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Story[edit | edit source]
Normal[edit | edit source]
According to Urianger, the elements of fire and wind must be restored simultaneously to successfully complete the cycle of rainfall and evaporation. Unfortunately for you, this equates to facing the combined might of a pair of raging primals. Images of the ferocious Ifrit and the maniacal Garuda are made flesh, and you steel yourself for battle.Description
Savage[edit | edit source]
The discovery of a second crystal within Eden's core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...Description
Progression[edit | edit source]
Normal[edit | edit source]
Savage[edit | edit source]
Garuda[edit | edit source]
The encounter begins with the party facing Garuda alone. The walls are fatal and must be avoided. She begins by casting Super Storm, dealing heavy raid-wide damage.
Garuda's first actual mechanic is Occluded Front. This spawns vortices around the arena, which will periodically cast linear area-of-effect spells. Any tether which crosses a vortex's area-of-effect magic will be cut by the tether, and reassigned to a random party member. This is frequently fatal, so party members must take care not to cut their tethers.
Garuda casts Wind Cutter, tethering to each of the DPS, and then casts Storm of Fury, launching large conal area-of-effect spells along each tether and a point-blank area-of-effect spell around Garuda herself. DPS must carefully not overlap their cones, while also not breaking their tethers. This can easily be accomplished by assigning each DPS to a corner of the room and having that DPS run just far enough to avoid the point-blank spell, while not crossing a vortex line.
Garuda casts Air Bump, targeting each of the tanks and healers with a circular area-of-effect spell which will inflict Knock Up and Magic Vulnerability Up, and then dealing damage in a circular area-of-effect at the same location. If the party member is knocked up, they will be unable to avoid the damage spell, which will kill them. In addition, Air Bump will kill anyone with Magic Vulnerability Up, so two Air Bump circle cannot be stacked. However, the Knock Up effect can be avoided if the target is stacked with someone who was not targeted for Air Bump. Therefore each tank and healer should be assigned to a DPS who will stack with them, away from any other pair, to avoid the knock up, and then both will move out of the way of the damage hit.
Garuda then casts Ferostorm, spawning two nails next to her hitbox, that she then shoots two conal area-of-effect spells through. To avoid being hit, the party must stand at an angle from the nails.
Garuda casts Downburst, a blue circular area-of-effect spell centered at the center of the platform, which instantly kills anyone hit by it and knocks back and deals damage to everyone else. Since the walls are fatal, the party must take care not to be knocked into them. She then casts Air Bump again, so each pair must end up in the same place after the knock back.
The next mechanic is Vacuum Slice. Garuda flies to the middle of the platform and draws a linear area-of-effect spell through the center of the platform, leaving a purple substance behind that will instantly kill any player that touches it. Thus Garuda divides the platform in two, before casting Storm of Fury and Occluded Front. The vortices that spawn, rather than casting linear spells, explode in a small circle, after being sucked in towards the Vacuum Slice by Suction. Suction also affects players, so DPS must be careful not to overlap cones or be pulled into the Vacuum Slice.
Garuda ends the phase by casting Ferostorm and then jumping away. Ifrit will Touchdown, dealing proximity damage and becoming targetable.
Ifrit[edit | edit source]
After a short period of free damage, Ifrit casts Hands of Flame, tethering to the main tank. (In later phases, this tether can be broken by linear Occluded Fronts, causing Ifrit to target a random player instead. This is occasionally useful.) After the cast, he will dash to the tank, dealing light splash damage, inflicting Lightheadeded on all players hit, and causing an area-of-effect telegraph to spawn under the player which must be dodged.
Ifrit then casts Instant Incineration on the main tank. This attack is a heavy-hitting, splash damage tank buster which also knocks up the target if s/he is Lightheaded. Therefore, Instant Incineration must be brought away from the party. Ifrit then faces the main tank and jumps to him/her to cast Meteor Strike, which is another tank buster that will instantly kill anyone who was knocked up. Therefore, either the tank must go invulnerable immediately before the cast of Instant Incineration finishes or there must a tank swap after the cast of Hands of Flame, or before the cast of Meteor Strike. If a tank swap is used, one must be careful to not inflict the off-tank with Lightheaded as well. In later phases, one can also use Occluded Front to give the Hands of Flame tether to a non-tank; this is useful when tank swaps are not available. Lightheaded will then fall off.
