Eden’s Promise: Eternity (Savage) Phase Two Raid Strategy Guide

Raid Strategy Guide
Lyra Rose
Table of Contents
eden's promise

Introduction

This guide aims to provide tips and strategies for defeating Gaia, the Oracle of Darkness in Eden’s Promise: Eternity (Savage)

The Oracle of Darkness is the second boss in the final raid encounter in the Eden series, 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

All of:
Edenmorn Weapon Coffer
Edenmorn Chest Gear Coffer
Eden Crystal
Wind-up Gaia
The Extreme Orchestrion Roll

Chest Two

One of:
Random Edenmorn Weapon

Token

Book of Eternity
Eight tokens can be traded in for a Chest gear or Weapon of your choosing.

Mechanics

The Oracle of Darkness is an 8:56 encounter and has a DPS check of roughly 124.5k including downtime. This becomes 117k when ignoring downtime.

Pre-pull Preparation

Assign two groups of one tank, one healer, and two DPS each, preferably one ranged and one melee per group. Assign clock spots to each player, with DPS at cardinals and Tanks/Healers at intercardinals.

The DPS check for the Oracle of Darkness is more lenient than that of Eden’s Promise, but the fight is an exercise in positioning and quick mechanical precision. The fight is split into multiple Relativity and Apocalypse phases. Relativity phases have the party resolve Spell-in-Waiting debuffs, while Apocalypse phases have the player dodge Shiva circles rotating around the mechanic while doing stacks, spreads, and tank busters. Make sure all players come equipped with Grade 4 Tinctures and 4 Star HQ food for the Vitality.

Mechanic Overview

Spell-in-Waiting

The mechanic Spell-in-Waiting from Voidwalker has returned. Instead of executing the mechanic immediately as the castbar ends, Spell-in-Waiting mechanics will place a debuff on players that executes the mechanic when the debuff expires.

When this debuff resolves, players must stack with three other players to share damage. The stack inflicts a vulnerability debuff.

When this debuff resolves, players will be damaged by a small AoE around them. This inflicts magical vulnerability down for a second, so players cannot be close to each other.

When this debuff resolves, players will emit a large donut AoE around them.

When this debuff resolves, the player will emit a large AoE that knocks back any player inside.

When this debuff resolves, players will emit a large AoE around them. As this inflicts a vulnerability, players must spread far apart from each other.

When this debuff resolves, players must look away from all players with this debuff.

When this debuff resolves, the player must stack with other players to share damage.

When this debuff expires, players must spread out as it deals proximity damage to all players.

When this debuff resolves, players will place a Return puddle and gain the Return debuff. When the Return debuff expires, players will be stunned and teleported back to their Return puddle.

When this debuff resolves, players will place a Return IV puddle and gain the Return IV debuff. When this Return IV debuff expires, players will again place a Return puddle and gain the Return debuff. When the Return debuff expires, players will be stunned and teleported back to their Return puddle, then their Return IV puddle.

When this debuff expires, all players will take light magic damage.

Relativity

Throughout the fight, The Oracle of Darkness will cast various Relativity mechanics. These change the arena floor, as well as deal massive raidwide magical damage.

Deals massive raidwide magical damage and inflicts all players with the following:

  • 2x DPS: Spell-in-Waiting: Dark Fire III
  • 2x DPS: Spell-in-Waiting: Dark Blizzard III
  • 2x Tanks or Healers: Spell-in-Waiting: Dark Water III
  • 2x Healers or Tanks: Spell-in-Waiting: Shadoweye
  • All players: Spell-in-Waiting: Return

Additionally, The Oracle of Darkness summons seven Sorrows Hourglasses around the intercardinal edges of room  – six purple and one yellow. The six purple beams will shoot a beam at the closest player. The yellow hourglass will cast Empty Rage, a large AoE around it, and Empty Hate, a Wild Charge style knockback that deals damage, with more damage on the closest two players.

