Eden’s Promise: Anamorphosis (Savage) Raid Strategy Guide

Raid Strategy Guide
Lyra Rose
Table of Contents
the fatebreaker

Introduction

This guide aims to provide tips and strategies for defeating The Fatebreaker in Eden’s Promise: Anamorphosis (Savage)

The Fatebreaker is the penultimate raid encounter in the Eden’s Promise raid, available December 7, 2020 in Patch 5.4. Players must have completed the Quest “Where I Belong” and talk to Lewrey in Amh Araeng (X:26.8, Y:16.4). Players must be item level 510 or above to challenge this fight in a non-premade group.

Drops

Chest One

One of:
Edenmorn Leg Gear Coffer

Chest Two

One of:
Edenmorn Head Gear Coffer
Edenmorn Hand Gear Coffer
Edenmorn Foot Gear Coffer

Token

Book of Anamorphosis
Eight tokens can be traded for a Leg gear of your choosing.
Four tokens can be traded for an item to upgrade weapons or left side gear.

Mechanics

The Fatebreaker is an encounter where knowing what is coming next, how to position, and moving at the correct time is paramount.

The Fatebreaker is an 11:32 encounter and has a DPS check of roughly 125k including downtime. This becomes 106k when ignoring downtime.

Pre-pull Preparation

Assign each player to a clock position. Tanks should be north and south, healers should be east and west, and DPS should be on intercardinals. Tanks and healers will rotate clockwise to stack with a player of an opposite role – this will be their partner. DPS and healers will also stack with non-tanks on their side (so NE/E/SE, and NW/W/SW) – this will be their stack.

Mechanic Overview

The Big Three

The Fatebreaker has three main mechanics. All three mechanics will have a mechanic originating from him, as well as an accompanying mechanic that comes from the dragon surrounding him. The first mechanic will depend on what he is casting, and the second mechanic will depend on what the colour the dragon is. There are three different mechanics: Elemental Break (protean), Burnt Strike (line/sides), and Bound of Faith (tether). There are three different colours: blue (lightning), red (fire), and yellow (holy).

A thin conal AoE targeting all players that deals minimal damage but inflicts physical vulnerability down – spread to your clock positions and then perform the subsequent mechanic.

  • Blue/Lightning indicates unmarked AoEs over all players – spread.
  • Red/Fire indicates stack markers on all four DPS that inflicts a magical vulnerability down – tanks and heals rotate cardinally and stack with your partner.
  • Yellow/Holy indicates three stack AoEs on a random tank and both healers. Tanks must quickly stack with each other north, while the DPS on the sides collapse in to stack with healers.

A line AoE that runs across the arena based on where he is facing. The width of this line AoE is just outside of his hitbox. Dodge to the sides, then perform the subsequent mechanic.

  • Blue/Lightning indicates that there will be a second wider line AoE after the initial hit. Move out to the very sides to dodge – outside of the inner circle will be safe.
  • Red/Fire indicates that there will be a knockback originating from the line AoE. Either use knockback prevention or move in after the line AoE goes off to avoid getting knocked off the arena.
  • Yellow/Holy indicates that there will be untelegraphed AoE markers on all players. These will go off after the ground flashes. All players should stand to the sides, bait the AoEs, wait until the ground flashes, and move out.

A tether on a random non-tank player. When the castbar finishes, the boss will jump to the tethered player, levitate them, and do a mechanic on them.

  • Blue/Lightning will indicate that the tethered player will take a heavy DoT and shoot two lightning beams at the two closest players. This tether should go north relative right outside of the boss hitbox. Tanks must stand NE/NW relative and mitigate the hit. Healers must keep the player topped afterwards.
  • Red/Fire will indicate that the tethered player will take AoE damage that must be shared. This tether should go south relative right outside of the boss hitbox. All players should stack to share the hit.
  • Yellow/Holy will indicate that the tethered player will receive the Mortal Powder Mark in an AoE around them. This tether should go north relative of the boss and all other players should run away. When the Mortal Powder Mark expires, the raid will take heavy raidwide magical damage.

General Fight Mechanics

A heavy raidwide magical AoE. This will inflict a bleed on players that must be healed through as well.

A heavy hitting magical tankbuster on the MT. It inflicts a physical vulnerability debuff as well as a Powder Mark debuff. The current OT should taunt during the castbar. When the Powder Mark resolves, it will deal heavy magical damage in an AoE around the tank.

The boss will summon blue and red AoE circles on the ground. The dragon colour indicates which colour AoE circles will be larger than normal. Go to the opposite colour AoE and find a safe spot. The shadows on the ground indicate where the AoE circles hit.

