diff --git a/content/fru/p4.md b/content/fru/p4.md index d9f8136..8d3c9c8 100644 --- a/content/fru/p4.md +++ b/content/fru/p4.md @@ -1,7 +1,6 @@ +++ title="Phase 4: Roommates" weight=5 -draft=true description = "Mechanical guide to phase 4 of Futures Rewritten (Ultimate)." [extra] @@ -9,6 +8,8 @@ toc = true sectoc = true short_title = "Roommates" +++ +# UNDER CONSTRUCTION MAY BE INACURAT AND INKOMPLETE + After getting the {{mob(n="Oracle of Darkness")}} below 20% HP, and surviving {{cast(n="Memory's End")}}, the {{mob(n="Usurper of Frost")}} will reappear at the south side of the arena. @@ -75,7 +76,49 @@ as long as they are balanced when the casts go off. ## Sequence 1: Darklit Dragonsong -To come... +The first of two mechanic sequences is {{cast(n="Darklit Dragonsong")}}, +cast simultaneously by both bosses. +It's mostly another variation of {{cast(n="Light Rampant")}}, +with {{mob(n="Gaia")}} repeating several mechanics seen already in phase 3. +During the castbar, two light party stack markers appear on random players. +These are {{cast(n="Spell-in-Waiting")}} stacks and do *not* resolve immediately. + +The cast itself is a very heavy raidwide. +As it resolves: + +1. The two players with stack markers receive {{buff(b="siw-water", dur=19)}}. +2. Everyone receives {{buff(b="lightsteeped", dur=12, stacks=3)}}. +3. Four players, exactly one of whom has {{buff(b="siw-water", short=true)}}, + are tethered together with {{buff(b="refulgent-chain", dur=7)}}. + Just like in phase 2, the tethers form a loop, but unlike phase 2, + the tethers can spawn in any configuration. +4. Two towers appear, north and south of center. + +About 4 seconds before the towers go off, the {{buff(b="refulgent-chain")}} expire +and become {{buff(b="refulgent-fate", dur=14)}}. +Unlike in phase 2, but like in {{gloss(k="E8S")}}, +these tethers will explode if the tethered players get either too close *or* too far apart. +The towers are the perfect distance to be safely soaked by tethered players. + +{{mob(n="Shiva")}} casts {{cast(n="The Path of Light")}}, resolving at the same time as towers, +hitting the four closest players with cones. +As in phase 2, both the towers and cones inflict {{buff(b="lightsteeped", stacks=1, short=true)}}, +so one player can't be hit by both.[^1] + +As the towers and cones resolve, {{mob(n="Gaia")}} begins casting {{cast(n="Spirit Taker")}}. +When it resolves, she leaps and hits a random player with a small circular {{gloss(k="AoE")}}. +Anyone else within the circle is knocked back into the wall. +{{mob(n="Shiva")}} follows this up with {{cast(n="Hallowed Wings")}}, +a half-room cleave of either the east or west side, telegraphed by a glowing wing. +The {{buff(b="siw-water", short=true)}} resolve just before this cleave goes off. + +Finally, {{mob(n="Gaia")}} uses {{cast(n="Somber Dance")}}, +only a few seconds after the {{cast(n="Hallowed Wings")}}. +As before, this is a leaping one-two tankbuster on the farthest and then nearest players. +The tank swap must be done with positioning, not {{action(n="Provoke")}}. + +[^1]: Oddly, the durations of the debuff are different depending on which source they came from, + but it doesn't matter because there's no more stacks. ### Akh Morn & Morn Afah @@ -98,9 +141,8 @@ This allows a tank with proper mitigation to survive a hit solo, but not with an invuln. Right after {{cast(n="Akh Morn")}}, the roommates simultaneously cast {{cast(n="Morn Afah")}}. -As mentioned above, this is a {{gloss(k="full-party stack")}} {{gloss(k="AoE")}, -but if the bosses are too far apart in HP, -it's an instakill for anyone hit by it. +As mentioned above, this is a {{gloss(k="full-party stack")}} {{gloss(k="AoE")}}, +but if the bosses are too far apart in HP, it's an instakill for anyone hit by it. ## Sequence 2: Crystallize Time @@ -108,8 +150,183 @@ it's an instakill for anyone hit by it. with {{mob(n="Shiva")}} just south of her, and the two cast {{cast(n="Crystallize Time")}}, their second big mechanic. +The mechanic is a combination of {{cast(n="Relativity")}} and, from {{gloss(k="E8S")}}, +{{cast(n="Wyrm's Lament")}}. +After the initial heavy raidwide, predictably, everyone's debuff bars are again thrown into chaos. +Additionally, six {{mob(n="Sorrow's Hourglasses")}} spawn +at the centers of each of the lines on the floor.