Deals massive raidwide magical damage and inflicts all players with the following:

  • 4x players of one role will receive Spell-in-Waiting: Dark Blizzard III, while 4x players of the opposite role will receive Spell-in-Waiting: Dark Aero III
  • 3x players of one role will receive Spell-in-Waiting: Flare, 1x player of that role will receive Spell-in-Waiting: Unholy Darkness, while 4x player of the opposite role will receieve Spell-in-Waiting: Shadoweye
  • All players will receive Spell-in-Waiting: Dark Eruption
  • All players will receive Spell-in-Waiting: Return IV

The duration of the non-Return debuffs will be either 23 seconds, 27 seconds, or 31 seconds. Players must drop the first Return puddle to resolve the longest mechanic, the second to resolve the middle mechanic, and resolve the shortest mechanic last.

Deals massive raidwide magical damage and inflicts all players with the following:

  • 4x players of one role will receive Spell-in-Waiting: Dark Aero III as well as Spell-in-Waiting: Dark Water III
  • 2x players of that role will receive an additional Spell-in-Waiting: Dark Aero III
  • 2x players of that role will receive Spell-in-Waiting: Shadoweye
  • 4x players of the opposite role will receive Spell-in-Waiting: Dark Fire III
  • All players will receive Spell-in-Waiting: Return IV

Additionally, The Oracle of Darkness summons six Sorrows Hourglasses around the room. When these fill up, they explode in an AoE around them.

Deals supermassive raidwide magical damage and inflicts all players with 3x Spell-in-Waiting: Quietus. All subsequent Shockwave Pulsars will grant the Oracle of Darkness a stacking damage up buff.

Apocalypse

When the Oracle of Darkness casts any Apocalypse mechanic, a light trail will trail around the room. Large AoEs that deal heavy damage and inflict a damage down debuff will follow the light trail after it has completed.

  • Singular Apocalypse will summon one light trail that starts in the middle, goes north, and does a full rotation clockwise or counterclockwise.
  • Dual Apocalypse will summon two light trails that start in the middle, goes to a cardinal direction, and does a half rotation clockwise or counterclockwise.
  • Triple Apocalypse will summon three light trails, two of which will start on the outside and one of which will start in the middle. The ones on the outside will rotate twice and the one in the middle will go in a direction and rotate once, away from one on the outside.

General Fight Mechanics

Deals heavy raidwide magical damage.

Reduces the HP of all players to 1.

The Oracle of Darkness jumps to and deals massive physical damage to the farthest player. She will then knockback all players from her new position.

The Oracle of Darkness jumps to and deals massive physical damage to the farthest player, then jumps to and deals massive physical damage to the closest player that was not damaged by the firs thit.

A heavy physical tankbuster that must be shared by two tanks, or invulned by one.

Deals heavy magical damage to a random party member; this must be shared by all players.

The Oracle of Darkness jumps to and deals heavy physical damage to a random party member.

The Oracle of Darkness will tether to four Sorrows Hourglasses. Two tethers will be yellow: these will increase the speed at which they fill up. Two tethers will be purple: these decrease the speed at which they fill up.

The Oracle of Darkness jumps to a random cardinal edge, doing a huge AoE from where she jumps.

Phase Mechanics

Phase 1 - Basic Relativity

Hell’s Judgment
Shockwave Pulsar
Spell-in-Waiting
Dark Water III OR Dark Eruption
Spell-in-Waiting
Dark Eruption OR Dark Water III
Darkest Dance
Shockwave Pulsar
Basic Relativity
Speed

Phase 3 - Advanced Relativity

Shockwave Pulsar
Dual Apocalypse
Cataclysm
Somber Dance
Shell Crusher
Spirit Taker
Shockwave Pulsar
Advanced Relativity

Phase 2 - Intermediate Relativity

Shockwave Pulsar
Singular Apocalypse
Cataclysm
Black Halo
Shell Crusher
Spirit Taker
Shockwave Pulsar
Intermediate Relativity

Phase 4 - Memory's End

Shockwave Pulsar
Triple Apocalypse
Darkest Dance
Shockwave Pulsar
Black Halo
Terminal Relativity
Shockwave Pulsar
Shockwave Pulsar
Shockwave Pulsar
Memory’s End

Enrage is a long casted Memory’s End at ~8:55 into the fight.

