O11S – Omega

Duty Information

Expansion: Stormblood

Series: Omega

Tier: Omega: Alphascape

Encounter: Alphascape V3.0 (Savage)

Players: 8 Players (2 Tanks, 2 Healer, 4 DPS)

Duty Finder Type: Raid (Savage)

Level: 70

Item Level: 380

Unlock Requirement: Interact with the Magitek Terminal after completing To Kweh under Distant Skies

Encounter Overview

O11S – Omega removes the safety of the Normal encounter and introduces tight execution checks, layered mechanics, and heavy positional discipline. The fight revolves around controlled movement, coordinated baiting, and precise handling of overlapping mechanics.

Unlike Normal mode, the Omega Jammer is unavailable, and players must resolve all mechanics through positioning and coordination alone.

For a full breakdown of raid difficulty across all tiers, see the FFXIV Raid Rankings.

Arena Overview

The fight takes place on a square platform with no barriers. Players can be knocked off the arena, making positioning and knockback awareness critical.

Later phases introduce persistent hazards and movement constraints that limit safe space and punish poor positioning.

Boss Mechanics

Core Pressure Mechanics

Atomic Ray: Unavoidable raidwide damage. Frequent throughout the fight.

Mustard Bomb: Tankbuster with bleed. Later becomes tether-based—must be taken away from the group.

Flame Thrower + Afterburner

All players are targeted with cone AoEs followed by a second knockback blast.

Strategy:

  • Spread evenly around boss (clock positions)
  • Bait first cones
  • Rotate together to avoid Afterburner

Wave Cannon (L/R Patterns)

Larboard / Starboard: Left or right cleave based on boss facing.

Updated: Immediate follow-up opposite cleave with no telegraph.

Strategy: Move → instantly swap sides. Hesitation = death.

Peripheral Synthesis #1 (Small Fists)

Colored fists track players and collide.

Strategy:

  • Pair players
  • Match opposite colors
  • Avoid same-color collisions

Add Phase – Level Checker

Looper Debuff: Must be removed via tower soaking.

Executable #1:

  • Ferrofluid push/pull determines positioning
  • All towers must be soaked

Executable #2:

  • Variable Looper timers (priority system)
  • Chain of Memory forces spacing and rotation
  • Reset forces movement away from center

Strategy:

  • Resolve shortest debuffs first
  • Keep tether line clear
  • Rotate cleanly through towers

Delta Attack

Massive raidwide with no shield.

Strategy: Tank LB3 + mitigation required.

Post-Delta Overlap

Ballistic Missiles: Spread AoEs → leave fire puddles.

Flame Thrower Combo: Same as before but combined with puddles.

Strategy: Drop puddles outside → rotate safely → avoid stacking.

Blaster + Mustard Bomb Combo

Blaster: Large AoE tether → tank must intercept.

Mustard Bomb: Simultaneous tankbuster.

Strategy:

  • Separate tanks
  • Max range both mechanics
  • Heal target to full to avoid Doom

Peripheral Synthesis #2 (Large Fists)

Tethered fists travel across arena.

Strategy:

  • Drag fists to corners
  • Create safe center lane
  • Avoid crossing lines

Pantokrator #1

Multi-step mechanic:

  • Stack → bait AoEs while rotating
  • Resolve stack line
  • Alternate players baiting line cannons

Strategy: Controlled group movement—stay together, rotate cleanly.

Update Program

Enhances mechanics:

  • Flame Thrower applies Burns
  • Wave Cannon becomes instant follow-up

Strategy: Same solutions, less margin for error.

Pantokrator #2

Expanded version with:

  • Rotating Flame Thrower
  • Guided Missile (farthest player bait)
  • Tank-targeted Diffuse Wave Cannon

Strategy:

  • Stack and rotate for AoEs
  • Assign missile bait (ranged or invuln tank)
  • Split tank positioning for cones
  • Alternate groups for line baiting

Final Sequence

Charybdis: Drops raid to 1 HP.

Mustard Bomb + Blaster: Immediate follow-up.

Atomic Ray x3: Heavy healing check.

Strategy: Stabilize tanks first → then raid → mitigate heavily.

Encounter Flow

The encounter begins with controlled positioning and pattern recognition, quickly escalating into coordinated pairing and movement mechanics.

The add phase introduces execution checks with strict failure conditions, requiring full raid coordination.

Post-Delta, the fight becomes a continuous chain of overlapping mechanics, culminating in Pantokrator sequences that test consistency and group discipline.

The final phase pushes healing and positioning under pressure before enrage.

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