Eden's Promise: Anamorphosis

Fatebreaker

While the video is largely similar to what we do, in the case of differences this page is leading.

Positions

T1: Tymo H1: Gust M1: Tannie R1: Yuki

T2: Ahmed H2: Tali M2: Marielle R2: Shiroe

West group: T1, M1, R1, H1 East group: T2, M2, R2, H2

Phase 1

  1. Elemental Break is either blue or red.

    • Red means to do Protean, then buddy stack.

    • Blue means to do Protean, then spread.

  2. Burnt Strike is either blue or red. A line AoE to the boss's front and back with a secondary effect based on the colour.

    • Red means there's a knockback after. Move in or KB prevention.

    • Blue means there's a wider line AoE after. The inner darker circle on the arena indicates the width.

  3. Bound of Faith is a tether that has a different effect, based on the colour of the boss.

    • Red means stack with the party at South.

    • Blue means stand North on the edge of the hitbox of the boss. The 2 tanks should flank the tethered player on each side. This is to aim the cleaves that the tethered player will emit away from the group.

  4. Burnished Glory is a large raidwide AoE that leave a DoT on the group.

  5. Powder Mark is a tankbuster the leaves a debuff on the player hit. This player will have an AoE on them when the debuff expires. Swap during the cast.

  6. Turn of the Heavens 1 places coloured circles on the arena (Blue east, Red west). The colour of the boss during the cast indicates which circles ar not safe to stand by. This first time Blue is always safe. That leave 3 safe spots, which should be filled from North to South like so: Powder Marked Tank, Current Main Tank, Party.

  7. The boss will jump to the middle and do the opposite Burnt Strike from the previous one. Do not use KB prevention here.

  8. Opposite Bound of Faith from previous.

  9. Elemental Break is the opposite as well.

Elemental Break
Shifting Sky. See Animated slideshow for more.

Shifting Sky

  1. Note the colour of the boss before it jumps away.

  2. Tanks get knocked back to North, the rest South.

  3. Go to the side with the opposite colour circles (Red is West, Blue is East).

  4. The player tethered with blue will go to the tanks at North to resolve Bound of Faith as usual. The rest does the same with the Red tether at South.

  5. After the circles and tethers go off, 2 clones will strike across the arena, Blue first, the Red. Resolve as usual for Burnt Strike. KB prevention recommended.

Phase 2

  1. Elemental Break.

  2. Burnished Glory.

  3. Elemental Break (Light).

    • Light is the 3rd colour that will show up for many coloured mechanics now. For Elemental Break it means the do Protean, and then line stack in 3 groups: Tanks North, 1s West, 2s East.

  4. Burnt Strike (Light).

    • Light means to go at the safe sides of the boss to bait AoEs. Move away from the bait spots once the boss's gunblade flashes, about a second after the line AoE.

  5. Bound of Faith (Light).

    • The tethered player will be hit by a circle AoE. Anyone in this AoE wil later explode as a raidwide AoE. Only the tethered player should be in it. Stand close to the boss at West, while the rest makes sure not to be close to you.

  6. Burnished Glory.

  7. Powder Mark.

  8. Right of the Heavens.

    • 4 portals are summoned on the arena. The boss will indicate which colour is not safe.

    • Stand in between the safe coloured portals as shown.

    • Unless you're tethered to Light, then you take one of the far safe spots.

    • If the tanks is nice, they might reposition the boss so everyone can hit him.

  9. Burnt Strike.

  10. Bound of Faith.

  11. Elemental Break.

Right of the Heavens positions if boss was red.
Right of the Heavens safe spots if boss was blue.
Sundered Sky.

Sundered Sky

  1. Get knocked back exactly in between the 2 unsafe portals.

  2. Run (CCW) to the safe spots on the other side of the arena, as in Right of the Heavens.

  3. After tethers go off, go to the clockwise (from the stack spot) intercardinal marker to bait the Light AoEs.

  4. After the explosion and bait, move straight out to the edge of the arena.

  5. Use KB prevention after the first blue line goes off.

Phase 3

  1. Elemental Break.

  2. Burnished Glory.

  3. Turn of the Heavens 2.

    • If Blue is safe: follow the video using usual Elemental Break spots.