Fight Strategy

Phase 1 - Basic Relativity

  • Start by pulling the boss just north of where she starts.
  • The Oracle of Darkness starts by placing all party members HP to 1. Heal up and mitigate the Shockwave Pulsar that follows.
  • The Oracle of Darkness will either do Spell-in-Waiting: Dark Eruption or Spell-in-Waiting: Dark Water III. She will then cast the other one.
    • If it is Dark Eruption, players must spread while the second is casting.
    • If it is Water III, players must stack in their groups at the southeast and southwest of the boss.
  • The other will cast after Darkest Dance. All players tuck in behind the boss and the MT will go to the north at max melee range. Make sure to mitigate.
  • Right after, all players stack behind the boss, getting knocked to their groups.
    • If it is Water III, players should run up to the boss in their groups. Melee and tanks can gapclose and run back a bit to meet up with healers and ranged.
    • If it is Eruption, players should spread around the room. Melee and tanks should gapclose and spread around the boss.
  • Heal up the party for Shockwave Pulsar.
  • All players must be topped and there must be at least 30% mitigation with shields for Basic Relativity.
  • Find the yellow hourglass – this is now the new relative north.
  • All players will be inflicted with debuffs.
    • 2x DPS: Spell-in-Waiting: Dark Fire III
    • 2x DPS: Spell-in-Waiting: Dark Blizzard III
    • 2x Tanks or Healers: Spell-in-Waiting: Dark Water III
    • 2x Healers or Tanks: Spell-in-Waiting: Shadoweye
    • All players: Spell-in-Waiting: Return
  • Tanks should head north at max melee range. Healers should stand east and west of the tanks, slightly behind them relative to the yellow hourglass.
    • The Blizzard DPS will be baiting the yellow tethered hourglasses. These will always be east and west.
    • The healers will automatically bait the second hourglasses, no matter where they are.
    • The tanks must bait the last (purple tether) hourglass.
  • Blizzard or Fire and the first set of hourglasses goes off first. If it is Fire first, those players should spread out max melee at the SW or SW of the boss. If it is Blizzard first, the Fire players should simply head to the tanks, between them and the boss. Blizzard players head towards the first set of hourglasses to bait their beams no matter what.
  • Next, the Shadoweye and second set of hourglasses go off. If tanks have Shadoweye, they will have to look east/west away from the other tank. If the healers have Shadoweye, simply look towards the boss.
  • Finally, the second element – Fire or Blizzard – as well as the third set of hourglasses will go off. All players except the tanks should stack in the middle just outside of the AoE coming from the yellow hourglass. If it is Fire second, those players should head east and west of the boss at max melee. If Blizzard second, everyone simply stacks up. Tanks will go and bait the last set of hourglasses.
  • The mechanic should then resolve itself if done correctly. All players will get Returned, and tanks will take the Wild Charge. Spread to your groups and heal up for the Water stack.

