Omega: Alphascape V2.0 (Savage) Raid Strategy Guide

By Kiri Kotone

Intro

This guide aims to provide tips and strategies for defeating Midgardsormr in Alphascape V2.0 (Savage).

Midgardsormr is the second fight in the Alphascape Raid, available September 18th in Patch 4.4. Players must have completed the Main Scenario Quest “Stormblood” and the sidequest “To Kweh Under Distant Skies”. Players must be item level 375 or above to challenge this fight in a non-premade group.

Videos

Equipment

  • Omega Circlet of Fending
  • Omega Shoes of Fending
  • Omega Gloves of Healing
  • Omega Shoes of Healing
  • Omega Gloves of Aiming
  • Omega Boots of Aiming
  • Omega Armguards of Maiming
  • Omega Shoes of Maiming
  • Omega Circlet of Scouting
  • Omega Armguards of Scouting
  • Omega Circlet of Striking
  • Omega Shoes of Striking
  • Omega Gloves of Casting
  • Omega Shoes of Casting

Other

  • Scaevan Shellac
  • Military-grade Tomestone

The Military-grade Tomestone can be traded in with ten Rowena’s Token (Genesis) for an item level 390 weapon of your choice.

The Scaevan Shellac is used to upgrade a Scaevan accessory or belt to item level 400.

Token (one per weekly kill per player)

  • Alphascape Datalog V2.0

Six Datalogs can be traded for a Head equip, Hands equip, or Feet equip of your choice.

Mechanics

Assign protean positions (cardinal and intercardinal) for all players to deal with mechanics in the fight. Stepping into the wall of the arena does not kill you.

Flips and Spins
Every once in a while, Midgardsormr will Flip or Spin, with the popup “The air about the elder wyrm begins to crackle.” This signifies that a mechanic is about to occur. Once he does it again after the animation resolves, he will cast one of the following abilities with the popup “Midgardsormr unleashes his rage!”

  • Flip > Flip = Crimson Wings +: Two line AoEs appear through the cardinals of Midgardsormr, creating a plus shape.
  • Flip > Spin = Crimson Wings X: Two line AoEs appear through the intercardinals of Midgardsormr, creating an X shape.
  • Spin > Flip = Stygian Maw: A Dynamo-style donut AoE - be inside Midgardsormr’s hitbox.
  • Spin > Spin = Azure Wings: A Chariot-style centered AoE - go outside and a bit from Midgardsormr’s hitbox.

Akh Morn
AoE marker on a healer. Deals heavy damage once, then moderate damage three times. Mitigate and heal through.

Tail End
A heavy physical tank buster on the MT.

Earth Shaker
Earth Shaker markers appear on all players, which detonate in a conal AoE. Spread to protean positions to avoid clipping other players.

Thunderstorm
Targeted AoE on all four DPS. Spread out to avoid clipping other players.

Time Immemoral
Light raid-wide magic damage. Inflicts Landborne on one tank and Skyborne on the other tank. The tank who tanks the boss must have the opposite buff that Midgardsormr has - that is, the MT must be the one with the Landborne debuff in Phase 1 and 4, and be the one with the Skyborne debuff in Phase 3. After the initial cast which grants debuffs, tank swap on Time Immemorial if the debuffs change. If the tank with the same debuff is autoattacked, they will receive a Doom debuff and die shortly after.

Northern Cross
Light raid-wide magic damage. Inflicts Thin Ice to all players, causing them to slide upon a movement command.

Dry Ice
An ice marker appears on two players. It is applied on healers in Phase 1 and DPS on Phase 4. When it resolves, it does light AoE magic damage and leaves behind an ice puddle which expands.

Akh Rhai
Two ground AoEs repeatedly hit an area two players were standing on. Move out of the indicated area quickly to avoid taking heavy damage.

Horrid Roar
AoE markers appear under where players were standing. Bait them together and dodge them as a group.

Ancient Dragon
An add that spawns with seven Immortal Keys tethered to it, and has the Landborne buff. It cannot be damaged as long as it has a tether. The tank with Skyborne must tank it. It casts Rime Wreath, an AoE, and Frost Breath, a frontal cleave periodically. Shares the same enmity with Midgardsormr. An AoE appears after he dies, which drops the Arcane Bulwark buff onto the ground. The buff shields all incoming damage and can be passed, but cannot be taken again. It only shields limited incoming damage as well.

