Acayex Default replied

528 weeks ago

So far, there isn't much resources for A3S. Thread is for notes and observations to help jumpstart progression:

Start fight where everyone has Stone Skin
Phase 1 (Human Form - initial)
Tank near middle
Everyone spread out occupying their own Pie with no overlap with other players.
Have Succor up

Protean Wave
Targets 4 party members (Conal AoE) with cast. Dodge then position back immediately
Protean Wave followup
Instant protean wave on 4 party members (random, not same targets). Spread + stoneskin+galvanize should minimize damage

Splash
After Protean Wave, Boss will Splash x3 dealing 3-4k damage per- AoE Heals

Sluice
Like A3 Normal, blue icon over 3 party members, spread them out (Else something happens?). Normal Targeted Circle AoE

Phase 2 happens at ~90%
Pepsihand
Fluid Strike
Boss cleaves first, No cast, no animation tell(?) - Face boss to party and make sure melee soak damage as it deals heavy damage

Wash Away
Knock back from boss. Have boss in middle. No damage nor stun so just instant movement back. Party must run back to boss ASAP

Dignitis
Right before cast, 3 party members will have a debuff icon consisting of a finger pointing at one of 3 debuffs they'll get at the end of Dignitis' cast
- Defense Down (Best on DPS/healer)
- Healing Down (Best on DPS/Tank)
- Damage Down (Best on Healer)
Before cast finishes, spread debuff like prey to least affected party member.
These debuffs persist for quite a while (until next Dignitis at least)

Fluid Strike
Boss cleaves after Dignitis so face to party after cast is finished to soak.

Wash Away
Same - Stay in middle than gather to middle quickly

PepsiLimb - Phase 2 part 2?
Liquid Limb will spawn spitting boss's health in half. DPS should focus one of the hands (Living Liquid?).
Split them up on opposite sides

Hand of Parting
Something happens and the Living Liquid turns blue. When this happens, gather the two hands as it will use Hand of Parting which probably deals more damage the further the hands are from each other (High Five motion on Limb??)

Hand of Something else
Probably something else based on RNG that opposes Hand of Parting
- TBD

During this phase, tanks get a debuff that slowly stacks (Increased blunt or something - Soft DPS check probably)

Dignitis
One of the hands will cast this, similar to phase 1 spread to least affected targets (I think you can have ppl with existing debuff take the same one to overlap?)

Note: As soon as LB1 is available, LB Living Liquid/Limb to bring below some HP threshold
Hand of Pain
Phase DPS check or stun?? Hands must be below some HP% otherwise instant wipe??? Need to study more - TBD

Phase change to 3

PepsiFountain - Phase 3
Similar to A3 normal: Focus down adds to prevent them from reaching outside - Maybe can be stunned to slow?

Tether - name TBD
Targets two random party members. Tanks pick these up and stay away from party. Deals large damage in AoE like A3 Normal

Magnet Tether
Two pairs of magnet tethers occur simultaneously. Treat same as A3 ( + + get together, + - stay as far away) Make sure to angle/position so that knock back or draw in doesn't put you in puddle or outside the arena
Tank tethers happens right after looks like

After some # of waves, phase change
Diet Pepsiman
Starts off with Cascade
Cascade
Just AoE Damage. Also spawns three puddles like A3 Normal. Stay away from these puddles as they deal 5-6k damage a tick

Magnet Tethers
Every party member will have magnet tethers. Deal accordingly and stay away from puddles/outside

Splash X3
AoE damage

Sluice
4 party members - Spread them out

Dignitis
4 party members this time instead of 3

Diet Pepsiman - Part 2
At ~50% HP, A Living Limb spawns. This add will slowly try to reach the outside. Focus it down before it can reach the outside (There's LB3 around this time but save?)

Another Dignitis
Splash x6
Heavy AoE heals

Cascade - Part 3 Diet Pepsiman?
45% Pepsiman casts Cascade again
3 puddles spawn again but now have the tornado on them.
Reposition boss so that its facing away from middle with MT's back to one of the puddles to give party room without getting cleaved (normal tank cleave - not split)
These tornadoes don't move (like mini-Phase 3s) but will cast a single Protean Wave that deals damage and knocks back really far - stay away

Tethers
One tank tether and two magnet tethers appear. Deal accordingly but watch the Protean wave.

