Alphascape V1.0
Chaos
MrHappy's video guide for Chaos is featured in the top-right of this page. It should provide a quick walkthrough of the fight. A short summary of mechanics is provided as a reference on this page. The intent of this page is not to provide a guide on the fight (there are plenty of those around), but to provide a quick refresher of mechanics, to communicate everyones positions and highlight strategies we might do different from video guides.
Positions
H1 Tymo D1 Know R3 Snuggleton
H2 Marielle D2 Shiroe R4 Gust
A (North) MT+D1 C (South) H1+R3
B (East) OT+D2 D (West) H2+R4
Mechanic Summary
Longitudinal Implosion cone AoEs at his front and back, followed by cone AoEs at his sides.
Latitudinal Implosion cone AoEs at his sides, followed by cone AoEs at his front and back.
Damning Edict get behind him.
Chaotic Dispersion physical tank buster. Swap after.
Umbra Smash proximity AoE. See Wind and Water phase for details.
Fiendish Orbs (Tethered) inflict heavy magic damage to tether player. Tanks each take a tether and mitigate. See Wind and Water phase for details.
Phases
The fight consists of 6 phases. They can occur in 2 different orders, depending on what Chaos does in the Opening Phase. Each phase is summarised seperately below.
The DPS check phase is the Dark Phase. Before and after the Dark Phase, two elemental phase happen. Then, the Enrage starts.
Opening
On pulling Chaos, the MT pulls the boss to the middle and then proceeds to stand on the 1 mark. This mark is placed North from the center.
If Chaos casts Damning Edict during the Opening Phase, the phase order will be
Fire → Wind → Orb → Water → Earth → Enrage
If Chaos instead casts one of the Implosions, the phase order will be
Water → Earth → Orb → Fire → Wind → Enrage
Fire
Boss is positioned in the center, with MT on the 1 mark.
DPS stack middle, while Tanks and Healers go to assigned positions.
After Implosions, Tanks and Healers stack middle and DPS take assigned positions, as above.
After Blaze, DPS stack middle again, while Tanks and Healers go to assigned positions again.
Everyone to assigned positions for Stacks.
Tanks and Healers back to middle after stacks. DPS stay on assigned positions.
Everyone stack middle for Big Bang.
Wind
Pull boss North and then just slightly west, keeping him facing west.
After Umbra Smash, run to your positions as shown in the figure on the right (Tanks and Healers facing out, DPS facing in).
Move behind Chaos before Damning Edict hits.
Heal up after Cyclone.
Flare Markers: Healers go away from the party and everyone resolves the knockback, using the same facing as before. H1 to the North-East. H2 to the South-West.
Stack on Chaos for Big Bang.
Fiendish Orbs: Healers and DPS make sure not to take tether. OT takes both with an Invuln.
Water
Before the phase starts, MT pulls the boss North.
As Umbra Smash is casting, everyone stacks at the butt.
After the Water Donuts have gone off, everyone runs to South, stacking behind the boss.
After the Water Donuts have gone off again, MT takes the boss back to the middle.
Flare Markers: H1 to the North edge. H2 to the South edge. Tanks and DPS stack middle for Water Donuts.
Everyone stack middle for Big Bang.
Fiendish Orbs: Healers and DPS make sure not to take tether. MT takes North Tether. OT takes South Tether.
Earth
Pull boss North.
Tanks and Healers need to be topped after Earthquake.
DPS get hit by both Implosions to "die".
Tanks and Healers need to be topped again after next Earthquake.
Get knocked back from your marker. Line up the Stacks in the order: DABC (see Positions section above).
After Stacks, Tanks and Healers move back North, while DPS stay to "die" again.
Orb Phase
DPS take their cardinal spots at max melee range.
Tanks and healers stand in between the DPS at their cardinal position and the orb and look at the orb.
After knockback by blaze, everyone positions themselves according to the picture on the left.
After water donuts have gone off, do whatever you need to do to burn the orb.
Enrage
The boss should be in the center at this time. During this phase, Chaos casts each elemental spell once, in quick succession. Each applies the relevant debuff, which need to be resolved quickly.
Blaze spread out according to the diagram on the right.
Tsunami stack under the boss for Water Donuts.
Cyclon healers should top the party before and after.
Earthquake healers should top the party before and after.
Bowels of Agony will wipe the raid if completed.
Role Specific Tips
Tanks
Make sure the boss is positioned correctly at the start of each mechanic. Water and Fire should be middle, Wind and Earth should be north.
Use minor cooldowns for autoattacks and major cooldowns for Chaotic Dispersion. It is physical.
Swap for each buster and hold the boss until the next. You’ll be able to use two HGs/LDs, and one Hallowed.
Alternate Reprisals on elemental AoEs. Use tank shields for them if necessary.
For Blaze, move the boss slightly north to ensure melee can get uptime. (Be on the 1 mark.)
The Fiendish Orbs - Tethers are not splash damage. However, they can be picked up by someone else easily. Be at max melee range to ensure no one else takes a tether, but you can be near a player and they will not be damaged.
Do NOT use knockback prevention on Headwind. One error to watch out for is that WAR’s Inner Release will prevent knockbacks, giving them the penalty from the debuff expiring.
Healers
There is lots of moderate AoE damage in this fight. The AoEs in the Water phase and Fire phase are spread out, but the AoEs in the Earth phase and the Wind phase happen at a relatively quick pace.
Alternate strong AoE healing tools for elemental AoEs. Indomitability is up for every one, while Assize, Asylum, Earthly Star, Collective Unconsciousness, Whispering Dawn will be up for every other one.
Make sure the MT survives Chaotic Dispersion. However, they will not have to be healed up immediately as there is a swap during the cast.
Greatly mitigate Earthquake with abilities like Deployment Tactics, Collective Unconsciousness, and Fey Covenant. This will make healing Accretion easier.
Tanks and Healers must be quickly topped to full after Earthquake is cast.
Do NOT use knockback prevention on Headwind.
DPS
As the fight changes mechanics, have a cooldown plan for both sets.
Uptime can be maintained on most mechanics. The only times where uptime should drop is during Tailwind, where you have to face away from the boss, and resolving Primordial Crust with Big Bang, as you will be knocked into the air.
Make sure you are always in your position when Dynamic Fluid and Entropy resolve. Forgo positionals for safety.
Melee: alternate Feints on Chaotic Dispersion.
Ranged: Palisade Chaotic Dispersions which are not being invulned.
Caster: Addle elemental AoEs that need it, and Apoc for Fiendish Orbs - Tether.
Acknowledgements
Many thanks to Fennek F'ox and The Balance for their guides which are the basis for the page.
Fennek F'ox for his Wind Phase Diagram.
Role Specific Tips from The Balance guide.
u/Suldris for their Timeline graphic.