Eden’s Verse – Fulmination (Savage) Raid Strategy Guide

E5S Text Guide
Lyra Rose
Table of Contents
Ramuh

Introduction

This guide aims to provide tips and strategies for defeating Ramuh, the Heritor of Levin in Eden’s Verse – Fulmination (Savage). Ramuh is the first raid encounter in the Eden’s Verse raid, available February 18, 2020 in Patch 5.2. Players must have completed the Quest “Life Finds a Way” and talk to Lewrey in Amh Araeng (X:26.8, Y:16.4). Players must be item level 470 or above to challenge this fight in a non-premade group.

Drops

Token

One per player:
Book of Fulmination
Books can be traded in for Accessories and Waist equips at Yhal Yal in Eulmore (X:10.0, Y:11.5) . Accessories cost four books and Waist equips cost six.

Mechanics

Pre-pull Preparation

  • Assign one intercardinal position to each ranged/healer player and each melee/tank player.
  • Assign a numbering order from 1 – 7 for each non-MT player in order to destroy electric gungnirs during Fury’s Fourteen. Melee should get a lower number and ranged should get a higher number, with healers being last.
  • Additionally, assign one melee, ranged, and healer to each side of the boss (east/west). Alternatively, have clock positions for all players.
  • Ramuh is an approximately 10:56 fight and requires ~83.8k raid DPS.

The main mechanic of the fight. Whenever Ramuh casts {!Fury’s Bolt}, he gains a stack of {!Fury’s Bolt}, which increases the range or damage of the next lightning-aspected ability. In order to perform the mechanic, you must acquire one stack of {!Surge Protection}. Fury’s Bolt aspected attacks will remove one stack.

A moderate magical damage raidwide. Spawns orbs around the arena. If a player picks up an orb, they gain one stack of {!Surge Protection} up to three, which reduces damage from abilities affected by Fury’s Bolt. Picking up more than three stacks will cause the player to acquire {!Static Condensation}, reducing incoming healing.

Ramuh summons lightning gungnirs on the four intercardinals. One of these will be shorter than the others, which will indicate the safe spot for Judgment Jolt.
Fury’s Fourteen: Ramuh summons fourteen Stratospears in a line east and west of the centre going north/south.

Ramuh summons the Raiden add, which tethers to the player with the most {!Surge Protection} stacks. The Raiden add is untargetable and damages the tethered player periodically. If the Raiden touches the player, it instantly kills them. This should be taken by a tank, or a tank should pick up three stacks ASAP, as it does a heavy magical tank buster after a few hits. Raiden will disappear after five hits.

A moderate physical tank buster on the MT.

This is a two-part mechanic affecting four players each:

  • The four furthest players will be targeted with a purple Stormcloud marker, which drops a black cloud on their location once it resolves. This black cloud will do an AoE under it until it expires.
  • The four closest players will be targeted with a small prey marker, which gives them a debuff. This debuff will emanate a point blank lightning AoE from the player that inflicts a Paralysis debuff and deals light damage. If this debuff is allowed to resolve, the player will be feared away from Ramuh.

To remove the debuff, players must stand in the AoE generated by a black cloud with at least one stack of Surge Protection. It is possible to survive without the buff, but players will receive a vuln stack.

Ramuh jumps to the middle of the arena. This is a knockback coming from him. Use anti-knockback abilities or position yourself to the long sides of the arena.

Ramuh summons dark adds that charge across the arena, as well as an add that charges across the middle north – south, knocking back from there. If this add has Fury’s Bolt swirling around it, players must acquire a stack of {!Surge Protection}.
  • If the add has Fury’s Bolt, players must stand close to the knockback, as the knockback will knock players far.
  • If the add does not have Fury’s Bolt, players must stand far from the knockback in order to not get knocked into the path of a charging add.
Fury’s Fourteen: Ramuh summons dark adds on either the east and west side of the arena. The second time, he will also summon adds that charge down all east-west lanes except one.

