e12s mechanics and positioning
Part 1: Knocking on the door boss but getting greeted by Eden’s Promise Broccoli
AFK lion rampaRt�(except I only get to afk at exactly 1 spot and nowhere else or I die)
WARNING - POSITIONAL ACCURACY WITHIN HALF A FLOOR TILE REQUIRED�MAY OR MAY NOT BE HARD TO PROG WITH
Jaden’s Harem #1 Member Jojo#7571 on discord if you got a vod I could add or other input/questions/whatever
Links and other Resources:
2nd big lion bait PoV:
(thanks to KC, Bongo, Kharlyn and their homies for being my guinea pigs that I could feed to the doges)
Graphing model (NW marker is the moveable one):
TLDR
Tethers: afk on their waymark aside from memory pattern dodge
Big Lion Baits: �Healer/Ranged baits 1 and 3 on left and right side�Melee/Tank baits 2 facing outwards
Waymark setup
N/S and inter-cardinals have to be placed accurately
N/S may be placed outwards up to at most half a grid slot further before it becomes dangerous for proximity to the big lion
Alternatively move the inter-cardinal waymark ¼ of a waymark closer to the E-W axis if you want to stand in the center of waymarks (explained in tether bait slide)
E-W axis
Mechanics
Big lions: breathe on closest target 3 times leaving long fire vuln (cant take next big lion)
Small lions: breathe on tethered target
Haircut�1st Breaths (R/H bait)�Knockback (AL/SC)�2nd Breaths (M/T bait)�Memory pattern�3rd Breaths (R/H bait)�Haircut�
Tether baits
All tethers are diagonally crossed over and take all 3 breaths on the same waymark
Tethered players should stand in the half closer to the E/W axis of their waymark�(alternatively move the waymark ¼ of a waymark closer to that spot)
1st Haircut dodge
Tethers that are meant to go into the haircut should do so from close to the center
(2nd big lion baits can get hit by first small lion breaths without dieing)
Big lion bait for 1st breath can just stand on safe spot (3 tiles away) as long as boss is faced straight north
Big Lion Bait
stay on safe side of first cleave 3 tiles away (safe for cleave too)
N/S marker are safe spots when not baiting (stay INSIDE, IDEALLY CENTERED in them)
bait 3rd breath breath on side without puddle 3 tiles away
if you disrespect the 3 tiles or the N/S waymark you will most likely cleave the party
1st Breaths
Healers/Ranged bait big lion on safe side of cleave
Dodge first half room cleave then go into position for 1st breaths
Arms Length/Surecast the knockback after
2nd Breaths
Melee/Tank bait big lion facing out of arena
Dodge memory Pattern after
3rd Breaths
Ranged/Healer bait on leftover side
Dodge left right/cleave after (everyone is close to center line np)
e12s mechanics and positioning
Part 2: where you fight the power of botox
Resources and Links
Dual Apocalypse�(THE VOID BECKHAAAAAAAAaaaaaaaaaaAAAAANS)
Links and other Resources:
Tank PoV
( https://www.twitch.tv/videos/833592153?t=0h15m45s ) (downtime strat cuz week 1 lul)
IF SOMEONE HAS A TANK BAIT POV I MAY LINK PLEASE NOTIFY ME Jojo#7571 ON DISCORD �THANK
Light Patterns
2 Paths going opposite ways in cardinals then both rotating either CW or CCW
Run far behind her after she turns towards a cardinal for Cataclysm (behind the outer white line)
Light Patterns
Dodge either directly into center after it goes off if behind her was safe for 2 or in an arc around the back of the light path coming towards you
Melees/Tanks can gap-close after her and do the same dodge on her side
Somber Dance will jump on the furthest - then on the closest target (Tank with CDs)
Far tank bait at the edge of 3rd explosion and close tank bait into the 4th one
DON’T FORGET TO WAIT FOR CENTER LIGHT EXPLOSION
Dual Apocalypse - Tank baits
Party stacks in the center
Far Tank Bait goes to center too, then follows the light line that goes through the boss into the 3rd explosion (2nd outer ring explosion)
Close Tank Bait runs after the boss after it jumps onto the Far Bait on the side of the boss thats in the 4th explosion
(Far Tank Bait on big circle of the outside Rune Pattern
Close Tank Bait on next small circle in the direction the lights are travelling)
Advanced Relativity�(where light suddenly becomes heavy)