Immortal Key
An add spawns that tethers to the Ancient Dragon, and possibly another Immortal Key. An Immortal Key cannot be damaged if another Key is tethered to it. Any tether grants the Ancient Dragon invulnerability.

Protostar
Heavy raidwide damage that hits thrice.

Touchdown Midgardsormr lands on the ground, dealing light raidwide physical damage. He is then Landborne.

Crimson Breath
A player is marked to take Crimson Breath, a conal AoE targeted towards them. They must have the Arcane Bulwark buff to survive.

Fireball
Three sets of fireballs appear in the arena - the first in the middle, the second and third in random intercardinals forming a diagonal line. These explode in horizontal and vertical line AoEs in order of appearance.

Tether
Midgardsormr tethers onto a random player - the tether can be passed. Midgardsormr will face this target until he casts Hot Tail. One designated player (the tank who did not pick up the first Bulwark) should pick up the Arcane Bulwark buff and tether, and line him up as to not hit the rest of the party with Hot Tail.

Hot Tail
A line AoE that goes through Midgardsormr’s hitbox vertically. As the tether determines where he is facing, it is imperative to have him facing perpendicular to the orientation of the fireballs so there is a safe spot.

Exaflare
Circular AoE markers with arrows appear at the edge of the arena. The arrows indicate that the circular AoEs will travel down that path. Avoid being hit as it does heavy damage.

Fight Mechanics

Phase 1 (Skyborne)

Flip
Spin (X)
Spin
Akh Morn
Spin (Azure Wings)
Tail End
Spin
Earth Shaker
Spin (Azure Wings) OR Flip (Stygian Maw)
Flip
Tail End
Thunderstorm
Spin (X) OR Flip (+)
Time Immemorial
Tail End
Spin
Northern Cross
Spin (Azure Wings) OR Flip (Stygian Maw)
Akh Rhai + Dry Ice
Spin
Horrid Roar
Spin (Azure Wings) OR Flip (Stygian Maw)

Phase 2 (Add phase)

7x Immortal Key + 1x Ancient Dragon spawn

Protostar x3
Thunderstorm + Horrid Roar + Cauterize
Thunderstorm + Horrid Roar + Cauterize

Phase 3 (Landborne)

Touchdown
Time Immemorial
Crimson Breath
Crimson Breath
Crimson Breath
Crimson Breath
Fireballs + Tether
Horrid Roar
Hot Tail
Exaflare
Horrid Roar
Cauterize
Horrid Roar
Cauterize

Phase 4 (Skyborne)

Tail End
Akh Morn
Horrid Roar + Thunderstorm
Spin or Flip
Tail End
Earth Shaker (Spin) or Thunderstorm (Flip)
If Spin - Spin (Azure Wings) OR Flip (Stygian Maw) / If Flip - Spin (X) OR Flip (+)
Time Immemorial
Exaflare + Dry Ice
Akh Morn
Spin or Flip
Northern Cross
Earth Shaker (Spin) or Thunderstorm (Flip)
If Spin - Spin (Azure Wings) OR Flip (Stygian Maw) / If Flip - Spin (X) OR Flip (+)
Horrid Roar
Akh Rhai
Tail End
Spin or Flip
Tail End
Earth Shaker (Spin) or Thunderstorm (Flip)
If Spin - Spin (Azure Wings) OR Flip (Stygian Maw) / If Flip - Spin (X) OR Flip (+)
Time Immemorial
Exaflare + Dry Ice
Akh Morn
Enrage

Enrage is an Akh Morn cast, with repeated heavy damage Akh Morn AoEs until all players are dead or the boss is dead.

