Welcome to 4 Chess! There are a few things to introduce to you for this fight.
Be very familiar with this fight. Some of the mechanics fhere will happen again in Boss 4.
The callouts of some mechanics are based on your own character. (❌Bomb tethers, ✔️ Personal Tethers)
This is where essential Lost Actions will be needed to handle mechanics. We will include a section below, indicating what's needed and who should be bringing it.
NOTE: Different groups might do it differently, like having different people carrying it etc. This is how our discord is doing it.
Lost Spellforge / Lost Steelsting (Both Healers in each party)
Lost Dispel (MT of Team D and Team E)
No special Lost Actions needed.
Lost Reflect / Light Curtain (All H1 are assigned to do this)
Main Tank to do a 30s countdown.
All Healers apply Spellforge / Steelsting to the opposite Jobs (physical receives Spellforge, vice versa)
Both MT to maintain as much aggro as possible, pull 4 bosses together for better AOE damage.
Note: 1v1 champion here can pull aggro due to the buff. Team C tank should help with shielding if needed.
Warrior to the East first.
Knight to the middle second.
Callout: Warrior to the edge (East), Knight to the Middle
Note: Always let the edge boss move first to prevent a tether.
Can be identified with a colored tether between both boss
Purple line - Use Steelsting
Callout: Remove Spellforge, re-apply Steelsting
Yellow line - Use Spellforge
Callout: Remove Steelsting, re-apply Spellforge
Note: There are hybrid jobs. PLD, DRK, NIN, BRD, RPR, RDM. Macro available to remove the buff safely
/statusoff "Lost Spellforge"
/statusoff "Lost Steelsting"
Let us split this combination of mechanics into different parts.
Warrior can tether with players and/or with Bombs
Knight will leave mid and spawn at the edge of the area.
If it's Sword Omen: the lane it dashes + middle orb will explode.
If it's Shield Omen: the lane it dashes + the orb will be pushed away from the middle. Orb will explode in line of Knight.
Callout #1: Tethers to big/small, non-tethered to small/big. Sword Omen take only outer bombs.
Callout #2: Tethers to big/small, non-tethered to small/big. Shield Omen knockback from center, into your bombs.
Callout: if you fall first, move into the safe position.
Note: Everything happens with RNG. Only you can see your own tether to the Warrior. Using callout as reference, move to the correct position to reserve the combination of mechanics.
Callout: Boost coming next; Dispel Boost.
Players with Tether will go into Green Wind, players without will go into Purple Wind
Shield Optimal Play - donut + 3 nails attack: #position of the boss, WITHIN hitbox is safe.
Sword Optimal Play - point blank around boss + 3 nails: #position of boss, AWAY from hitbox is safe.
Callout: Tethers to Green, no Tethers to purple. Go towards Knight (after wind). Go towards #ABCD. Sword - away from boss. Shield - stay close to boss.
Note: After the Wind mechanic resolves, all players MUST go towards Knight in the middle, regardless of Shield/Sword Optimal play. The 3 Nails will determine which cardinal position is safe. If it's Sword Optimal Play - all players will move away from the Knight, while Shield Optimal Play - all players will stay within the hitbox.
Callout: Boost coming next; Dispel Boost
Callout: Remove Spellforge / Steelsting. Re-apply Steelsting / Spellforge
Callout: Tethers to small/big bombs. No tethers to big/small bombs. Sword / Shield Omen.
Note: If the first omen is Shield, the second omen will always be Sword, vice versa.
Callout: Boost coming next; Dispel Boost.
Callout: Tethers to Green, no Tethers to Purple. Go towards Knight (after wind). Go towards #ABCD. Sword - away from boss. Shield - stay near boss.
Note: Optimal Play can be both Sword/Shield. Unlike with bombs.
Callout: Boost coming next; Dispel Boost.
Line of Sight of Knight and Middle.
Only take outer bombs
Note: Bomb drops are always RNG. If the boss has a big bomb, bombs adjacent to him are always small, vice versa.
When you land and gets hit by a bomb - DO NOT MOVE! If you re-position, you'll get hit by the 2nd bomb. Just stay where you are.
Knockback from the center. Knock towards your bomb.
Line of Sight of Knight and the end are not safe. The orb in the middle will be pushed to the end.
AOE of orb explosion at the end is large, make sure you position properly.
When you land and gets hit by a bomb - DO NOT MOVE! If you re-position, you'll get hit by the 2nd bomb. Just stay where you are.
