The jail mechanic is a prominent feature on this floor, and it's vital for success to understand how it works before heading off into phase-specific information.
The red jail has one add inside, an Engine Oil, and the jail itself has one target outside, the Padlock. Any player entering the red jail will gain Pyretic status, which is a massive DoT that will proc from any player action. Abilities, spells, moving; all will trigger Pyretic damage and probably kill the player off. The only way to get rid of the Pyretic status is for the rest of the players to dps the Padlock down - as soon as it's destroyed, Pyretic falls off.
There are some complications to the Engine Oil add though; first, it has Physical Damage Reduction, meaning that only casters can do proper damage to it. Second, it will be attacking the player inside the whole time, even as other are still working on the Padlock. Third, it will do a Digest attack for major damage and self-heal if it's not killed fast enough. Therefore it's important to throw some mitigation on the player going into the red jail, and to get the Padlock down as soon as possible so the player inside has enough time to defeat the Engine Oil before its "enrage".
The green jail has several spouts on the ground, of which one will start spewing poison gas. The player inside the jail has to stand on the spout to block the gas from poisoning the raid, while still taking the full effect of the gas by themselves. The gas is essentially a 3000 damage DoT, which means that only a healer can really withstand the effect and full duration of the gas. Other than that, there are no other mechanics related to this jail.
The purple jail features one Alarum add, and whoever gets placed in there will also suffer a 20 second Throttle, imposing a strict time limit on killing the Alarum. Players in the purple jail will also be Silenced, meaning that casters are completely useless in the purple jail. Melee should be going to the purple jail, although it's also possible to send a tank there as long as the add just dies in 20 seconds.
The white jail has one add, a Lumbertype Magitek Vangob G-III. The add hits hard, and only a tank has the tools to survive all the damage coming in. Touching the walls of the jail must be avoided, because they will freeze the player and deal massive damage. The Vangob will also try to knock the player into the wall with Cermet Drill, which comes right after Bomb Spread. Players inside will also suffer from Frostbite, a minor DoT.
Entering jails
Each jail phase (first, third, and last phase of the fight) will have two sets of jails - one set consists of two distinct jails, and jails are not reused between sets of a single phase. All there jails are therefore guaranteed to appear once and only once during a jail phase. For example, if the jails in the first set are green and red, and next set of jails would have to be purple and white. The jail configurations never change in a phase, so in the first phase the sets are always red+purple and green+white, on the second red+green and purple+white, and on third red+white and purple+green. It's however randomized which set pops first in a phase. For example, in the first phase, you might first see red+purple, and then green+white, but on the next pull you might see green+white come before red+purple instead.
The people going into jails will be determined by Prey and a tether. Which one corresponds to which jail is different between phases, but it's consistent in a single phase - the only random thing about it is the players who the Prey and the tether land on in the first place. For example, to get to the red jail, you'd always have to get Prey in the first phase, but tether on third and last phase.
The Prey can be passed by being close to someone who hasn't had it yet - passing the Prey will give the player passing it Slippery Prey status, meaning they can't pick it up anymore for some time. If the player who was supposed to have the Prey passes it to someone else, it's most likely a wipe since they won't be able to pick it up anymore. The player with the Prey is also unable to pick the tether up, and sometimes the player with the Prey should be picking it up, making it important to trade Prey as soon as possible. Passing the tether is simple, and just like passing any other tether - just walk into it and you'll pick it up. Unlike Prey, there is no penalty for passing it around multiple times.
Due to Slippery Prey, it’s useful to dedicate some specific spot for trading the Prey, to reduce the risk of passing it by accident. The middle of the arena is good for this. Whenever Prey pops, only two people go to the middle - the player who has it, and the player who is supposed to have it. After a while, Quickthinx will come to the player with Prey, do a stun AOE, and then scoop up all players who got caught in the AOE. Staying away from the Prey trading spot is important not only because of the danger of passing Prey, but also because multiple people may be scooped up by Quickthinx.
Assorted jail minutiae
Only one player should ever enter a jail - having multiple people enter will also multiply the mechanics by the amount of players inside, and quickly lead to a wipe. This applies only to Prey, since Quickthinx can scoop up multiple players at once. If you enter a jail with three players, it will have three adds (or three poison spouts in the case of the green room).
