Eden's Gate: Resurrection

Eden Prime

Positions

H1: Marielle M1: Tannie R1: Gust

H2: Tymo M2: Yuki R2: Shiroe

Mechanic Summary

  • Eden's Gravity is an HP percentage-based damage on the raid.

  • Vice and Virtue can be one of 6 variations. It can target the DPS, the Tanks or the Healers and each of those has 2 versions based on the phase of the fight. Each will variation is detailed below.

  • Eden's Flare is a donut AoE on Eden Prime.

  • Spear of Paradise is a double tankbuster, needing a swap regardless of strat. Two options to handle it:

    1. Current tank uses Invuln. Current tank stays in TS until after they Shirk. They Shirk after the second hit. Other tank Provokes during the cast, but does not use TS until after receiving the Shirk.

    2. Current tank disables TS and uses a CD for the first hit. Other tank Provokes during the cast and has TS up, using a CD for the second hit.

  • Pure Light is a lethal room-wide AoE, except for behind the boss.

  • Delta Attack casts Fire, Blizzard and Thunder simultaneously and has two variations based on the phase of the fight. Detailed below.

  • Dimensional Shift is heavy raid-wide damage and indicates the start and end of the Pure Beam mechanics.

  • Paradise Lost will target the 4 players furthest from the boss at the time the cast finishes. Those 4 players will then drop 5 puddles in a row.

  • Pure Beam comes in two variations based on the phase of the fight. It involves aiming beams using proximity and both variations are detailed below.

  • Fragor Maximus is another heavy raid-wide, but this one indicates the start of the add phase.

Phase 1: Normal Mode

Vice and Virtue: DPS v1

  1. DPS drop puddles in assigned corners. Melee can stay a bit closer than the Ranged, as long as their puddles won't touch the boss.

  2. Everyone get in for the donut, being careful not to touch any gravity puddles.

Vice and Virtue: Tanks v1

  1. Tanks aim their beams to their assigned corners.

  2. Spear of Paradise

    • MT Invulns and stays in TS. After the second hit, Shirk the OT and switch of TS.

    • OT Provokes during the cast and stays out of TS. After receiving Shirk, turn on TS.

Vice and Virtue: Healers v1

  1. Healers stand on their assigned Tanks to pass the Prey to them. Rest stays out of the way.

  2. The boss will jump to corner: get behind it.

  3. The boss will jump back to the center on its own, so no need to move it.

Delta Attack v1

Once the boss jumps back to the center after Pure Light, it will soon cast Delta Attack.

During this phase, the way to handle it is simply the Quadrant spread illustrated here.

Dimensional Shift v1

  1. When Paradise Lost is casting, Melee and Tanks stay in the Boss's hitbox, while the Healers and Ranged stay out.

  2. Healers and Ranged drop their 5 AoEs in their corners.

  3. Before Pure Beam finishes casting (after 5 puddles), everyone goes to their assigned orb and aims the beam that will come from it outward.

  4. Another Pure Light, go behind the Boss in its corner. It will jump to the middle by itself afterwards.

Phase 2: Adds

  1. When the Boss finishes casting Fragor Maximus, it becomes untargetable.

  2. Gather South for Heals and Shield.

  3. MT takes the West add after it lands, OT the East.

Both adds get taken to the middle of the arena.

    • MT faces theirs towards A

    • OT faces theirs towards B.

Tanks make sure to Interrupt Mana Boost on their own add.

Kill East first, or just AoE.

Phase 3: Paradise Regained

Vice and Virtue: Tanks v2 🡆 DPS v2

This time, the beams need to be shared. Tanks still aim them to their corners, but DPS and Healers stand in front of them according to assigned positions.

V&V DPS v2 happens right after the V&V Tanks v2. Tanks and Ranged stay put, while Healers and Melee move South to their assigned positions. Max melee range should ensure no-one gets clipped.

Delta Attack v2

Tanks stand in their assigned positions.

The rest of the party stacks South of the boss.

Everyone at max melee range.

Vice and Virtue: Healers v2

This time, healers need to pass their prey to the Melee dps.

The rest should stay out of the way to make the passing easier.

Dimensional Shift v2

Red orbs will rotate clockwise, while blue orbs will rotate counter-clockwise.

Ranged and Healers take care to make sure their assigned orbs rotate away from the center of the room by standing as shown (adjusting for different colours of course). Ranged and Healers should follow these steps:

  1. Go to assigned orb.

  2. Use the cheatsheet below to determine where to stand based on the colour of the orb (everyone only needs to remember 2 options here), or use the arrows on the orb.