[^2] + +Both bosses will go untargetable a few seconds after the cast, for the entire mechanic. +A few seconds later, the {{mob(n="Fragment of Fate")}}, if still alive, +will use an {{cast(n="Edge of Oblivion")}}. + +There are a lot of parts to this mechanic, so I will lay them out separately. + +[^2]: How many times do we have to tell you: sometimes the lines are circles. + +### Debuffs + +Debuffs are entirely random except as noted. From left to right, they are as follows: + +1. Everyone receives a primary Spell-in-Waiting: + 1. One player receives {{buff(b="siw-water", dur=12)}}. + 1. One player receives {{buff(b="siw-dark", dur=14)}}. + 1. Two players receive {{buff(b="siw-wind", dur=14)}}. + 1. Three players receive {{buff(b="siw-ice", dur=14)}}. + 1. One player receives {{buff(b="siw-unholy", dur=17)}}. + +2. Everyone receives a {{buff(b="wyrm-red", short=true)}} + or {{buff(b="wyrm-blue", short=true)}} debuff. + 1. Two of the three players with {{buff(b="siw-ice", short=true)}} receive + {{buff(b="wyrm-red", dur=17)}}. + 2. The two players with {{buff(b="siw-wind", short=true)}} receive + {{buff(b="wyrm-red", dur=40)}}. + 3. The remaining players receive {{buff(b="wyrm-blue", dur=40)}}. + +3. Everyone receives {{buff(b="siw-return", dur=33)}}. + +4. Three players receive {{buff(b="siw-quietus", dur=31)}}. + Since all they do is cause raidwides, it is entirely irrelevant who receives them. + +Or in summary, leaving out the {{buff(b="siw-quietus", short=true, dur=31)}}: + +| 2× | 2× | 1× | 1× | 1× | 1× | +| :-: | :-: | :-: | :-: | :-: | :-: | +| {{buff(b="siw-ice", short=true, dur=14)}}{{buff(b="wyrm-red", short=true, dur=17)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-wind", short=true, dur=14)}}{{buff(b="wyrm-red", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-ice", short=true, dur=14)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-water", short=true, dur=12)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-dark", short=true, dur=14)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-unholy", short=true, dur=17)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | + +### Hourglasses + +{{mob(n="Gaia")}} casts {{cast(n="Speed")}} as in phase 3. +This time, the yellow tethers always hit the north and south {{mob(n="Hourglasses")}}. +The purple tethers will hit either the NW and SE hourglasses, or NE and SW. +In other words, all three {{mob(n="Hourglasses")}} go off in opposite pairs, +with north and south going off first. + +The cast from the {{mob(n="Hourglasses")}} in this mechanic is {{cast(n="Maelstrom")}}, +a circular {{gloss(k="AoE")}} that covers the entire circle on the floor. +There is a very brief {{gloss(k="omen")}}, hardly enough to dodge. + +The explosions happen concurrently with the Spell-in-Waiting debuffs resolving, +towards the start of the mechanic. +The hourglasses are completely inert after they explode. + +### Drachen Wanderers + +Two {{mob(n="Drachen Wanderers")}}---large, ghostly wyrm heads---also +appear just north of the northernmost {{mob(n="Hourglass")}}. +The {{mob(n="Wanderers")}} begin a slow journey around the arena, +one clockwise, one counterclockwise. + +If a player with {{buff(b="wyrm-red", short=true)}} makes contact with a {{mob(n="Wanderer")}}, +it will cleanse the {{buff(b="wyrm-red", short=true)}} +and explode in a circular AoE called {{cast(n="Longing of the Lost")}}. +The size is similar to {{cast(n="Maelstrom")}}. +This *can* break the {{mob(n="Fragment of Fate")}}. + +The first time a {{buff(b="wyrm-red", short=true)}} is cleansed +on a given {{mob(n="Wanderer")}}, it shrinks. +The second time, it