Phase 2 - Intermediate Relativity

  • Mitigate and heal up for Shockwave Pulsar.
  • The first Apocalypse is Singular Apocalypse. One trail of light will go from the middle to where the boss jumps for Cataclysm, rotate either clockwise or counterclockwise, and complete one full rotation. Once it completes one full rotation, Apocalypse AoEs will start going off.
  • Head to the very south of the arena relative to where she jumps to dodge Cataclysm. Follow the trail of light.
    • If it is going counterclockwise, right of the boss will be safe. If it is going clockwise, left of the boss will be safe. Ranged can stay where they were, as long as no one stands in the middle.
  • The MT should stand north. Invuln the Black Halo, pointing it north away from the party.
  • Move into the middle and stack on the tip of the boss for Shell Crusher. Mitigate this and heal up.
  • Spread on the opposite side of the arena that was safe previously, as the AoEs will have rotated to the safe side. Spread to make sure players are not clipped by the target of Spirit Taker. Any player spreading north near the boss should head back middle immediately.
  • Heal up the target of Spirit Taker and mitigate Shockwave Pulsar.
  • Bring the boss back into the middle and top all players. There must be at least 30% mitigation with shields for Intermediate Relativity.
  • Find your clock spots.
  • As Intermediate Relativity finishes casting, look at your debuffs. You will be placing Return markers to resolve your debuffs in order of longest to shortest. The debuffs last 23s, 27s, and 31s.
  • Players will receive:
    • 4x players of one role will receive Spell-in-Waiting: Dark Blizzard III, while 4x players of the opposite role will receive Spell-in-Waiting: Dark Aero III
    • 3x players of one role will receive Spell-in-Waiting: Flare, 1x player of that role will receive Spell-in-Waiting: Unholy Darkness, while 4x player of the opposite role will receieve Spell-in-Waiting: Shadweye
    • All players will receive Spell-in-Waiting: Dark Eruption
    • All players will receive Spell-in-Waiting: Return IV
  • The mechanic pairings are:
    • Blizzard III and Aero III
    • Shadoweye and Flares + Unholy Darkness
    • Dark Eruption (all)
  • To resolve Blizzard III and Aero III:
    • Players with Blizzard III should stack in the centre of the arena.
    • Players with Aero III should go to the edge at their clock position.
  • To resolve Shadoweye and Flares + Unholy Darkness:
    • Players with Shadoweye should stand loosely in the centre of the arena, looking out towards your clock position.
    • Players with Flare should stand go to the edge at their clock position, and look out.
    • The player with Unholy Darkness needs to stack with the Shadoweye players, but they also need to look away from them. This is done by standing a bit out and looking at their clock position.
  • To resolve Dark Eruption
    • Simply stand max melee at your clock position, with ranged slightly out.
  • When resolving the third mechanic, look outside the arena to avoid Shadoweye.
  • As an example, if my party receives Aero + Blizzard at 23s, Dark Eruption at 27s, and Flares + Shadoweye + Unholy Darkness at 31s, we would first resolve Flares + Shadoweye + Unholy Darkness for the first Return, then Dark Eruption for the second Return, then Aero + Blizzard.
  • Heal up afterwards.

Phase 3 - Advanced Relativity

  • Mitigate and heal up for Shockwave Pulsar.
  • The second Apocalypse is Dual Apocalypse. Two trails of light will go from the middle to  either north and south relative to where the boss jumps for Cataclysm, or east and west relative. The trails of light will do one half rotation and end up on the opposite side, then Apocalypse AoEs will start going off.
  • Head to the very south of the arena relative to where she jumps to dodge Cataclysm. Follow the trail of light.
  • Head to an intercardinal and move into the middle once the middle AoE goes off.
  • The party should stack as close to the boss as possible. One tank will mitigate and to run to the edge of the room while dodging the Apocalypse AoEs to bait the first part of Somber Dance.
    • To do this, follow the trail of light. If it went north and then clockwise, move into the northeast AoE after it goes off. If it went west or east, go into the one that will go northeast or northwest afterwards. Be as far away at the edge and as far south as possible to make sure you have the bait.
  • The second tank then must also mitigate and run through to the safe spot and be inside the boss’s hitbox. If the first tank baited properly, they should not be hit by an Apocalypse AoE.
  • By now, the AoEs have ended. Drag the boss back middle and stack for Shell Crusher.
  • Spread for Spirit Taker.
  • Heal up the target of Spirit Taker and mitigate Shockwave Pulsar.
  • Bring the boss back into the middle and top all players. There must be at least three instances of 10% mitigation with shields for Advanced Relativity – four is recommended, as it does roughly 173k damage unmitigated. It is highly advised to face the boss true north here.
  • Advanced Relativity, despite its nature, is one of the easiest Relativity mechanics to perform. This is because the boss is not targetable, as well as the arena having convenient guidelines for players to stand during the mechanic.
  • Simply follow the diagram to understand how to perform the mechanic.
  • The first step is to orient yourselves into north and south groups. If both DPS in a group have the same Aero debuff pairing, they must swap with someone from the other group with the other debuff pairing. Heal up and put up shields beforehand.
  • Stack just inside where the two circles meet. The player with two Aero debuffs should stand in front of them relative to the wall.
  • Place your first Return and heal up the Dark Water III damage.
  • The player with Shadoweye should go right facing the outside to their spot. All other players should go left.
  • Place your second Return marker.
  • The players with Aero should cross over into the next safe spot. The players with Fire should head to their safe spots across the middle of the arena.
  • All players should look outside the arena when their Return debuff expires.
  • All mechanics should then resolve themselves. After players get knocked back, get ready to stack and heal any damage if necessary.