The boss will summon four giant books intercardinally – two will be blue and two will be red. These will shoot out a giant line AoE. The dragon colour indicates which line AoEs will be larger than normal. Go to a safespot – there will be three: one between the safe books, and one each at the outside edge of the safe books.

Intermissions

There are three intermissions that occur during the fight where the boss is untargetable: Shifting Sky, Sundered Sky, and Prismatic Deception. The first two are a dance-like intermission that has the party perform Bound of Faith and Burnt Strike mechanics, while the final one has players coordinate communication. Each intermission cast is accompanied with a dragon that will either be blue or red, indicating the safe spots for that mechanic. I will explain the mechanic here as well as in the fight strategy.

The dragon will have a colour during the castbar – the opposite colour AoE circles will be safe. At the end of the castbar, the boss will disappear. Afterwards, there will be a knockback from the middle – Ageless Serpent. Tanks should get knocked north and everyone else should get knocked south.

  • There will be a danger zone in the middle that will instantly kill any player that stands inside it.
  • There will be four AoE circles on each side – either blue or red. The opposite colour of the original dragon during the castbar will be safe, so all players should go to that side.
  • Two players will receive Bound of Faith tethers from dragons on the outside – one will be blue and one will be red.
  • The player with the blue tether should run north with the tanks. The player with the red tether should stay south with the party.
  • After the AoE circles go off, tanks should mitigate the conal AoE (Bow Shock) as well as point them away from the party. The party should mitigate and heal the stack AoE.
  • Immediately after, there will be two Burnt Strike line AoEs from dragons on the outside of the arena – the first is blue and the second is red. These will always spawn cardinally or intercardinally.
  • Dodge the blue line AoE, then use anti-knockback or move in for the red line AoE.

The dragon will have a colour during the castbar – the opposite colour will have safe spots for the book line AoEs. At the end of the castbar, the boss will disappear. Afterwards, there will be a knockback from the middle – Ageless Serpent.

  • There will be a Conflag-style AoE from a dragon in the middle towards a random party member, where only behind the dragon is safe. Therefore, all players should be knocked towards the same colour as the castbar initially.
  • There will be a danger zone in the middle that will instantly kill any player that stands inside it. Players will have to move around it to get to the safe side.
  • The party will aim to stack in the safe spot in the middle, just outside of the danger zone in the middle. Two non-tanks will receive  Bound of Faith tethers as they are moving.
  • One tether will be yellow and one tether will be red. The red tether should stack with the party and the yellow tether should go to the closest safe spot on the outside. Either is fine for this mechanic.
  • Heal up the damage. There will be three dragons diving across the arena this time – yellow, then blue, then red. Again, they will only spawn cardinally or intercardinally.
  • The party should stack intercardinally relative to the first dash, but away from the edge. As the first dash goes off, Mortal Burn Mark will go off slightly afterwards. This is the tell for the baited AoE. As soon as this happens, players should move all the way to the edge. As the second dash goes off, players should use their knockback prevention skill. This will dodge all three dashes.

The boss will disappear and turn the arena to mist. There will be eight clones that appear at the edge of the arena that are only visible to a player close to them. These will spawn at every cardinal and intercardinal edge. Three will raise their arm, indicating that they will dash through the middle of the arena. This means that one pair of sides will be safe.

  • Each player should stand at their clock spot edge, true north.
  • If their clone raises their arm, the player should move in slightly and jump like a madman. This shows which three clones are dashing.
  • Quickly move to a safe spot. Quickly move back to the clock spot afterwards, as the mechanic will happen again.
  • Do the same thing, then get ready for final phase.

Cycle of Faith

The culminating mechanic in the fight is Cycle of Faith. This will perform all the mechanics of a singular dragon colour in the order of Elemental Faith > Burnt Strike > Bound of Faith. Players must move quickly in order to resolve each mechanic in order. Each colour will be done once, as there are three sets of cycles.

Phase Mechanics

Phase 1

Elemental Break (red OR blue)
Burnt Strike (red OR blue)
Bound of Faith (red OR blue)
Burnished Glory
Powder Mark
Turn of the Heavens (red)
Burnt Strike (blue OR red)
Bound of Faith (blue OR red)
Elemental Break (blue OR red)
Shifting Sky (red OR blue)

Phase 2

Elemental Break (red OR blue)
Burnished Glory
Elemental Break (yellow)
Burnt Strike (yellow)
Bound of Faith (yellow)
Burnished Glory
Powder Mark
Right of the Heavens (red OR blue)
Burnt Strike (any)
Bound of Faith (red or yellow)
Elemental Break (any)
Sundered Sky (red or blue)

Phase 3

Elemental Break (any)
Burnished Glory
Turn of the Heavens (red or blue)
Elemental Break (red or blue)
Powder Mark
Right of the Heavens (red or blue)
Bound of Faith (red or yellow)
Prismatic Deception

Phase 4

Burnished Glory
Cycle of Faith (any)
Burnished Glory
Cycle of Faith (one of the remaining two)
Burnished Glory
Cycle of Faith (remaining one)
Burnished Glory
Burnished Glory – enrage

Enrage is a short casted Burnished Glory @ ~11:35 into the fight.