Each jail configuration also has a small tell associated to them, so you will be able to tell what will be coming next before the jails actually pop. In addition to that, each jail set also has one or two adds associated to it, which will pop in the middle. These are described in more detail in phase-specific information. For example, in the first phase, there will be a single Bomb right before a jail set will pop. Depending on whether it's on a healer or a dps, tells you whether the next set will be red+purple or green+white.
It's not possible to interact with any of the jails from outside - you will not be able to heal players in jails, or help dps their add down. Even if you placed a turret inside a jail it won't work, as only the players inside the jail gain the buff required (Direct Attack) to actually damage the add. Therefore it's advisable to throw any mitigation and Regen on players right before they are sent to their respective jails. This is especially crucial for the player going into the red jail, because they will be taking hits from the add while the rest are still dpsing the Padlock down, and in the last phase they will also get a Sizzlespark while still dpsing the add.
Dying inside a jail will open the jail up and unleash whatever is inside on the rest of the raid. In the case of jails with adds, the add will be roaming free, and in the case of the poison (green) room the whole raid will get to enjoy the effects from the poison. The situation may sometimes still be salvageable, but in the case of Engine Oil, it may prove too hard to kill with its physical damage resistance and its ability to heal itself with Digest very quickly.
It's a lot of information to take in for one mechanic, but being aware of these details allows you to anticipate what's coming, and thus make the jails easier to deal with properly.
Phase 1 - Jails
It’s generally fine to stand on the spikes that are scattered around the arena, but players must be very careful they are not about to receive any damage when standing on them. Standing on the spikes gives players a Vulnerability debuff, which greatly amplifies damage taken. Eating a bomb, Sizzlespark, or having an add attacking you with the debuff will easily kill you. Dying in this fight at all will quickly snowball into a wipe, because every death will give Quickthinx a stack of High Wire that lasts for the rest of the fight, and each stack increases its damage output making the fight unhealable fast.
Corporal Punishment is a circle AOE that appears under two random players, and they will not only deal moderate damage, but also drain TP and MP from anyone getting caught in one. It’s a good idea to stack these, since there will be several AOEs coming out at once.
Sizzlespark is a raidwide AOE that leads moderate damage and places a 15 second stacking Lightning Resistance Down debuff on all players, meaning that consecutive Sizzlesparks will deal increased damage. The stacks cap out a 2, but with 2 stacks it will deal around 11000 damage.
Sizzlebeam is a linear AOE from the boss to its target, and it will deal moderate damage in addition to a Electrocution DoT to anyone it hits. The hit and the DoT is not too bad at first, but with two stacks of Lightning Resistance Down (from Sizzlespark), the Sizzlebeam will hurt and the DoT can tick for 5000 damage.
Uplander Doom is a six-hit tank buster, each hit giving the target a stack of Physical Vulnerability Up. A single tank can eat all six hits, but it’s important to tank swap after the sixth hit or the increased damage from the stacks will easily kill the tank afterwards.
The two adds associated to the jail sets are Sturm Doll and Panzer Doll. They’re both kind of weak hitters and it’s not a big deal even if they’re on some player other than a tank. However, they both have a trick up their sleeve. Sturm Doll with start using Kugelblitz 7 seconds after it has popped, and it must be stunned, otherwise it’s a raidwide AOE with paralysis. Panzer Doll will Self-Destruct after about 30 seconds from it popping, serving a minor DPS check.
All players will also get a Bomb tethered to them, and the bombs explode in 7 seconds. Any player can eat their own bomb explosions easily, and you don’t even have to move away from your own bomb, but anyone caught in multiple bomb explosions will die due to the Magic Vulnerability Up stack gained from a Bomb explosion. This vulnerability also makes a compelling case for avoiding all Bombs in the future as well, since with the stack even Quickthinx’s Flashthoom can kill you when you’re waiting for the Prey pickup.
Another thing to note that when Quickthinx flies off to pick up the Prey target, it will do a ability called Zoomdoom on liftoff, which will give any players close to it a stack of Suppuration (HP down, healing down). Try not to be close to the boss when it’s about to fly away.
The bombs are easily dealt with by distributing them along the arena so that no one is at a risk of getting caught in multiple explosions. The safest way to go about that is to have four people stay inside the middle - the main tank stays north, melees take east and west, caster/ranged south - and the rest go into the corners of the room. Healers can go south, offtank northeast, remaining dps (ranged) northwest. Whatever the setup, having the scholar go on the same side corner (southwest) as the remaining dps (northwest) will make things easier later on.