After the tank buster sequence, Ifrit casts Inferno Howl, dealing raid-wide damage, and then targets a healer with four Hands of Hell tethers. These tethers can and should be intercepted by a player, because being hit by more than one Hands of Hell will be lethal. Players other than the original target can only take one tether, so three players should take the healer's tethers and spread them out -- Ifrit clones will dash to each of those players, dealing light splash damage, inflicting Lightheadeded on all players hit, and causing an area-of-effect telegraph to spawn under the player which must be dodged. However, in this phase, Lightheaded will fall off before anything of consequence occurs. The true copy of Ifrit always dashes to the player that was originally targeted for the four tethers, so the original player may wish to end up somewhat close to the melee players.
Ifrit then casts Strike Spark, spawning several Ifrit clones around the room and many Flame Balls, which will eventually explode for high damage. The clones will all cast Eruption, an area-of-effect telegraph, on a random player, so the party should stack to bait all the Eruptions in the center. Ifrit and his clones then kick the nearest Flame Ball in the direction they are facing (except for one clone, which is not near a Flame Ball will do nothing). Thus the party must recognize the small area of the room that an Ifrit is not kicking a Flame Ball to and run there as soon as the Eruptions are placed; the center will never be safe, which is why it is correct to place Eruptions there.
Ifrit casts Hands of Hell again, this time on a DPS, followed by Hands of Flame. If a player gets two stacks of Lightheaded, s/he will be inflicted with Concussion, leaving them unable to move for several seconds. To avoid this, the tank who is going to be hit by Hands of Flame cannot intercept the Hands of Hell tether. Ifrit then cycles through another Instant Incineration and Meteor Strike before jumping away, beginning the third phase.
Garuda and Ifrit[edit | edit source]
After Garuda and Ifrit become targetable again, they will cast Hated of the Vortex, and Hated of the Embers, respectively, on the one tank, one healer, and two DPS closer to them. A player with Hated of the Vortex can only target Garuda, and vice versa.
Garuda casts a circular Occluded Front while Ifrit cycles through a Hands of Flame, Instant Incineration, and Meteor Strike combination. Since Hated of the Embers makes a tank swap impossible here, the tank holding Ifrit should either go invulnerable during the cast of Instant Incineration, or use the Occluded Front to break the Hands of Flame tether. If the tank chooses to be invulnerable, s/he should avoid the "equator" of the room between the westmost and eastmost points, and also the "meridian" between the northmost and southmost points. The reason is that Garuda casts Vacuum Slice on one of those two locations, and then cycles through the now familiar circular Occluded Front into Suction combination -- so the main tank needs to land away from the Vacuum Slice. Ifrit meanwhile casts Eruption on all party members, so they must all stack tightly in an area that will be sucked in to the Vacuum Slice, so that the Eruptions explode there rather than the safe space from Garuda's Occluded Front/Suction combination.
Immediately after the Occluded Fronts and Eruptions all explode, Garuda casts Ferostorm, and the two bosses jump away, fuse into Raktapaksa, and explode in a Firestorm that does massive raid-wide damage. This begins the final boss fight of the floor.
Raktapaksa[edit | edit source]
In this phase, Raktapaksa uses no abilities that Garuda or Ifrit could not already use, but does so in rapid-fire combinations that did not appear before.
After Raktapaksa spawns, he casts Hands of Hell on a random healer. These tethers should be intercepted by healers and tanks, as Raktapaksa shortly after casts Hands of Hell on a random DPS, so nobody is inflicted with Concussion. Raktapaksa then casts Inferno Howl.
Raktapaksa casts Air Bump followed immediately by Ferostorm, so one must be careful not to drop the Air Bump telegraphs in the safe space for Ferostorm. After that, several clones cast Hot Wing, a collection of linear area-of-effect spells that together cover everywhere except the center of the platform, and the main tank is targeted for Hands of Flame and Eruption, followed by Instant Incineration and Meteor Strike, forcing either a tank swap or a use of invulnerability.
Raktapaksa: Conflag Strike[edit | edit source]
The next phase of the fight begins when Raktapaksa casts Downburst, teleports to the center, and then begins casting Conflag Strike. The cast of Conflag Strike takes roughly 30 seconds, during which time several other mechanics execute.
First, each tank is tethered to a random healer, and DPS are tethered into pairs. If two tether partners travel too far from each other, the tether will explode, killing them -- so tethered partners must stay close to each other. At the same time, the ground will be covered in Eruptions, except for small safe spaces to the west and east of the boss. One such space should be designated for DPS to stack to avoid breaking their tethers, and the other for healers and tanks. Splitting the groups like this makes it significantly easier to identify one's tether partner.
