Asphodelos: The Second Circle

Hippokampos

Fight Length: 10:25

rDPS Requirement: 42,000

Positions

T1: Ahmed H1: Marielle M1: Tali R1: Gust

T2: Tymo H2: Kali M2: Shiroe R2: Yuki

Phase 1

  1. Murky Depths is a raid-wide AoE.

  2. Doubled Impact is a shared tankbuster. T2 Invuln.

  3. Sewage Deluge is a heavy raid-wide AoE. It also spawns the water, which you shouldn't stand in. Everyone should go towards the square opposite the flooded tile (no rush), for easy dodging later.

  4. Spoken/Winged Cataract. The body does a line AoE to its front and back, as wide as its hitbox. Meanwhile, the head does a half-arena cleave to its front if it's Spoken, and to its rear if it's Winged.

  5. Coherence spawns a transferable tether on a random player. Everyone but the OT stands max-melee so the OT can take the tether away from the group (it is a Flare). Directly after the tether goes off, a line-stack will happen on a random player. Everyone stays stacked, with the MT in front of the group.

  6. Ominous Bubbling will put delayed stack markers on the Healers. The split groups will be MT+H1+Melees and OT+H2+Ranged later.

  7. Shockwave has the boss look at one of the 3 safe squares. A knockback will come from that square soon. Everyone uses KB prevention at around halfway the cast. The H1 group will move to the KB square enough so the Melee can keep uptime when the boss jump and such that the 2 Healer are far enough apart for the stacks soon after. H2 group stays where they are.

  8. Everyone should be close to the square that is opposite the unsafe square to make movement for the next mechanic easier.

  9. Predatory Averice marks 1 Healer with a stack debuff, and 1 Tank and 1 DPS with an AoE debuff.

  10. Resolve Spoken/Winged Cataract first by all going to the same safe square.

  11. After Cataract, the debuffed tank goes Left/CW away from the party and the debuffed DPS goes Right/CCW away from the party. The rest stays where they are to resolve the stack.

  12. The water goes away.

  13. Channeling Flow marks everyone with arrows. The arrows pointing South go North, and similarly for the rest. Looking at the boss, DPS stand just Right of the marker, T/H just Left. Adjust on-the-fly if needed and be max-melee range. You're supposed to be aiming at the player on the opposite side.

  14. Doubled Impact. T1 Invuln.

  15. Murky Depths.

  16. Sewage Deluge.

  17. Shockwave. Be prepared to immediately resolve the next mechanic.

  18. Kampeos Harma. Blue = Squares, Purple = Triangles.

    • Even Blues stay where the boss jumped as shown. 2 in front of 4. Switch after 2 has been charged by the boss.

    • Odd Blues go opposite to where the boss jumped as shown. 1 in front of 3. Switch after 1 has been charged by the boss.

    • Purples simply go to their corresponding number waymark.

Channeling Flow positions.
Kampeos Harma. Either A or C is unsafe in this scenario. Note our numbers for purples are not the same, but the idea is.

Phase 2

  1. Spoken/Winged Cataract

  2. Doubled Impact. Share.

  3. Murky Depths.

  4. Channeling Overflow is similar to Channeling flow, but instead of all 4 arrows going off at the same time, they go off in groups of 4. The 4 players who are not resolving arrows can stand in any of the 5 indicated safe spots, as long as they don't stand in the same ones. They will get circle AoEs on them. Switch after the first set, heal inbetween.

  5. The water will go down again.

  6. Predatory Avarice + Spoken/Winged Cataract + Dissociation leaves only one corner of the arena safe. Stack as close to the boss as possible. Debuffed Tank goes back-left, debuffed DSP back-right. Hug the danger zones so the AoEs don't overlap.

  7. Sewage Eruption + Spoken/Winged Cataract + Dissociation will happen next. Bait the first set of Sewage Eruption AoEs in the half of the arena that Dissociation will hit and then drop the AoEs around the boss 2 more times.

  8. Tainted Flood puts an AoE on everyone. Caster stays, rest spreads basically wherever.

  9. Coherence. OT takes tether away from Caster.

  10. Doubled Impact. T1 Invuln.

  11. Murky Depths.

  12. Sewage Deluge. Pre-position opposite the unsafe square.

Channeling Overflow positions.

Phase 3

Channeling Overflow + Coherence. Tether may be on either side of the unsafe square.
  1. Channeling Overflow. This time it is combined with Coherence. The tank with the long arrow debuff should take the tether to the unsafe square, while the party is as close to the boss (after the tether is taken) to avoid the first set of arrows.

  2. Before the next set of arrows, the line stack is resolved. Everyone (except the tethered tank) must rush back to the party square and line up. Then, do the second set of arrows.

  3. Dissociation + Sewage Eruption. Bait in the unsafe half again.

  4. Ominous Bubbling + Shockwave. Same as in Phase 1.

  5. Doubled Impact. T2 Invuln.

  6. Murky Depths x2.

  7. Sewage Deluge.

Timeline