Ramuh casts random AoEs onto the ground and marks DPS or tanks/healers with Volt Strike, an AoE centered on them. Players must grab at least one stack of {!Surge Protection} for this attack. He will then mark the other set with Volt Strike as well. Do not get clipped by another person’s AoE.

“Twister”: Unmarked AoEs will spawn where players were around ⅘ through the castbar.

“Dynamo”: The Fury’s Bolt version of this ability. A small donut AoE centered around all players. Stack up to avoid clipping each other. Do not move until the donut AoE is finished, as it stays on the ground.

Ramuh quickly gains fourteen stacks of Fury’s Bolt, and the next Stratosphere Summons will summon fourteen gungnirs.

Ramuh will charge down the middle of the arena north-south.
  • All players must have at least one stack of {!Surge Protection}.
  • A tank must stand in front of him and press the Duty Action that pops up, Stand Firm, , in order to mitigate the attack – they will also have to pop cooldowns in order to not die. They will get knocked back from Ramuh. Do not make any other inputs after pressing the Duty Action.
  • All other players will get knocked back from the centre to the sides. Getting knocked through a Stratosphere Summons electric gungnir will destroy it. There are seven gungnirs on each side. 🤔🤔

Chain Lightning will apply the debuff Electrified with eight stacks to both healers. Once the debuff resolves, it will emanate a very small point blank AoE from the player, jump to the nearest player, and apply the System Shock debuff to the player. System Shock prevents the player from receiving the Electrified debuff for the duration of two passes. Players must pass the debuff eight times before it expires completely. Each pass deals light magic damage.

Phase Mechanics

Phase 1

Judgment Volts
Stratospear Summons
Judgment Jolt
Executor Summons
Fury’s Bolt
Judgment Volts
Crippling Blow
Stormcloud Summons
Levinforce
Fury’s Bolt
Tribunal Summons
Crippling Blow
Judgment Volts
Fury’s Bolt
Thunderstorm
Executor Summons
Stepped Leader – Twister
Judgment Volts

Phase 2

Fury’s Fourteen
Stratospear Summons
Tribunal Summons
Centaur’s Charge
Fury’s Bolt
Stepped Leader – Dynamo
Chain Lightning
Crippling Blow
Judgment Volts
Executor Summons
Fury’s Bolt
Thunderstorm
Stepped Leader – Twister
Crippling Blow
Judgment Volts

Phase 3

Fury’s Fourteen
Stratospear Summons
Tribunal Summons
Centaur’s Charge
Fury’s Bolt
Judgment Volts
Stormcloud Summons
Levinforce
Judgment Volts
Chain Lightning
Crippling Blow
Judgment Volts
Stepped Leader – Twister OR Fury’s Bolt + Stepped Leader – Dynamo
Fury’s Bolt
Judgment Volts
Judgment Volts
Fury’s Bolt
Judgment Volts
Judgment Volts
Fury’s Fourteen
Stratospear Summons
ENRAGE

ENRAGE is a long casted Judgment Jolt that executes all fourteen Stratospear Summons, wiping the raid.