Jail configurations in this phase are:
Red (Caster) and Purple (Melee) Tell: Bomb on melee Adds: 1x Panzer Doll Prey → Red jail Tether → Purple jail White (Tank) + Green (Healer) Tell: Bomb on healer Adds: 1x Sturm Doll Prey → White jail Tether → Green jail
Rough timing information for this phase:
00:00 Pull 00:07 Corporal Punishment 00:09 Corporal Punishment 00:16 Sizzlebeam 00:26 Sizzlespark 00:35 Bombs on everyone 00:42 Bombs explode 00:56 Jail mechanic (tell appears) 01:04 Jail mechanic (Prey and tether appear) 01:07 Jail mechanic (add pops) 01:14 Jail mechanic 01:36 Sizzlespark 01:52 Uplander Doom 02:06 Jail mechanic (tell appears) 02:14 Jail mechanic (Prey and tether appear) 02:17 Jail mechanic (add pops) 02:24 Jail mechanic 03:01 Sizzlespark (you may get a second Sizzlespark if the boss is not under 75 %) 03:07 Uplander Doom / Phase change
Phase 2 - Weights and Shanoa
When this phase begins, the spikes recede into the ground, and Shanoa (the cat) will spawn together with a couple of Weights of the World (huge metal orbs). The Weights bounce around the arena and getting hit by them will cause 10k damage and a knockback, while Shanoa is just running around randomly meowing and being cute.
Players can’t interact with Shanoa, but twice during this phase, Shanoa will cast Undying Affection. This ability pops a True Heart add on Shanoa’s position, and that add will try to reach Quickthinx. If the Heart reaches Quickthinx, he will gain four stacks of High Wire (same debuff he gets when players die) per Heart for the rest of the fight, and that will amplify his damage output to levels which makes the fight very difficult if not outright impossible. Sometimes Shanoa will try to reach the boss before doing Undying Affection, so if you see Shanoa taking a beeline to Quickthinx that's a good indication that Undying Affection is coming up.
It's important to burn the Heart down as soon as possible, as it will gain a major speed boost after 10 seconds from popping. The Heart can be slowed and stunned, and both should be done to buy some time. Stuns are put to better use if they're used right when it's about to speed up or has sped up, there's no point in wasting them when it's still at normal speed.
The Weights start travelling at an angle, and keep bouncing off the walls with some random variation applied to them, so don't expect them to bounce off in neat 45 degree angles. The Weights don't bounce off each other. Getting crushed by a Weight will do a knockback and cause 9999 damage, which is not the end of the world by itself, but it's easy to die from getting knocked back right into another Weight, or from getting an opportune Sizzlespark right after getting crushed. The best way to deal with the Weights is simply awareness of where they are now, and anticipation of where they will be in a bit. Calls about incoming Weights from your teammates can also be helpful - the Weights have a nasty habit of sneaking up on you and trapping you when you're busy burning down a Heart!
After a while, one of the healers will be targetted for Flamethrower (linear AOE from Quickthinx to Flamethrower target) - that healer should run away from the party and everyone else should make sure they don’t get caught in the Flamethrower AOE. Flamethrower puts Searing Wind on anyone it hits, which is the same thing as in Ifrit Extreme - pulsing AOE on the player for massive damage and a knockback to anyone it hits. It’s a good idea to designate a predetermined spot for the healer to go to, to make Flamethrower predictable for other players.
One way to deal with this phase is to have the boss roughly in the middle at first, and when the first Heart pops, drag it to the eastern edge. The person with the Flamethrower runs to the southeastern corner and stays there, while everyone else will stay away from the Flamethrower’s path. When the second Heart pops, the boss is dragged to the northern edge and along it towards northwest.
The phase ends after a set time on its own - the spikes pop back up, and the next jail mechanic will start right away with its associated tell. It’s a good idea to start dragging Quickthinx towards the middle when the second True Heart is about to die, because starting the next phase in one of the corners is a bit awkward and risky.