Fight Strategy

Phase 1

  • As soon as the fight starts, an Elemental Break will occur. Get ready to stack with your partner, or spread out. Ranged should move out, and the two melee should move slightly up the flanks to give space for the OT.
  • The boss will turn to a random party member and cast Burnt Strike. Either use your knockback prevention/move into the boss after the AoE goes off, or move to the sides away from the boss.
  • The player with the tether will have to either go north with the tanks, or stack with the party south. The party will either take AoE damage or the tanks and tethered player will take heavy damage, so mitigate accordingly.
  • Shield and heal up for Burnished Glory. Leave some HoTs ticking to heal up the bleed.
  • The MT should mitigate the first Powder Mark damage, and the OT should taunt during the castbar. Keep in mind the tank will take one more tick of bleed.
  • As the first cast of Torn of the Heavens is always red, there will always be a safe spot near the southeast. Move to the boss to the safe spot at the edge near there, so the tank with Powder Mark can keep hitting the boss while away from the party. Mitigate before the Powder Mark goes off.
  • The boss will jump to the middle and do the opposite coloured Burnt Strike as previous.
  • The boss will then do the opposite coloured Bound of Faith as previous.
  • Finally, the last Elemental Break will be the opposite colour as well.
  • Heal up and get ready for Shifting Sky. Note which colour the dragon is – the opposite will be the safe spot.
  • Do the Shifting Sky intermission.

Phase 2

  • As soon as the boss returns, there will be an Elemental Break mechanic. Get ready to stack with your partner, or spread out.
  • Heal up for Burnished Glory. Make sure all players are topped for the next Elemental Break.
  • The boss will then introduce the three yellow mechanics in order.
  • This Elemental Break will always be yellow. As such, get ready to stack with your groups. The OT should move north as soon as the Elemental Break castbar is finished.
  • The next Burnt Strike is also yellow. Stand to the sides of the boss when he turns to a random party member. Wait for the middle ground explosion to go off, and then move away from the bait spots.
  • The next Bound of Faith will also be yellow. The tethered player should go north, and all other players go far away from that player.
  • Make sure the party is topped off. The Mortal Burn Mark will go off during the Burnished Glory castbar, so mitigate both hits accordingly and heal after both instances of damage.
  • The current OT should taunt during the Powder Mark castbar, and the current MT should mitigate.
  • Move to the middle safe spot for Right of the Heavens. The tank should pull the boss such that the tank with Powder Mark in the far safe spot can hit the boss as well. That tank should mitigate the explosion.
  • The boss will then jump to the middle and do a random Burnt Strike mechanic. React accordingly.
  • The boss will then do a random Bound of Faith mechanic. React accordingly.
  • The boss will then do a random Elemental Break mechanic. React accordingly.
  • Heal up and get ready for Sundered Sky. Note which colour the dragon is – you will get knocked back to that colour book, and the opposite will be the safe spot.
  • Do the Sundered Sky intermission.

Phase 3

  • The boss will immediately do a random Elemental Break mechanic after returning from the intermission. Heal up and mitigate.
  • Heal up and mitigate Burnished Glory.
  • For the next mechanic, look at whether the dragon is blue or red for Torn of the Heavens. This determines the safe spot, which is the opposite colour.
  • As the AoE circles always spawn in the same orientation, players have one of two choices. If the safe spot was red, players are going with their partners to the cardinal edge. If the safe spot was blue, the players are cardinals will rotate counterclockwise to meet up with their DPS partner at the intercardinal edge. The AoE circles go off with Elemental Break’s castbar.
    • There is an uptime strat with blue safe spot, as there are safe spots in the centre. Simply go to clock positions in the centre to resolve the mechanic instead.
  • Spread out for Elemental Break, and then do the Elemental Break mechanic – it will either be red, for which you and your partner will meet up. If it is blue, simply stay spread.
  • Do Powder Mark again.
  • For this set of Right of the Heavens, there will be a yellow or red tether on a random non-tank. The boss will not move, so do not drag the boss – the tank will have to run out.
    • If the tether is yellow, the tethered player must run to the safe spot that is unoccupied by the tank with Powder Mark.
    • If the tether is red, the tethered player simply stacks with the party.
  • There is no need to heal up this damage, as the boss will do a few autos into the transition into the third intermission, Prismatic Deception.

