow and red/green tethered players pair up and move to their towers.
  • Critical Synchronization and blue tethered players pair up and move to their towers.

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.

  • Critical Overflow and red/green tethered players pair up and move to their towers.
  • Critical Synchronization and blue tethered players pair up and move to their towers.

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:

  1. Red/green tethers will join the blue tethers at Critical Synchronizations instead of getting hit by Critical Overflow and break first.
  2. Players will not pass Critical Underflow and Critical Performance .

14. Pair up and move to your towers.

  • Red/green tethered players will be with Critical Synchronization this time.
  • Critical Synchronization , blue tethered players, and red/green tethered players group up and move to their towers.

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:

  • North: H1 H2 MT ST D1 D2 D3 D4:South

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.


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Final Fantasy XIV Elemental DC Raid Macros