Eden's Promise: Eternity

Oracle of Darkness

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

A bunch of mechanics will be relative to either the boss or something on the arena, instead of True North.

Phase 1

  1. No mitigation in the opener.

  2. Pull boss all the way South.

  3. Hell's Judgment drops everyone to 1 HP.

  4. Shockwave Pulsar follows shortly after and is a heavy raidwide.

  5. Spell-in-Waiting is either

    • Spread (as shown), Group Stacks later, or

    • Group Stacks (as shown), Spread later.

  6. Darkest Dance happens after the first Spell-in-Waiting and is a buster on the furthest player followed by a knockbank. The MT should stand at max-melee South, while the rest of the group is close to the boss's center.

  7. The Knockback cannot be prevented, so everyone should let themselves get knocked back to North.

  8. Now resolve either the Group Stacks or Spread from Spell-in-Waiting as shown. Use gap-closers if you need to be at the boss. The MT should use this opportunity to put the boss in the middle for Basic Relativity.

  9. Shockwave Pulsar.

Basic Relativity

  • Basic Relativity is a heavy raidwide that puts debuffs on the party and spawns hourglasses on the arena.

  • For the remainder of this mechanic, the yellow hourglass is North.

  • DPS bait the first (W/E) Hourglass Beams, Healers bait the second set (no tethers, NW/NE or SW/SE) and Tanks take the last pair (purple tethers, NW/NE or SW/SE)

  • Gazes go on both Healers or both Tanks.

  • Water (group stacks) go on both Healers or both Tanks. Those without Gazes.

  • 2 DPS get Ice (Donut) and the other 2 get Fire (large circle AoE). Whether Ice or Fire has the shorter cooldown is random.

  • Everyone gets Rewind, which snapshots your position during Gazes and teleports you back there after the last Beams and before the knockback.

  • Don't worry about being in the right spot for the knockback or preventing it (don't). Doing the rest correctly automatically takes care of it.

Phase 2

  1. Singular Apocalypse has a light travel around the arena clockwise or counter clockwise. Remember this. It always starts in the center.

  2. Cataclysm has the boss face a random direction. Everyone should stand far to the opposite side. The second apocalypse explosion will always be where the boss jumps to.

  3. Black Halo is a shared cleave buster. MT should invuln solo and aim out of the arena.

  4. Apocalypse will activate soon after. The party should standby out of the center of the arena during Black Halo. Once the center explodes, everyone should move into the center.

  5. While stacked in the center, Shell Crusher will hit the group, which is a stack mechanic.

  6. After the stack, everyone should spread for Spirit Taker (big AoE on random player) roughly as shown, based on how Apocalypse is going. Tanks and Melee should be extra careful, especially since "North" gets hit one final extra time.

  7. Just keep the boss where she is, facing out.

Intermediate Relativity

  • Boss is North.

  • Debuffs (excluding Return) should be dealt with in reverse order (highest CD first).

  • Pretend to resolve the mechanics by dropping Return pools.

  • There's only 3 possible sets of debuffs going off at each time, and all 3 sets go off in a random order.

  • Look out on 3rd debuff pop, for Gazes.

  • Decide East or West in below summary using usual groupings.

Tanks

  • Eruption NW/NE

  • Gaze Center, slightly North

  • Flare NW/NE

  • Stack Center next to Gazes

  • Ice Center

  • Wind NW/NE

Healers

  • Eruption SW/SE

  • Gaze Center, slightly South

  • Flare SW/SE

  • Stack Center next to Gazes

  • Ice Center

  • Wind SW/SE

Melee

  • Eruption SW/SE on boss

  • Gaze Center, slightly North

  • Flare NW/NE

  • Stack Center next to Gazes

  • Ice Center

  • Wind NW/NE

Ranged

  • Eruption in between markers 2/C/3

  • Gaze Center, slightly South

  • Flare SW/SE

  • Stack Center next to Gazes

  • Ice Center

  • Wind SW/SE

Phase 3

Cataclysm happens along with Dual Apocalypse. Where the boss jumps is North. Note how the apocalypse travels (N/S or W/E first, and CW or CCW).
Each step below corresponds to a slide.

North/South: Rotate First.
  1. Dodge Cataclysm.

  2. Tanks and Melee gap close. Rotate first or stay first, based on N/S or W/E first.

  3. Everyone into the middle once the explosion there has happened.

  4. Party stays in the middle safe circle, as close to the boss as possible. The MT must follow the first 2 explosions at North, or going North.

  5. The MT should now be furthest from the boss, at an intercardinal.

  6. The boss will jump on the MT for a buster. Invuln late so it also covers the next buster.

  7. The MT should touch or even be slightly inside the boss's hitbox. The party should make sure to be about max-melee, while staying in the safe circle.