Phase 4 - Triple Apocalypse and Terminal Relativity

  • There are only a few mechanics left. The first is the difficult Triple Apocalypse phase. It is highly recommended to save Sprint for this mechanic.
  • Heal up Shockwave Pulsar.
  • The first Apocalypse is Triple Apocalypse. One trail of light will go from the middle to the edge, then either clockwise or counterclockwise. Two trails of light will start on the outside and rotate twice.
  • We will be following the middle trail to find the safe spot. Players must be extremely quick in discerning it.
  • The third circle the middle trail goes to is the safe spot. We will head there immediately.
  • One tank will stay at the edge and mitigate. All other players will head back to the middle of the arena immediately as the middle AoE goes off.
  • The boss will jump to that tank. All players, including that tank, must stack to get knocked back to a safe spot. The direction to get knocked into depends on if the trail went clockwise or counterclockwise:
    • If the trail went clockwise, players will be knocked back left.
    • If the trail went counterclockwise, players will be knocked back right.
  • Return to the boss and heal up for Shockwave Pulsar.
  • If one tank has been holding the boss the entire phase, they should swap during the Shockwave Pulsar castbar so the other tank can invuln the upcoming Black Halo.
  • If invulns were used elsewere, stack in front and pop cooldowns. The tank that took Darkest Dance will have less cooldowns. All other players should be behind the boss.
  • Do not move the boss anymore, as all players MUST be ready to burst to beat the enrage as well as mitigate Terminal Relativity.

Terminal Relativity

  • Terminal Relativity is not a scary mechanic if players come prepared with a mitigation plan, but healers must stay on their toes and tanks need to use their mitigation tools effectively. Other players must be ready with their mitigation tools as well.
  • Terminal Relativity is the hardest hitting single raidwide AoE any raid has ever had relative to player HP, not counting those meant for tank LB3. It deals roughly 180k damage unmitigated.
  • At least four 10% mitigation skills as well as shields are recommended for only the AoE itself.
  • Additionally, Terminal Relativity inflicts three instances of the Spell-in-Waiting: Quietus debuff on ALL players. These will explode in a set order between each Shockwave Pulsar, dealing damage to the raid. These were mentioned to do light damage earlier, but as 2-3 resolve simultaneously, it will do moderate to heavy damage.
  • Each Shockwave Pulsar increases the damage of the subsequent Shockwave Pulsar, as the boss gains a stacking damage buff.
  • The Quietus and Shockwave Pulsar resolve in this order:
    • 3x Quietus
    • 2x Quietus
    • 2x Quietus
    • Shockwave Pulsar
    • 2x Quietus
    • 3x Quietus
    • 3x Quietus
    • Shockwave Pulsar
    • 3x Quietus
    • 3x Quietus
    • 3x Quietus
    • Shockwave Pulsar
  • Here is my recommended mitigation plan in a general baseline comp:
    • Terminal: Reprisal + Addle + Ranged mitigation: Troubadour / Tactician / Shield Samba + shield healer mitigation: Collective Unconscious / Sacred Soil as well as shield healer shields: Deployment Tactics / Celestial Opposition
    • Shockwave 1: First tank shield: Dark Missionary / Heart of Light + shield healer cooldown: Summon Seraph / Neutral Sect
    • Shockwave 2: Reprisal + regen healer cooldown: Temperance / Neutral Sect + remaining shield healer cooldown (Soil again if SCH)
    • Shockwave 3: Remaining regen healer cooldown + Second tank shield: Divine Veil / Shake It Off
  • If the raid has a Paladin, a second caster, or a second ranged, they can insert their cooldown for between the second and third Shockwave Pulsars.
  • Both healers should be pumping out AoE heals while squeezing out DPS to beat the enrage. However, safety is encouraged. It is likely healers can only DPS if they can use an oGCD AoE heal for it instead.
    • If it is your first time getting there, simply heal and do not worry about DPS until you need the extra damage to beat enrage.
  • The rest of the party besides the tank should be stacked on the rear/flank for melee positionals. As the boss can turn and auto, the tank should stay slightly in front close to the party. Pop all personal mitigation skills.
  • After the last Shockwave Pulsar, there is no more damage besides autos on the tank. Memory’s End is a long casted enrage over ten seconds that will instantly wipe the party after a short animation.