As the Eruptions explode, linear Occluded Fronts spawn on the south and north sides of the platform, as do two vortices of flame at the southmost and northmost points of the platform. The Occluded Fronts can cut tethers, which will usually cause a wipe, so the DPS must move in a controlled manner so that they are all on the same sides of the Occluded Front lines. At the same time, the vortices attack their nearest target with conal tank busters five times; so a tank must go to each vortex and face it away from the group. If they fail to do so, the cone will cover the entire platform and kill the party. To avoid cutting their tethers, if the Occluded Front spawned on the west side of the vortex, then the tank-healer pair must be on the east side, and vice versa.
After three linear Occluded Front spells and five tank busters, the adds disappear and an Air Bump casts, as an Eruption targets everywhere but inside Raktapaksa's hitbox. The Air Bump targets one player from each pair. So everyone must stack inside Raktapaksa's hitbox in such a way as to only be hit by their partner's Air Bump. As the Air Bump finishes casting, Raktapaksa finally casts Conflag Strike, which will instantly kill anyone not standing to the north of him, so everyone must immediately stack there after Air Bump resolves.
The Air Bump at the end of this phase does not drop area-of-effect markers; however, as the area that would be targeted with area-of-effect markers is instead hit by Conflag Strike, this is largely irrelevant.
Raktapaksa: After Conflag Strike[edit | edit source]
Raktapaksa casts a linear Occluded Front and then Air Bump again, this time targeting DPS, before immediately casting Storm of Fury on each DPS. The Occluded Front lines form a square inscribed in the circular platform, with corners at the northwest, northeast, southwest, and southeast-most points on the platform. After dodging the second hit of the Air Bump, the DPS must move out to the edge of the square, wait there to avoid cutting their tethers, and then move out even more to dodge the point-blank area-of-effect spell that Raktapaksa then casts.
After an Inferno Howl, Raktapaksa puts up another square Occluded Front, and then casts Hands of Hell on a random healer. This must be intercepted by the tanks and healers and taken to corners as soon as the Occluded Front spell resolves, because the Raktapaksa clones will cast Hot Wing, targeting everywhere except the center of the platform, and so the Hands of Hell explosions must be dropped off far away from the center so there is still a safe place for party members to stand.
Raktapaksa repeats the same Occluded Front/Hands of Hell/Eruption combination, except this time the Hands of Hell targets a random DPS (which is why the previous one could not be intercepted by a DPS), and the tanks and healers are targeted for Air Bump at the same time. The Air Bump goes off right before the Hands of Hell, so the tanks and healers need to immediately get away from their DPS partners to avoid being Concussed after the Air Bump and Occluded Front lines go off. If all is executed correctly, nobody will be Concussed and the center of the platform will be left free of Eruptions, Hands of Hell explosions, and Air Bump explosions.
After this, Raktapaksa casts another Hands of Flame/Instant Incineration/Meteor Strike combination, and then casts Ferostorm twice. He then knocks everyone south slightly, teleports to the northmost part of the platform, and begins casting Conflag Strike, which will instantly kill everyone.
Timeline[edit | edit source]
|0:27||Occluded Front||Linear area-of-effect spells|
|0:38||Storm of Fury||—|
|1:35||Occluded Front||Circular explosions|
|1:42||Storm of Fury||—|
|2:15||Hands of Flame||—|
|2:54||Hands of Hell||—|
|3:19||Eruption||Several Ifrit clones cast this.|
|3:36||Hands of Hell||—|
|3:44||Hands of Flame||—|
|4:06||Ifrit and Garuda respawn||—|
|4:09||Hated of the Vortex / Hated of the Embers||—|
|4:14||Occluded Front||Linear area-of-effect spells|
|4:25||Hands of Flame||—|
|4:45||Occluded Front||Circular explosions|
|5:45||Hands of Hell||—|
|6:02||Hands of Hell||—|
|6:50||Eruption||Several Ifrit clones cast this.|
|6:52||Hands of Flame||—|
|7:18||Downburst||Also spawns vortices.|
|7:39||Blaze||Hits five times on each tank.|
|7:41||Wind Cutter||Hits three times.|
|8:12||Occluded Front||Linear area-of-effect spells.|
|8:23||Storm of Fury||—|
|8:52||Hands of Hell||—|
|9:10||Hands of Hell||—|
|9:18||Hands of Flame||—|
|10:20||Conflag Strike||Unavoidable enrage cast.|
Musical themes[edit | edit source]
"Primal Angel" plays during the battle with Ifrit and Garuda on both regular and Savage difficulties. The track combines Ifrit's theme "Primal Judgment" and Garuda's theme "Fallen Angel", which play during the battles with their original counterparts in The Bowl of Embers and The Howling Eye respectively.