If the first Omen is Sword, the second will be Shield, vice versa.
After both wind resolve, run to Knight.
ALWAYS
3 Nails appear. Move to side without a nail
Go to #ABCD
AWAY from Knight
Go towards #ABCD
Stay close to Knight
Pull Soldier first to the edge, followed by the Gunner.
Callout: Soldier to the West, Gunner to the middle.
2 small fireballs and 2 big fireballs will spawn randomly in the inter-cardinals of the map. Identify where both the small fireballs are.
Each fireball will changed into a frog of the same size. Follow the 2 frogs that was once a small frog and go between both of the frogs.
Callouts: Fireballs spawned. Look for the two small fireball. Follow the frogs. Stand towards #ABCD, #1234.
There are 2 attack with a weakness mechanic. Each player will be given a weakness aura, with a gap on a cardinal spot. That gap must first face towards the Gunner (middle) followed by turrets on the side (east or west).
Callout: Face gap to middle (let Queen's Shot hit you), face gap to turret (always on the E/W of the arena)
Note: Tanks taking the Boss should save a gap closer. Tanks should avoid moving too quickly into the safe area. Wait for the bosses to cast their abilities before moving.
Moving too early will cause the Bosses to move nearer towards you and could tether up.
Soldier and Gunner will spawn a Turret each. All players should focus fire on these two turrets. If they cast Explosion successfully, it may cause a wipe.
Turret each will use Sniper Shot (Tank Buster). Tanks must use immunity.
During Turrets, there will be a raidwide too.
Callout: Turrets spawned. Tanks pick it up, sniper shot: use immunity. Raidwide, heal up.
This is a common mechanic. The field will show either an icy or fiery effect.
Ice - keep moving. Fire - Stop moving and no auto-attack.
Callout: Ice; keep moving. or Fire; stop all attacks and movement.
4 clones with spawn. Two are tethered, two are not. We'll follow the untethered clones. They will hop twice, in different possible locations.
Weakness mechanic here. So, make sure you point your gab to the first shot, followed by the E/W turrets.
Callout: Watch for untethered clones. Go to #ABCD or #1234 waymarks.
Point gap to center (Queen's Shot), point gap to turrets (Turret's Tour)
Note: Since 2 clones are safe, it can potentially create 2 areas to be safe, or the almost half the arena; depending on where they land on the final hop. Similar the previous Relentless Play, Tanks should wait awhile before going into the safe area.
Regular gun turrets, similar to DRN.
Callout: Normal Turrets, dodge accordingly.
Callout: Ice - keep moving. Fire - stop moving, or attacking boss.
Gunner and Safe Spot mechanic, Gunner should most of the time be positioned in the middle.
Most players struggle turn quickly to resolve the Queen's Shot and Turret's Tour.
For keyboard and mouse players,
Identify if gap is at the front, back, left or right of your character (will always be in the cardinal position)
Position gap towards the gunner in the middle.
Turn your camera towards the turret that is shooting at you from the sites
Identify which direction to turn so that the gap is towards the selected turret.
Press W or hold both mouse buttons to move forward.
For Controller players, use Legacy Movement...
Once we figured out the safe spot, Move to the location nearest to the turret and identify if the gap is in the front, back, left or right of your character (will always be in the cardinal positions)
Pan your camera and face north using the right stick.
Once the gunner has fired, Pan the left stick facing the gap to the turret.
POV from Gallant (controller user) : https://youtu.be/JpuloiB66NY?t=1942
Weakness Circles
Overlapping AOE. Stand only on one lane
North: Team A, B, C | South: Team D, E, F
Coat of Arms
12 Spiritual Spheres positions and assignment
Healers are assigned to cast Lost Reflect or Light Curtain on yourself and stand in the AOE of the Sphere to reflect and kill the orb, then move to the second assigned orb.
A Healer: 3 -> 4
B Healer: 2 -> 5
C Healer: 1 -> 12
D Healer: 9 -> 10
E Healer: 8 -> 11
F Healer: 7 -> 6
Note: Anyone can reflect with Light Curtain! If your healer is dead, Use it!
Aura Sphere assignments
Tanks are usually assigned with each roster, Please check the assignment! Turn on Stance and Provoke the Aura Sphere, You must be the first enmity, Once the aura sphere dies, they will cast "Spite Check" on the first enmity player, Use Invulnerable / Immunity skills to survive, Mitigation is insufficient!
Prepared by Berry Venus