Debuffs & Roles
Double Aero
Single Aero
Fires
Mechanic assignments:
Either all T/H have aero’s or all DPS have aeros and the other group has fires
Split in light parties (2x T/H/DPS/DPS)
Assign flex dps in both groups for if DPS have aero and both DPS in one group have double aero (Swap groups in this scenario)
Mechanics order:
1st return snapshot + Single Aero Water
2nd return snapshot
All aeros go off once + Fires + Accelerated Tower
Return to 2nd return snapshot
Untethered tower + Gazes of Single Aero
Return to 1st return snapshot
Double aero’s second Aero
~5s delay: Water on Double Aero
First return snapshot has to be outside of purple tower circle�Second return snapshot has to be outside of untethered tower circle�Fires + first Aeros have to be outside yellow tower circle
Patterns and Spots
Find yellow tethered (accelerated) towers
Light Party A goes to first yellow tethered tower from north going CW
Light Party B goes to first yellow tethered tower from south going CW
Double aero goes to closest untethered tower to their light parties spot
Yellow -> Untethered determines Pattern (CW or CCW - Example slides will display CCW pattern)
Before 1st return snapshot
3 player water shared between Single Aero and fires in yellow tethered tower
Double Aero in clear tower (For Aero after last return)
The damage has to be healed before the start of the returns so healers have to be ready to heal their party from afar when they are Double Aero
First Return drops on the floor
2nd return snapshot
ONLY Double Aero moves on this step
The 3 from the water stack stay in the yellow tower until second return snapshot
Gaze should move slightly inside of the rest of the party
Second Return drops on the floor
Last movement
Everyone moves in the direction of the pattern (CW/CCW)
Light parties chase double Aero
Aeros stand at the edge of the batwing shape
Fires stand next to the indicated intersections of the floor markers
Face in the correct direction for return -> gaze (green cones)�Fires look towards where they came from
Mechanics start
Mechanics resolve
After last teleport Double Aero and previous 3 man Water have to run towards each other for the last water
Raidwide briefly after so stack for heals
Clockwise works identical in a mirrored fashion and everyone only moves Clockwise
Triple Apocalypse�(because 2 just really weren’t enough)
The shown strat requires a 3 man water stack at the start of the mechanic and thus has some requirements towards mitigation and healing - that being said 3 man water should technically be liveable even naked
Safe spot
Follow center lights path or find the “far” side of the 2 outer initial start points (can be determined earlier)
Don’t forget to dodge center AoE
Tank bait jump all the way at the wall Inter-inter-cardinal
Get knocked towards the side the center light is coming from
(e.g. in this case the light is coming to the safe spot from the RIGHT looking at the safe spot from the center of the arena)
Aoes and unsafe zones (the bad)
White circles are 2nd explosion after boss jump but before knockback (get knocked into the tail end of the AoE
Green explodes after knockback (don’t get knocked there)
Red is the Jump AoE
Yellow is the knockback direction you aim for
Pink is the way you determine which side to get knocked to
Terminal Relativity�(still can’t believe Quietus doesn’t have proximity drop-off)
Example Macro for GNB / PLD / WHM / AST / double caster comp�Long Mitigations can be used before a Pulsar and last for the next one (~13s apart)�Reprisal / Addle listed as job name - can be used for last Pulsar by pressing it 1 Quietus after 2nd Pulsar�Terminal Relativity itself needs around at bare minimum 3x 10% mitigation + shields at min iLVL and shouldn’t be over-mitigated to have resources for Quietus (damage when all 8 player are alive)�Watch out for your active tank - the boss does Auto-Attacks while not casting Pulsar�Using DPS LB3 before Advanced Relativity gives a single LB bar that can potentially be used on Tank LB
Terminal PoA | Veil | PLD | SMN�1.Pulsar - Tact | CU�2.Pulsar - Temperance | HoL�3.Pulsar - BLM | GUB