Fight Strategy

Phase 1:

  • Midgardsormr is Skyborne during this phase.
  • There are four patterns you need to be aware of.
    • Flip into Flip are line AoEs going through Midgardsormr’s cardinal areas. Move to the corners of the arena to dodge.
    • Flip into Spin are line AoEs going through Midgardsormr’s intercardinal areas. Move to the cardinal edges of the arena to dodge.
    • Spin into Flip is a dynamo - simply stay inside the hitbox.
    • Spin into Spin in a chariot - leave the hitbox and get slightly further away to avoid it.
  • However, in Phase 1, the first one is always predetermined. This means you will only need to pay attention to the second one.
  • Preposition for the first Crimson Wings, as it is always an X pattern.
  • Akh Morn should be taken in the middle of the arena. Mitigate through and heal it, the move out immediately to dodge Azure Wings.
  • Tail End is a physical tank buster. Mitigate with strong CDs.
  • Spread out to protean positions to prepare for Earth Shaker. Start inside the hitbox and move out if the boss spins; stay inside if the boss flips.
  • Spread out for Thunderstorm based loosely on protean positions, and move to the corners or the cardinal edges to dodge Crimson Wings depending on whether it’s a flip or spin.
  • Time Immemorial does light AoE damage, but it is mainly a tank mechanic. The tank with the opposite buff that Midgardsormr has must be tanking the boss. This means tanks must be careful with their cooldowns, and extra mitigation from the party may be needed.
  • Northern Cross does light AoE damage as well. Preposition inside the boss’s hitbox, and only slide out if the boss flips.
  • Move out of Akh Rhai as soon as possible. Healers get Dry Ice, and they should drop it at the edge of the arena. This ensures no one is caught in the expanding ice.
  • Stack on the rear of the boss to bait Horrid Roars, then move in or out depending on the mechanic.

Phase 2:

  • This is a DPS check phase, although fairly lenient.
  • One tank should bring the Ancient Dragon to one key without two tethers, and hit only that key.
  • Kill the immortal keys based on which ones are not tethered to two targets. Once it dies, the tether is removed.
  • Make sure to get topped off for successive Rime Wreaths and Frost Breaths.
  • Once the Ancient Dragon dies, it will emit an AoE and leave a buff to be picked up after the AoE resolves. The MT should pick the buff up. Make sure that they are not hit by any fire mechanics or pass the buff before it is time to.
  • Mitigate and heal through the three Protostar hits. They do massive damage.
  • All players should stack in the middle except the one with the Arcane Bulwark buff, who should stand a bit off to the side. This will bait Horrid Roars. Spread out on the side of the arena where Midgardsormr is not divebombing through.
  • Top players off and repeat this again. Again, be sure not to pass the Arcane Bulwark.

Phase 3:

  • Midgardsormr is Landborne during this phase.
  • This phase is all about passing the Arcane Bulwark correctly.
  • The Arcane Bulwark is a shield that prevents all damage from Crimson Breath and Hot Tail. However, it can be damaged and destroyed.
  • All players should stack on the rear, except for the MT and whoever has the Bulwark, who stands a bit off to the side. If they are one and the same, they should move north after the first pass. Midgardsormr will mark one player for Crimson Breath. This player should pick up the Bulwark, and stand off to the side to ensure no one else is instantly killed by Crimson Breath - they will take no damage.
  • This repeats three more times. Make sure to pass fast as the damage will come out extremely fast. It may be helpful for the player with the Bulwark to move slightly towards the stack to ease passing the buff.
  • Midgardsormr will spawn three sets of Fireballs in succession in the middle, and two intercardinal corners such that it forms a diagonal line.
  • The tank, currently MT, who did not get Arcane Bulwark should pick it up from whomever had it last. They will pick up the tether that spawns and go to the second set of Fireballs that spawned.
  • The party should bait Horrid Roars either in the very corner of the third set of Fireballs or on a cardinal, then move into the very edge near the middle. After the first Fireballs explode, they should move into the middle of the arena.
  • Meanwhile, the tank faces Midgardsormr north or south. The rest of the party should move far east or west depending on where it is safe. This is to avoid Hot Tail, which will come moments after the third Fireball explosion. The tank with Arcane Bulwark will mitigate all damage from the Tail, which ensures they can face the boss for the rest of the party.
  • Midgardsormr then becomes untargetable. Exaflares spawn on a random side of the arena. Bait Horrid Roars together in the middle of the arena, then dodge Exaflares to an area the boss is not Cauterizing. Repeat this once.