disappears entirely. +If either {{mob(n="Wanderer")}} survives to make a complete lap of the arena, +it will fly off to the sky and wipe the party. + +Additionally, cleansing {{buff(b="wyrm-red", short=true)}} leaves behind a small blue beacon. +The beacon can be used once to cleanse a {{buff(b="wyrm-blue", short=true)}}. + +In order to resolve this part of the mechanic completely, therefore, +both {{mob(n="Wanderers")}} must be touched twice each +by players with {{buff(b="wyrm-red", short=true)}}, +and the resulting beacons must each be touched +by a player with {{buff(b="wyrm-blue", short=true)}}. + +### Exalines and Knockbacks + +Around the time of the second {{cast(n="Maelstrom")}} explosions, +{{mob(n="Shiva")}} will teleport to either the east or west edge of the arena +and cast {{cast(n="Tidal Light")}}. + +This attack begins a large {{gloss(k="exaline")}} that covers the entire width of the arena, +and is about as thick as 1/4 of the arena's diameter. +The exaline travels across the arena away from {{mob(n="Shiva")}}. +It is slow enough to dodge by stepping into the previous explosion before the next. + +If you look closely, {{mob(n="Shiva")}} has a blue circle under her during this attack---the +same blue circle, in fact, as players get from {{buff(b="siw-return")}}. +This is a visual hint that {{mob(n="Shiva")}}, too, +will have her position rewound later in the mechanic. +Remember which cardinal she appeared at. + +Towards the end of the first set of exalines, +{{mob(n="Shiva")}} teleports to either the north or south edge of the arena, +and repeats {{cast(n="Tidal Light")}}, producing a second exaline identical as the first. + +As the second exaline travels across the arena, the final debuffs expire. +First, the three {{buff(b="siw-quietus", short=true)}} explode in three relatively small raidwides +that don't even add up to a big one. +Then, the {{buff(b="siw-return", short=true)}} expire, +snapshotting everyone's positions and granting {{buff(b="return", dur=7)}} to everyone. + +{{mob(n="Gaia")}} begins another {{cast(n="Spirit Taker")}}, so the party must spread. +And finally, {{mob(n="Shiva")}} teleports back to the center and casts {{cast(n="Hallowed Wings")}}. +Before her cast completes, however, the {{buff(b="return", short=true)}} debuffs expire, +inflicting {{buff(b="stun", dur=9)}} and teleporting everyone back to their snapshotted positions. +{{mob(n="Shiva")}}, too, is teleported---back to where she first cast {{cast(n="Tidal Light")}}. +This will always, therefore, be the east or west cardinal. + +Unlike the earlier cast of the same name, +this {{cast(n="Hallowed Wings")}} is a massive {{gloss(k="wild charge")}} knockback. +All players are hit, regardless of position, +and are knocked away from {{mob(n="Shiva's")}} cardinal about half the width of the arena. + +The damage dealt by the attack is based on proximity to {{mob(n="Shiva's")}} cardinal, +with the closest player receiving the most damage, +the second-closest receiving the second-most, etc. +Additionally, the four players in front receive a {{buff(b="mvuln", dur=6)}}, +causing them to take quadruple damage if hit again... + +Which they will be, because, while everyone is still stunned, +{{mob(n="Shiva")}} is teleported to the cardinal where she cast the second exaline, +and repeats the attack. +Note, however, that this attack deals fixed damage based on position even if a player is dead; +it is not a shared-damage attack. + +Thus, players must be able to survive (or resist) both knockbacks +and the large amount of damage. +I will try to get exact damage numbers into this guide at some point, +but for now, suffice to say that the both the first position and the quadrupled fifth position +inflict very heavy damage, so they should be taken by tanks, +and whoever takes the first four {{buff(b="mvuln", short=true)}} hits +should not be in the front four for the second round. + +The players are released from stun during the second