    • If Red is safe first: go to the edges of the arena hugging the safe coloured circles. Go to where your protean position is approximately, so you can easily resolve the Elemental Break afterwards.

  4. Powder Mark.

  5. Right of the Heavens. There is only 1 tether.

    • Tank with Powder Mark goes out+left, looking in.

    • Light tether goes out+right, looking in.

    • Red tether stays with the group.

Turn of the Heavens 2, if Blue.

Prismatic Deception

  1. Go to protean positions at the edge of the arena.

  2. If your clone raises their gunblade, move towards the middle of the arena, jumping.

  3. If the person opposite you is jumping and moving, jump and move as well.

  4. Only 2 people should be standing still now, those are the 2 safe spots.

  5. Repeat.

Phase 4

  1. Burnished Glory.

  2. Cycle of Faith.

  3. Burnished Glory.

  4. Cycle of Faith.

  5. Burnished Glory.

  6. Cycle of Faith.

  7. Burnished Glory.

  8. Burnished Glory (Enrage).

Cycle of Faith

Cycle of Faith casts Elemental Break, Burnt Strike and Bound of Faith, in that order, in immediate succession. The Burnt Strike line AoE is always N/S. One colour will be indicated, and this colour will apply to all 3 attacks in one cycle. Each cycle is a different colour, so all colours occur once.

  • Light

    1. Protean, then Holy Groups.

    2. Tanks can angle themselves a bit to make dodging the line AoE next easier.

    3. Everyone to the sides to bait the AoEs (All except tanks should already be there).

    4. Tethered player goes North after bait, the rest dodges South.

  • Red

    1. Protean, then buddy stacks on inter-cardinals.

    2. Use KB prevention on the Burnt Strike.

    3. Everyone stack South.

  • Blue

    1. Protean, then spread.

    2. Dodge the line AoE and its bigger brother.

    3. Tether player with tanks at North, rest South-ish. Tanks should use everything on this, as its the last busters.

Role Specific Tips

Tank

  • Powder Mark is a hard-hitting two part tankbuster on the same tank. It is ideal to use heavy mitigation on one hit, and an invulnerability on the other. This is in order to save a cooldown for Bow Shock, the conal AoE from the blue tether.

  • If the very first Bound of Faith is blue, you use a 2m CD such as Sentinel and it will be back up for the blue tether during Shining Sky.

  • Use Reprisal on Burnished Glory and other instances of tether heavy AoE damage.

  • Position the boss during the first Right of the Heavens so your tank partner can hit the boss.

  • Use party mitigation during periods of heavy AoE damage, such as when the Mortal Burn Mark explodes right before Burnished Glory.

  • Have a mitigation plan ready for the final set of Cycles.

Healer

  • There is heavy AoE damage going out. Coordinate healing with your partner.

  • Most of the AoE damage comes from Elemental Break mechanics. Burnished Glory does high damage, but the bleed can be healed through with HoTs.

  • Don’t forget to heal the DoT from the blue Bound of Faith tether.

  • You can pre-position for the first Torn of the Heavens.

  • The best place to use heavy mitigation or cooldowns such as Neutral Sect, Temperance, and Summon Seraph is when the yellow Bound of Faith tether (Mortal Burn Mark) explodes into a Burnished Glory.

  • If a player is too slow getting to the safe spot for Prismatic Deception, you can Rescue them. Ask them for Paypal later.

  • Have a mitigation plan ready for the final set of Cycles.

DPS

  • This is essentially a 100% uptime fight besides the second Torn of the Heavens and moving out for 1 GCD at most for blue Burnt Strike. Coordinate DPS cooldowns and damage to beat the enrage.

  • Use Addle on Burnished Glory. Feint can be used for Elemental Break or boss auto attacks, as those are the only instances of physical damage originating from the boss itself.

  • The first intermission occurs at 2:27, and the boss returns at 3:02. The second occurs at 5:51, and the boss returns at 6:28. The final occurs at 8:14, and the boss returns at 8:56. Make sure you plan out your rotation and do not use cooldowns when the boss is disappearing.

Cheatsheet

Timeline

Macro