Deltascape V1.0 (Savage) (O1S)
Duty Information
Expansion: Stormblood
Series: Omega
Tier: Omega: Deltascape
Encounter: Deltascape V1.0 (Savage)
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Raid (Savage)
Level: 70
Item Level: 310
Unlock Requirement: Interact with the Magitek Terminal after completing "The Anomaly"
Encounter Overview
Deltascape V1.0 (Savage) builds on the normal encounter by tightening positioning requirements and layering mechanics into structured sequences. Alte Roite becomes a consistency check, where small positioning errors quickly lead to wipes due to knockbacks, overlapping AoEs, and arena hazards.
The encounter revolves around The Classical Elements, a repeating sequence that combines knockback, orb placement, and spread/stack mechanics. Success depends on pre-positioning correctly before each sequence and making controlled adjustments afterward.
For a full breakdown of raid difficulty across all tiers, see the FFXIV Raid Rankings.
Arena Overview
The fight takes place on a circular platform with no edge protection. Many mechanics involve knockback from either the center or the boss’s position, making precise positioning critical.
Players should remain near the center when possible, adjusting outward or inward only when required. Over-positioning is the most common cause of deaths, especially during knockback sequences.
Boss Mechanics
Alte Roite
Wyrm Tail
A non-telegraphed tankbuster that deals moderate physical damage. Tanks should maintain mitigation and be prepared for repeated hits.
Twin Bolt
A shared tankbuster that hits the main tank and the closest player. The off-tank should stack with the main tank to split damage and mitigate accordingly.
Roar
Raid-wide damage that applies steady healing pressure, often used between sequences.
Clamp
A frontal line attack with no visible telegraph. Players must stay aware of boss facing and avoid standing in front to prevent being knocked off the arena.
Flame (Inside / Outside)
Spawns orb patterns that explode after a delay. The order of inside and outside explosions determines safe positioning.
- Inside → Outside: Start outside, then move in.
- Outside → Inside: Start inside, then move out.
Levinbolt
Applies AoE markers to all players. The raid must spread to avoid overlap while maintaining awareness of upcoming mechanics.
Blaze
A stack marker that typically targets a healer. The group must collapse and mitigate damage.
Charybdis
Reduces all players to critical HP, followed by raid damage. Healers must prepare immediate recovery.
Breathwing
The boss jumps to the edge and knocks players back from that position. Players should move toward the boss before and after the knockback to maintain safe positioning.
Downburst
A central knockback that defines most positioning checks in the fight. Players must stand just outside the center to avoid lethal damage and control knockback distance.
The Classical Elements
The core mechanic of the encounter. Each iteration combines Downburst, Flame patterns, and either spread or stack mechanics.
- Phase 1: Position just outside center → knockback → move in → resolve spread.
- Phase 2: Identify missing outer flame → position accordingly → knockback → adjust.
- Phase 3: Identify safe inner gap → knockback → resolve stack.
- Phase 4: Repeat Phase 1 with stack instead of spread.
These sequences repeat with increasing pressure. Players must identify safe zones early and commit to positioning before knockback resolves.
Encounter Flow
The encounter begins with simple tankbusters and raid-wide damage before introducing The Classical Elements, which establishes the core positioning pattern for the fight.
As the fight progresses, Flame patterns, spreads, and stacks begin overlapping with knockback mechanics, forcing players to resolve multiple mechanics in sequence without hesitation.
Mid-fight sequences introduce Breathwing and Clamp, adding directional pressure and increasing the punishment for poor positioning.
The final phase repeats earlier patterns under tighter timing, requiring consistent execution. The fight ends with a hard enrage if the boss is not defeated in time.