Timing information for this phase:
00:00 Phase begins 00:10 Shanoa does Undying Affection 00:14 True Heart pops 00:21 Sizzlespark 00:24 True Heart gains a speed boost 00:30 Flamethrower on healer 00:36 Searing Wind lands on healer 00:40 Shanoa does Undying Affection 00:44 True Heart pops 00:50 Sizzlebeam on offtank 00:54 True Heart gains a speed boost 00:55 Searing Wind on healer expires 00:59 Sizzlespark 01:05 Phase ends
Phase 3 - Jails
Pay extra attention to the red jail this time around. The Gobwalker pulling the player in will also explode, and anyone standing on the spikes outside will take a lot of damage due to the vulnerability. The explosion range may reach the center platform as well, so try not to stand on the edge closest to the jail with the Gobwalker. Let the Gobwalker explode first, and check your aggro as well - you don’t want adds attacking you - before stepping on the spikes to dps the Padlock.
Generally speaking, in every phase with the Padlock, you’ll want to go on the Padlock as soon as possible, instead of focusing other adds down first. There’s plenty of time to deal with the adds, even when focusing the Padlock down first.
One distinct feature in this phase in the at the end, the middle of the arena will be electrocuted, forcing players out of the middle and into the spikes and the corners. Quickthinx will then start spamming both ground AOEs and raidwide AOEs to try to catch players unaware - getting hit by the ground AOEs or eating a Sizzlespark while on the spikes will easily kill players off. This will be considered a small phase of its own in this guide.
Other than that it’s pretty much just more jails, although the Sizzlebeam after the two Sizzlesparks is particularly dangerous because it will be followed by everyone getting bomb again, possibly forcing healers to go out of range of the person with the huge Electrocution DoT. This is where it can be useful to have the scholar take the side of the dps that is going into a faraway (northeast or northwest) corner, since they can Lustrate the target quickly.
When Uplander Doom is going off, the offtank can already go to the northwest corner and Provoke, and healers should start getting ready to run to the northeast corner if they are targetted for the Flamethrower. This positioning will also make dealing with the next miniphase a lot easier.
Jail configurations in this phase are:
Red (Caster) and Green (Healer) Tell: Bomb on healer Adds: 1x Sturm Doll Prey → Green jail Tether → Red jail Purple (Melee) and White (Tank) Tell: Bomb on caster Adds: 2x Panzer Doll Prey → Purple jail Tether → White jail
Timing information for this phase:
00:00 Phase begins, jail mechanic (tell appears) 00:07 Jail mechanic (Prey and tether appear) 00:09 Jail mechanic (add pops) 00:17 Jail mechanic 00:44 Sizzlebeam 00:50 Sizzlespark 00:58 Sizzlespark 01:08 Jail mechanic (tell appears) 01:15 Jail mechanic (Prey and tether appear) 01:18 Jail mechanic (add pops) 01:26 Jail mechanic 01:43 Uplander Doom 01:55 Sizzlespark 02:04 Sizzlespark 02:18 Sizzlebeam (hurts a lot with 2 stacks!) 02:28 Bombs on everyone 02:34 Bombs explode 02:51 Sizzlespark 02:59 Sizzlespark 03:07 Uplander Doom 03:20 Flamethrower on a healer 03:26 Searing Wind lands on healer 03:28 Middle of the arena electrocuted, phase shift
Phase 4 - Merry-go-round
In this miniphase players have be forced away from the middle and onto the spikes, while Quickthinx is trying to capitalize on the vulnerability by spamming AOEs. The easiest way to deal with this is to have everyone stack at one point in one of the corners, and then move as a group inside the stacks, baiting all the Corporal Punishment AOEs to the corners. It’s important that no one cuts corners, otherwise the AOEs may be awkwardly placed and players may get caught in them.
The healer with the Searing Wind has to stay in another corner until at least one Corporal Punishment from the second set has gone off - after that, the healer can start moving towards the group and either join the main group for the last AOE or at the stacking point. The healer has to join the group before the Sizzlespark after the last Corporal Punishment goes off though, standing on the spikes is an instant death.
After two sets of Corporal Punishment, Quickthinx will start spamming Sizzlespark and then throw a Sizzlebeam. That beam should go behind the boss, or somewhere where the rest of the party is safe. It may be best to forgo positionals and just play it safe, since there is limited room to maneuver in. After some more Sizzlespark, the spikes retract and the next phase begins.