  3. The orb will spawn 3 line AoEs, with the center one aiming at the closest player, and the other two slightly to the left and right of that player. Once this happens, the player should go back to the center of the arena

  4. If the player directed the line AoEs in the correct direction, they will repeatedly fire and rotate away from the center of the arena.

R1: W R2: E H1: S H2: N

Red S N E W

Blue N S W E

It the same time, the Meteors need to be killed before they finish casting. Dividing the adds between the 4 quadrant groups could be optimal (less time lost switching between adds), but it's not needed, so just hit what you can.

Phase 4: Back to Normal... or is it?

All mechanics are back to Normal again, as they were in Phase 1.

Important to note that the V&V on DPS should be placed on Cardinals now. Simply rotate the assigned positions clockwise.

Until Dimensional Shift, which is with the meteors again, like in Phase 3.

After that Dimensional Shift all mechanics are like Phase 3 again and enrage is coming up.

Enrage is Fragor Maximus.

Role Specific Tips

By The Balance.

Tank

  • There are multiple tank busters of varying damage types, but they all occur relatively close to each other. Use efficient mitigation to cover multiple busters. For example, if you use a 10s duration CD right before Vice of Apathy hits, it will stay on for the first hit of Spear of Paradise.

  • Boss positioning will resolve itself most of the time, as the boss will jump to the middle for most mechanics. Just make sure to face the boss north (this isn’t actually a meme now! boss faces N after jumping!!) to keep mechanics consistent.

  • Tank swap during the cast bar of Spear of Paradise. Use tank actives to help each other out.

  • Use heavy mitigation when picking up Vice of Thievery. For the one in Phase 4, it is recommended to use tank invulns.

  • Stack the adds up in Phase 2 and face them away from the party.

  • Dimensional Shift is probably the hardest hitting attack on tanks. Use active mitigation before and after Dimensional Shift and Eden’s Gravity. The Blackest Night is the strongest skill for all of these, as it will mitigate the hit itself; other actives will only mitigate autos before and after.

  • Use tank party shields for Dimensional Shift. Use tank mitigations for most AoE abilities.

Healer

  • There is a lot of heavy AoE damage in this fight, but there are usually periods in between to top everyone off.

  • Shield and mitigate the first Eden’s Gravity with prepull shields and early heals like Assize and Earthly Star.

  • Top tanks after Vice of Vanity, as there is a double tank buster right after.

  • Healing tanks through Vice of Thievery can be an issue if they do not mitigate it properly. Make sure to keep them topped off through the bleed, as it lasts for quite a while.

  • If you top players off prior to Delta Attack, you can preposition for it.

  • Heal up after Delta Attack and Dimensional Shift, as there is heavy AoE damage after those two mechanics.

  • Shields are the only thing that work again Dimensional Shift and Eden’s Gravity, so a Noct AST/SCH should mitigate accordingly.

  • Vice of Sloth ticks for less than Vice of Thievery, but ensure your DPS are topped off.

DPS

  • Melee can drop their Vice of Apathy puddles at max melee range, but be careful and inform your group beforehand. It is safer to back off a tiny bit. In the final phase, it is advised to back off a little, to the east and west.

  • Come in after Delta Attack to receive heals.

  • Use Feint on Spear of Paradise, Mana Slice and auto attacks. Use Addle on Fragor Maximus and Vice of Vanity.

  • Ranged should bait the Pure Beam orbs in Phase 3 and 4 accordingly, while melee must make sure they are not in the path of the orb. Keep the cheatsheet beside you for simplicity.

  • Higher DPS will allow you to skip the final Dimensional Shift phase in Phase 4 as well as finish the add phase faster.

Timeline

By u/Syldris.

Macro

/p   

/p 》DPS drop puddles in the same corners as Delta Attack (clockwise on cardinals in Phase4)

/p 》 aims beam to NW (covered by s in Phase3),  to NE (covered by s in Phase3).

/p 》 puts Prey on  or ,  puts Prey on or 

/p l□□□□l□□□□□□l

/p l※※※※※※※※l=================l

/p l※※※※l※※※※※※※※l

/p l※※※※l※※※※※※l

/p l★l※※ ★ ※※l

/p l※※※※l※※※※※※l

/p l※※※※l※※※※※※※※l

/p l※※※※※※※※l=================l

/p 》 takes West add and faces it NW,  faces the East one NE. Both placed in the middle.

/p 》Delta Attack Phase3:  NW,  NE, Party S.

/p 》2:  W,  E,  S,  N.