Phase 4:

  • This phase is extremely similar to the first phase, except with randomized spin and flip mechanics, as well as the addition of Exaflares.
  • Start by doing Tail End and Akh Morn. Bait Horrid Roars to the rear and bring Thunderstorms to protean positions.
  • You can always tell if the second mechanic is an in/out or +/x from the raid mechanic casted before. If it is Earth Shaker, it will be either Azure Wings or Stygian Maw. If it is Thunderstorm, it will be either Crimson Wings X or Crimson Wings +.
  • Tank swap every Time Immemorial like usual.
  • Exaflare with Dry Ice into Akh Morn is a new mechanic. DPS should drop their Dry Ice at a far edge of the arena on the same side. Players should then converge on the opposite side, and move into an Exaflare that has already moved past as a group. This is to ensure everyone is stacked for Akh Morn.
  • The rest of the fight is a repeat of all mechanics you have seen before until enrage.

Role Specific Tips

Tank:

  • Positioning the boss can be tricky. Midgardsormr’s hitbox is huge and he will turn around often to cast mechanics. Before every spin or flip, he will move to the middle, which allows you to reset positioning rather easily.
  • Use Reprisal for Akh Morns and Tail Ends. Use tank shields on anything your party deems threatening, including Akh Morns or later randomized mechanics.
  • Tail End is physical, and can be parried - always try to have Anticipation up for them, as well as relevant strong tank cooldowns like Sentinel, Shadow Wall, and Vengenance. As one tank can take many Tail Ends due to the debuffs, spread out your mitigation and ask for external mitigation if necessary.
  • Midgardsormr will always begin the fight Skyborne. The player who has brown marks (which indicates they will get Landborne) around them during the first Time Immemorial should take the boss. Tank swap if necessary.
  • The tank with Skyborne should provoke Midgardsormr two autos after the final mechanic resolves. This will ensure they are not hit by autoattacks, and also gains aggro on the Ancient Dragon. The other tank should Shirk them before the Dragon spawns.
  • The tank who was tanking the Ancient Dragon will thus have Skyborne, and will not die to Midgardsormr as he touches down and has Landborne.
  • Be confident with the picking up and first passing of the Arcane Bulwark, as well as the positioning and movement during the Fireballs, Tethers, and Hot Tail phase.
  • During Akh Morns during Exaflare, quickly move the boss into position so that melee can get uptime while soaking the hits.

Healer:

  • There is relatively little AoE damage in this fight, but players messing up mechanics will greatly increase the healing burden due to vulnerability stacks. Be prepared to spot heal as necessary, especially during the flips and spins.
  • Mitigate and heal through Akh Morn with good usage of oGCDs, like Deployment Tactics, Earthly Star, Indomitability, Asylum, etc.
  • Pre-position to drop off your Dry Ice.
  • Stand in the middle of the arena during add phase to ensure heals hit everyone, especially since they are all spread out trying to kill the keys.
  • Try to time a heal between Protostar to lighten the load for Thunderstorms.
  • There may be periods of the fight where one healer is cut off from healing the MT, so coordinate how tank healing will be done.
  • Be quick when taking the Arcane Bulwark during Crimson Breaths.

DPS:

  • Be familiar with all mechanics to get maximum uptime. Do them properly to not burden your healers.
  • The fight has a rather strict DPS requirement for a second boss.
  • Getting positionals on Midgardsormr is very difficult, as his hitbox is large. Try to request SW/SE protean spots as melee so you have access to both the flank and rear at a moment’s notice. He also turns around a lot for casts like Akh Morn and Crimson Breath, so be aware.
  • Thunderstorm is always on DPS, so the two melee can stay closer to the boss and the two ranged can go further if they need to dodge out. Be sure not to clip each other or anyone caught in the middle.
  • Decent DPS is required to kill the Immortal Keys and Ancient Dragon on time. Multi-dot and use extra cooldowns as necessary.
  • Be quick when taking the Arcane Bulwark during Crimson Breaths.
  • Apart from mechanics that require momentary disengaging from the boss like Azure Wings or Dry Ice in Phase 4, uptime can be maintained completely.
  • Melee: alternate Feints on Tail End.
  • Ranged: Palisade Tail End as necessary. It may be preferable to save it for when a tank gets multiple Tail Ends in a row due to Time Immemorial.