More to be added/updated
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Alethea Default replied

528 weeks ago

General Rule:
DPS ↔ Healer (one grab from the other)
Tank → Melee DPS (grab from Tank)

How to debuff pass part 1:


Part 2:


last edited 528 weeks ago by Alethea

Crouton Bread Default replied

528 weeks ago

A3 Savage Elysium WHM POV

Lucifel Caelum Master replied

523 weeks ago

I wanted to post some notes and suggestions to help any group working on A3S.
In particular, I want to emphasize on communication and call-outs for this fight. I know for my group personally, most of us are quiet and expect each other to just watch and pay attention; it works out majority of the time but sometimes little misses can easily be saved with simple call-outs. I'm sure a lot of this will apply to other groups.

I want to encourage (my group especially) to do the following when appropriate:
  • If you have Dignitis Debuff, call it out (Luc on C, Ultima on Blank); for this mechanic it is important only 1 person moves to grab/give debuff and the other person stands on their position ASAP without running into anyone else.
  • Final phase Dignitis, we need to extra clear (Akai on B, Luc on A, someone take off Ultima). Healers should designate a side.
  • If you see the boss close or open, call it out as soon as you see it, while moving in response to it (Away, In)
  • When splitting DPS on Piston Lubricants, tag your add and call your stuns (Luc has Z, move to another), (Y is casting, Teresa has stun), (I don't have my stun, someone stun X [Luc shoulder tackle stuns or Arm of the Destroyer]).
  • Add phase, should have 1-5 markers on your bar somewhere for easier coordination; whoever has the least # of buttons to press should mark.
  • When doing magnets, it can be hard to see who you're connected to, so the moment you see who is connected to you, call it (Luc, together, stay where you are, I'm moving to you), or (Crouton, away)
  • Watch ball
  • When grabbing tethers, the target should limit moving to either not moving if a tank is close or moving slightly close to a tank then stop moving. (Ultima has Akai's, Teresa has Supra's)
  • (Rainie has limb marker, stay away from him, get ready to target switch and burn.)
  • Healers should *always* be communicating (I need you to heal here) (You can DPS until ___) (I got Luc)
  • (Focus Teresa's add)

Ideally we'd have owners to call specific mechanics.

Some of these are a little extraneous and not necessary, but I think for the final phase AT LEAST, we need to be proactive in communicating and keeping each other focused on the important things.

I think Sluice+Protean Wave or combinations of either mechanic with something else might be the most difficult mechanic to consistently nail down but once you get it, you get it?

As a monk, I'm on flank rotation when I would be grabbing tank debuff off blank ( for my group's strat). I will always move in between my GCDs, which means, as long as the tank is on blank ASAP and does not move around, I will always get the debuff in time and not miss a positional. The tank needs to trust me for this. If we both move, and on our screens, we're running on top of each other, it may be too late or inconsistent. I also can make this more consistent by giving up a positional to be in position earlier to make it more clear on the map what's happening, for progression (or throwing in an unbuffed Fracture to justify staying in that position longer).

Monk should be more optimal for first priority tank debuff because stacking for 2nd and 3rd means missing 50 potency each for consistent stacking. The first stack you can get your Demolish (or Snap Punch) proc while still registering your character's position for the stack. A tip for melees especially is that it always does the cleave after an auto-attack and it registers your position immediately after that animation, you have ~1 second to stand there and then you can move for your next positional.

Watched a bunch of kill videos and saw how other groups handle final phase mechanics. Below are my notes.

  • Sluice -> Protean Wave : Everyone spreads out, ranged far-ish, melee close-ish, close to their positions but not directly on their positions for protean. As soon as the AoE circle appears from sluice, move towards your position, very slight movement is needed to be in position for the 2nd protean. You have 3 seconds to get into position after the sluice AoE circles come out. Key thing is to spread a part and not bait on your stack positions (but next to it).
  • Magnet tethers : I see groups spread out evenly around the boss so it's easier to see who you're tethered to and where you need to be. So it may be a good idea to spread evenly around the boss similar to protean wave positions to handle this better. If single protean wave is in the way, you can position immediately after dodging it.
  • Drainage Tether + Magnet Tethers : If tethered to the OT and you need to stack together, be close but outside of explosion and the moment the explosion animation happens, move in. If single protean wave is in the way, you have time if you position immediately after dodging.
  • Sluice -> Dignititis : Bait outwards and immediately watch who has it, healers run to DPS, DPS don't move, whichever DPS is unmarked should grab tanks. Fast and controlled.
  • Sluice + Single Protean + Drainage Tether : Stay spread out, dodge single protean while staying spread out and away from OT, OT must react quickly and get away.


last edited 523 weeks ago by Lucifel Caelum


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