West/East: Stay First.
  1. The apocalypses are done now, so the following is trivial. Face the boss out.

  2. Stack on the butt for Shell Crusher.

  3. Spread approximately as before for Spirit Taker.

  4. Shockwave Pulsar.

  5. Put boss in the middle, facing True North.

Advanced Relativity. Animated slideshow.

Advanced Relativity

  1. Split into North and South groups. Melees swap groups if needed, similar to Basic Relativity.

  2. Identify the 2 Yellow Hourglasses and stand at the edge of the arena behind your hourglass.

    • There is always 1 North-ish and 1 South-ish.

    • Double Wind debuffs stand all the way on the edge.

    • Gaze debuffs stand slightly in front of them.

    • Fire debuffs stand in between.

    • Place both Return puddles here like this.

  3. After dropping both Return puddles, double wind move CW, while the rest moves CCW, as shown (maybe use Sprint). Look out before Return activates!

  4. After the returns, those without double wind will be knocked to the other group. Do groups stacks in these new groups.

Phase 4: Memory's End

  1. Triple Apocalypse happens first, without a Cataclysm this time. The following steps each correspond to one image slide.

    • Identify the starting positions of the three orbs. Always one in the middle, two outside. CW/CCW doesn't matter yet.

    • Stand outside the middle, opposite the starting positions of the two outer orbs. Or, "22.5° further than where the middle orb ends up". As shown.

    • As the middle explodes, the MT baits Darkest Dance to the edge by being the furthest player, while the party goes towards the middle (in between the two waymarks there, closer to the marks where the middle orb is coming from).

    • MT joins the party near the mentioned marker and from there they should be knocked back to the open area.

  2. Stick together for heals before Shockwave Pulsar.

  3. MT should invuln Black Halo.

  4. Terminal Relativity is just 13 AoEs in 42 seconds...

    • Starting with a very heavy one, then going from mild to heavy damage per AoE.

    • Use cooldowns as planned.

    • Keep the boss wherever she ended up.

    • Stick as close together as possible while being able to do all rotations.

  5. Memory's End is a 10 second cast which indicates the end of the enrage/fight.

Slides for Triple Apocalypse. Slightly more detailed.

Role Specific Tips

By Lyra Rose, The Balance.

Tank

  • Have a Reprisal plan ready. One tank can do every single Shockwave Pulsar and the other can do Relativity, but they will have to swap around 7 minutes into the fight after Advanced Relativity.

  • Rampart and fluff cooldowns should be used on autos before and after Shockwave Pulsars. 2m cooldowns should be used on heavy damage from Darkest Dance, Somber Dance, and perhaps Black Halo.

  • However, it is highly recommended to use invulns on Black Halo. There are only two in the fight, so both can be easily used.

  • Boss positioning is paramount for this fight. From baiting Darkest Dance and Somber Dance to a good position, to placing the boss in the middle/outside for Relativity. Make sure players get as close to full uptime as possible.

  • Have a mitigation plan for Relativity. They are a good place to use tank shields.

  • The tank takes autos during Terminal Relativity. Use all remaining cooldowns at this part, and swap if necessary.

Healer

  • This is an extremely difficult fight to heal, and requires quick burst healing and a proper mitigation plan.

  • In progression, shields are highly recommended for every Shockwave Pulsar, Shell Crusher, and Relativity. Get comfortable with where you require shields and where you do not.

  • The tank takes sparing instances of autos which can be healed up easily with single target cooldowns like Essential Dignity.

  • Make sure to mitigate all Relativity mechanics to make healing afterwards easier.

  • The main place where you need burst healing is during Shell Crusher into Spirit Taker, as you will need to top the party within 2 GCDs as well as move to a safe spot. Try to keep a healer in the middle for that so they do not have to move.

  • The fight should line up well for heals, as there is a Shockwave Pulsar every minute until after Advanced Relativity.


DPS

  • While slightly easier than Eden’s Promise, the DPS check is no joke. Make sure to optimize during progression and bring your A game.

  • Use Feint on Black Halo if not invulning it, as well as on Spirit Taker, Darkest Dance, and Somber Dance.

  • Use Addle on any Relativity, or Shockwave Pulsars.

  • Use Troubadour, Tactician, or Shield Samba for Relativity.

  • Save these mitigations at the end for Terminal Relativity.

  • It is generally possible to maintain full uptime on the boss except for when mechanics prevent you from attacking as a whole, such as when being Returned or the Darkest Dance knockback during Triple Apocalypse as a melee.


Timeline