PUG Strategy

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

For Basic Relativity, pugs will either have healers or ice DPS bait the first mirror, the other bait the second, and tanks bait the third. The execution is the exact same.

Every other mechanic is done similar to that explained in the guide, including normal centre Intermediate Relativity and TPS Advanced Relativity.

 

Role Specific Tips

Tank

  • Have a Reprisal plan ready. One tank can do every single Shockwave Pulsar and the other can do Relativity, but they will have to swap around 7 minutes into the fight after Advanced Relativity.
  • Rampart and fluff cooldowns should be used on autos before and after Shockwave Pulsars. 2m cooldowns should be used on heavy damage from Darkest Dance, Somber Dance, and perhaps Black Halo.
  • However, it is highly recommended to use invulns on Black Halo. There are only two in the fight, so both can be easily used.
  • Boss positioning is paramount for this fight. From baiting Darkest Dance and Somber Dance to a good position, to placing the boss in the middle/outside for Relativity. Make sure players get as close to full uptime as possible.
  • Have a mitigation plan for Relativity. They are a good place to use tank shields.
  • The tank takes autos during Terminal Relativity. Use all remaining cooldowns at this part, and swap if necessary.

Healer

  • This is an extremely difficult fight to heal, and requires quick burst healing and a proper mitigation plan.
  • In progression, shields are highly recommended for every Shockwave Pulsar, Shell Crusher, and Relativity. Get comfortable with where you require shields and where you do not.
  • The tank takes sparing instances of autos which can be healed up easily with single target cooldowns like Essential Dignity.
  • Make sure to mitigate all Relativity mechanics to make healing afterwards easier.
  • The main place where you need burst healing is during Shell Crusher into Spirit Taker, as you will need to top the party within 2 GCDs as well as move to a safe spot. Try to keep a healer in the middle for that so they do not have to move.
  • The fight should line up well for heals, as there is a Shockwave Pulsar every minute until after Advanced Relativity.

DPS

  • While slightly easier than Eden’s Promise, the DPS check is no joke. Make sure to optimize during progression and bring your A game.
  • Use Feint on Black Halo if not invulning it, as well as on Spirit Taker, Darkest Dance, and Somber Dance.
  • Use Addle on any Relativity, or Shockwave Pulsars.
  • Use Troubadour, Tactician, or Shield Samba for Relativity.
  • Save these mitigations at the end for Terminal Relativity.
  • It is generally possible to maintain full uptime on the boss except for when mechanics prevent you from attacking as a whole, such as when being Returned or the Darkest Dance knockback during Triple Apocalypse as a melee.

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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