Phase 4

  • Return to the middle. Pre-shield for the first Burnished Glory before the boss is able to be targeted. Mitigate and heal.
  • The boss will cast Cycle of Faith. This will do the colour mechanic in order of Elemental Break > Burnt Strike > Bound of Faith. These happen in order instantaneously, so players must keep moving to perform the next mechanic.
    • The tether will appear during the cast of Cycle of Faith, so players will know who has the tether beforehand.
  • If the dragon is yellow, players will have to:
    • Spread to clock positions, then stack in groups to soak the conal AoE.
    • The tanks should orient themselves so that they are slightly more NW or NE to dodge the Burnt Strike afterwards.
    • Tanks should move to the sides. Everyone else stay at the sides, and bait the Burnt Strike AoE. After you see the ground explosion, move.
    • The tether player should head north, and everyone else away from them.
    • The Mortal Burn Mark must be healed before the Burnished Glory.
  • If the dragon is red, players will have to:
    • Spread to clock positions, then tanks and healers rotate to stack with your partner.
    • Move slightly out to the sides to dodge Burnt Strike while pressing your knockback invulnerability.
    • Stack to the south of the boss.
  • If the dragon is blue, players will have to:
    • Spread to clock positions, then spread out.
    • Dodge the line AoE, and run out to the edge of the arena.
    • The tether player should not run too far, because they will have to go north for the tanks.
    • Everyone besides the tanks and tether goes south relative. The tanks should mitigate the conal AoE with major cooldowns, as this is the last tank buster in the fight.
    • Heal up the player with the DoT before Burnished Glory.
  • The Fatebreaker will cast one of these Cycle mechanics into Burnished Glory three times. The Cycle mechanics will never repeat, so you can anticipate the set of mechanics that are coming next.
  • High mitigation is needed for the beginning of each Cycle, as the initial Elemental Hit break into mechanic will always hit extremely hard.
  • After the final Burnished Glory, the boss will cast his enrage. There is no more damage besides the bleed. Use everything you have before he finishes.

PUG Strategy

All resources can be found on the Salted XIV Encounter page for this fight here.

All strategies in this guide are followed (and named differently), with a few differences. Sundered Sky is known as Braindead Strat, and players generally will do blue uptime for Turn of the Heavens 2.

For Prismatic Mist, Fox Mist has players move in also if the player opposite of them runs in. As two players do not move, it is easier to see the safe spot and adjust.

Role Specific Tips

Tank

  • Powder Mark is a hard-hitting two part tankbuster on the same tank. It is ideal to use heavy mitigation on one hit, and an invulnerability on the other. This is in order to save a cooldown for Bow Shock, the conal AoE from the blue tether.
  • If the very first Bound of Faith is blue, you use a 2m CD such as Sentinel and it will be back up for the blue tether during Shining Sky.
  • Use Reprisal on Burnished Glory and other instances of tether heavy AoE damage.
  • Position the boss during the first Right of the Heavens so your tank partner can hit the boss.
  • Use party mitigation during periods of heavy AoE damage, such as when the Mortal Burn Mark explodes right before Burnished Glory.
  • Have a mitigation plan ready for the final set of Cycles.

Healer

  • There is heavy AoE damage going out. Coordinate healing with your partner.
    • Most of the AoE damage comes from Elemental Break mechanics. Burnished Glory does high damage, but the bleed can be healed through with HoTs.
  • Don’t forget to heal the DoT from the blue Bound of Faith tether.
  • You can pre-position for the first Torn of the Heavens.
  • The best place to use heavy mitigation or cooldowns such as Neutral Sect, Temperance, and Summon Seraph is when the yellow Bound of Faith tether (Mortal Burn Mark) explodes into a Burnished Glory.
  • If a player is too slow getting to the safe spot for Prismatic Deception, you can Rescue them. Ask them for Paypal later.
  • Have a mitigation plan ready for the final set of Cycles.

DPS

  • This is essentially a 100% uptime fight besides the second Torn of the Heavens and moving out for 1 GCD at most for blue Burnt Strike. Coordinate DPS cooldowns and damage to beat the enrage.
  • Use Addle on Burnished Glory. Feint can be used for Elemental Break or boss auto attacks, as those are the only instances of physical damage originating from the boss itself.
  • The first intermission occurs at 2:27, and the boss returns at 3:02. The second occurs at 5:51, and the boss returns at 6:28. The final occurs at 8:14, and the boss returns at 8:56. Make sure you plan out your rotation and do not use cooldowns when the boss is disappearing.

About the Author

Visit the Balance FFXIV for job theorycrafting, discussion, and guides.

Big thanks to Bacon Lettuce Mika with Senpai(?) for letting me 9th man for them this raid tier.

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