Timing information:
00:00 Middle of the arena electrocuted 00:03 Corporal Punishment 00:05 Corporal Punishment 00:07 Corporal Punishment 00:09 Corporal Punishment 00:11 Sizzlespark 00:17 Corporal Punishment 00:18 Searing Wind on healer expires, healer can start approaching the group 00:19 Corporal Punishment 00:20 Sizzlespark 00:21 Corporal Punishment 00:23 Corporal Punishment 00:26 Sizzlespark 00:32 Sizzlespark 00:48 Sizzlebeam (this will again hurt quite a bit with two stacks) 00:56 Sizzlespark 01:02 Sizzlespark 01:09 Spikes retract, phase shift
Phase 5 - Weights and Shanoa
Everyone’s favourite cat is back, this time with a vengeance. There will be two Flamethrowers, and a third Weight of the World to mix things up. Starting from the corner where you did the AOE dance in, you might go something like this:
The healer with the first Flamethrower goes to northeast corner, and the second Flamethrower would go northwest. The boss is dragged southwards to avoid hitting the True Heart, and then towards southeast for the second True Heart. The Sizzlebeam can just stand right next to the wall at the boss, or behind the boss, as long as the rest of the raid knows where not to stand. Awareness and good communication will get you through this phase with ease.
Just like the earlier phase, this one ends after a set time on its own - the spikes pop back up, and the next jail mechanic will start right away with its associated tell. Again, it’s a good idea to start dragging Quickthinx towards the middle when the second True Heart is dead.
Timing information for this one:
00:00 Phase begins 00:01 Flamethrower on a healer 00:06 Searing Wind lands on healer 00:10 Shanoa does Undying Affection 00:14 True Heart pops 00:14 Uplander Doom 00:24 True Heart gains speed boost 00:24 Searing Wind on healer expires 00:25 Sizzlebeam on random DPS 00:30 Third Weight of the World appears 00:33 Flamethrower on a healer 00:37 Shanoa does Undying Affection 00:38 Searing Wind lands on healer 00:41 True Heart pops 00:47 Sizzlespark 00:51 True Heart gains speed boost 00:54 Sizzlespark 00:58 Searing Wind on healer expires 01:02 Sizzlespark 01:10 Phase ends
Phase 6 - Jails
The sixth and final phase is surprisingly uneventful compared to the earlier phases - more jails, and more Sizzlespark spam. So much Sizzlespark. It’s easy for one death to snowball into a wipe, because of the stacks from Sizzlespark and the High Wire stack it gains from each death.
For the jail set with two bombs on players, the safest way to deal with those is to drag them into the corners of the arena. Just be sure to get back quickly, because the jails appear right after they explode.
On this one it’s especially important to burn the Padlock down on the red jail really quickly, because there will be a Sizzlespark right when the player is still supposed to be dpsing the Engine Oil down. You should have enough time to kill the two Panzer Dolls even if you leave them to their own devices for a bit - just make sure you don’t step on the spikes when they’re on you!
Jail configurations in this phase are:
Red (Caster) and White (Tank) Tell: Sizzlebeam on offtank Adds: 2x Panzer Doll Prey → White jail Tether → Red jail Purple (Melee) and Green (Healer) Tell: Two bombs, one on healer and one on melee Adds: 1x Sturm Doll, 1x Panzer Doll Prey → Purple jail Tether → Green jail
Timing information:
00:00 Phase begins, jail mechanic (tell appears) 00:07 Jail mechanic (Prey and tether appear) 00:09 Jail mechanic (add pops) 00:17 Jail mechanic 00:36 Sizzlespark 00:41 Sizzlebeam 00:48 Sizzlespark 00:55 Sizzlespark 01:02 Sizzlespark 01:09 Jail mechanic (tell appears) 01:16 Jail mechanic (Prey and tether appear) 01:18 Jail mechanic (add pops) 01:43 Uplander Doom 01:58 Sizzlespark 02:04 Sizzlespark 02:19 Sizzlebeam (again, huge damage with two stacks) (There may be additional attacks here if you have not reached the enrage timer yet) 02:26 Enrage (slow Sizzlespark) 02:36 Enrage resolves
last edited
324 weeks ago
by
Tachyon Schwarzauge
"Wer aufhört besser zu werden, hat aufgehört gut zu sein."
Tachyon Schwarzauge Gildenmeister replied
324 weeks ago