knockback, +and both bosses teleport to mid and become targetable again, +marking the end of the mechanic. + +### Timeline + +The timeline of the entire mechanic is as follows: -To come... +| | | +| :----: | :---: | +| *t* = 0 | Buffs go out | +| *t* + 3 s | {{mob(n="Drachen Wanderers")}} appear | +| *t* + 5 s | {{cast(n="Edge of Oblivion")}} raidwide | +| *t* + 10 s | First {{cast(n="Malestrom")}} omen appear | +| *t* + 12 s | {{buff(b="siw-water", short=true)}} stack and first {{cast(n="Maelstroms")}} go off | +| *t* + 14 s | {{buff(b="siw-dark", short=true)}} circle, {{buff(b="siw-ice", short=true)}} donut, and {{buff(b="siw-wind", short=true)}} knockback go off
Safe to cleanse {{buff(b="wyrm-red", short=true)}} without breaking {{mob(n="Fragment")}} | +| *t* + 15 s | Second {{cast(n="Maelstrom")}} omens appear | +| *t* + 16 s | {{mob(n="Shiva")}} teleports to east or west | +| *t* + 17 s | {{buff(b="siw-unholy", short=true)}} stack and second {{cast(n="Maelstroms")}} go off
East/west exaline omen appears
{{buff(b="wyrm-red", dur=17, short=true)}} kills if not cleansed by now | +| *t* + 20 s | Third {{cast(n="Maelstrom")}} omens appear
East/west exalines begin, firing approx. every 2 seconds | +| *t* + 22 s | Third {{cast(n="Maelstroms")}} go off
{{mob(n="Shiva")}} teleports to north or south | +| *t* + 24 s | North/south exaline omen appears | +| *t* + 27 s | North/south exalines begin
East/west exalines end | +| *t* + 31 s | {{buff(b="siw-quietus", short=true)}} raidwides go off | +| *t* + 33 s | {{buff(b="siw-return", short=true)}} snapshots player positions
North/south exalines end | +| *t* + 37 s | {{cast(n="Spirit Taker")}} spread | +| *t* + 40 s | Players stunned and returned to snapshot positions
{{buff(b="wyrm-red", short=true, dur=40)}} and {{buff(b="wyrm-blue", short=true, dur=40)}} kill if not cleansed by now
{{mob(n="Drachen Wanderers")}} wipe party if not destroyed by now | +| *t* + 44 s | First {{cast(n="Hallowed Wings")}} knockback | +| *t* + 48 s | Second {{cast(n="Hallowed Wings")}} knockback | +| *t* + 49 s | Sequence complete | ## Enrage @@ -130,6 +347,6 @@ with hope that the {{mob(n="Fragment of Fate")}} survived... ## Acknowledgments Special callouts for this section go to {{mob(n="felty fan")}}; -regular callouts go to anyone who helped me in NAUR, +regular callouts go to anyone who helped me in NAUR and anyone who uploaded PoVs, especially Lucrezia and Kindred. diff --git a/content/gloss.toml b/content/gloss.toml index 0a1fac2..fae94b6 100644 --- a/content/gloss.toml +++ b/content/gloss.toml @@ -12,7 +12,8 @@ Omens = "Puddle telegraphing an upcoming AoE" "principal directions" = "Cardinals or intercardinals" "Principal directions" = "Cardinals or intercardinals" -"exalines" = "A series of line AoEs, shifted each hit so they are like a single traveling wave. An exaflare but straight." +"exaline" = "A series of line AoEs, shifted each hit so they are like a single traveling wave. An exaflare but straight." +"exalines" = "Series of line AoEs, shifted each hit so they are like a single traveling wave. An exaflare but straight." "stack" = "An attack that shares damage among all the players hit" "Stack" = "An attack that shares damage among all the players hit" @@ -31,6 +32,8 @@ Omens = "Puddle telegraphing an upcoming AoE" "full-party stack" = "A shared-damage stack meant for the entire party" "Full-party stack" = "A shared-damage stack meant for the entire party" +"wild charge" = "An attack intended to be taken by multiple players that deals more damage to the player(s) closest to the source of damage. Often, but not always, the damage is shared." + E8N = "Eden's Verse: Refulgence" E8S = "Eden's Verse: Refulgence (Savage)" E11S = "Eden's Promise: Anamorphosis (Savage)" diff --git a/templates/shortcodes/action.html b/templates/shortcodes/action.html new file mode 100644 index 0000000..cb7dd2a --- /dev/null +++ b/templates/shortcodes/action.html @@ -0,0 +1 @@ +{{n | safe}} \ No newline at end of file