Fight Strategy

Phase 1

  • Prepull mitigate for Judgment Volts. 
  • Find the safe spot for Stratosphere Summons + Judgment Jolt and run to the corner as the castbar ends.
  • All players should pick up a singular orb of Surge Protection ASAP for Fury’s Bolt Judgment Volts. The OT should pick up three orbs in order to take the add. 
  • Tanks should mitigate their respective tank busters.
  • Ranged should spread out to their intercardinal positions in order to bait Stormcloud Summons – it is not necessary to go to the corner, but do not be too close to melee range. Melee should pick up an orb. Once the Stormcloud is dropped, melee should head towards their respective cloud through the middle while the ranged move out of range of the Stormcloud from the outside.
  • Use anti-knockbacks for Levinforce.
  • Look at the add charging down the middle for Tribunal Summons. If it has the rotating lightning pyramids around it, stand close to the centre to get knocked back far to the edge. If it does not, stand far from the centre. There are two lines making a rectangle – the one closer to the middle is safe for the far knockback, and the one closer to the edge is safe for the close knockback.
    • In the image below, Blue indicates the safe spot for a far knockback and red indicates the safe spot for a close knockback.
  • Mitigate Crippling Blow, heal through Judgment Volts, and pick up an orb for Thunderstorm.
  • The OT should pick up three orbs to pick up the Raiden add. All other players should stack on the rear of the boss and move out for Stepped Leader at the same time to bait the AoEs. The OT should be separate from the party in order to kite their add. Mitigate and prepare for Fury’s Fourteen.

Phase 2

  • All players should pick up a stack of Surge Protection from the last Judgment Volts. Quickly note what number in the order you are.
  • Ramuh will summon fourteen gungnirs and mark one side of the arena to be unsafe. He will then jump north or south.
  • All players except the MT should then line themselves up with the gungnir on the safe side closest to Ramuh being 1.
  • The MT should go inside the circle near Ramuh, mitigate, and press the Duty Action. Do not take any additional actions after pressing the Duty Action. Move to the edge after you get knocked back.
  • Stay at the edge until the gungnirs on the opposite end explode. Move the boss back to the middle and stack up on the rear for Stepped Leader. If everyone is stacked on the same spot, everyone is safe. Right after, move to your respective sides of the boss.
  • Chain Lightning will always target a healer first. There are two main methods: circle strat and triangle strat.
    • Triangle strat: Healer, melee, and range stand in a loose wide triangle on both sides of the boss to ensure you know which player you are passing to. Do not stand on top of each other to pass – merely get closer to them. It is recommended to pass healer > melee > ranged > repeat.
    • Circle strat: stand at clock spots and pass Chain Lightning clockwise. This puts more responsibility on all players, but has the same movement no matter what role you are.
  • Ideally, the MT should not be in the Chain Lightning cycle, as they need to mitigate Crippling Blow. If a pass goes awry, then both tanks can substitute in as necessary. However, in circle strat all players are passing Chain Lightning, so mitigate as necessary.
  • The OT needs to pick up three stacks in order to deal with the Raiden add again. Do Thunderstorm just like before, but give the OT additional space to kite their add – all other players should adjust to them.
  • Right after Thunderstorm, do Stepped Leader AoE baits. It is usually not possible to stack up here, so simply do not stand where someone was previously.
  • Heal through Judgment Volts.

Phase 3

  • Phase 3 is a repeat of mechanics from the previous two phases, in a new sequence with some mechanical changes.
  • The second Fury’s Fourteen will also summon adds that charge down five of the six east-west lanes. Therefore, after you get knocked back, quickly move to the lane that is safe.
  • Everything else still applies – the MT must mitigate and use the duty action and every other player must break a gungnir by getting knocked through it.
  • Do Stormcloud Summons the exact same way as before.
  • Anti-knockbacks will be up for Levinforce.
  • The second set of Chain Lightnings is the exact same as the first one and should be done the same way.
  • Dodge Stepped Leader.
  • The rest of the fight is a heal check + enrage DPS check. Ramuh will cast Fury’s Bolt before two Judgment Volts casts, and then another Fury’s Bolt before more Judgement Volts. Make sure to pick up an orb before each Bolt cast.
  • DPS to beat enrage.

PUG Strategy

PF uses a variety of methods to do mechanics that may not be covered in this guide in their entirety. Many of these strats are named for ease of communication.

  • Melee + tanks are cardinal and ranged + healers are intercardinals. Each player picks a spot from 1-7.
  • Stormcloud Summons has ranged bait clouds at intercardinals and melee take prey clockwise.
  • Fury’s Fourteen is done either relative or true north (TN). If relative, gungnir positions will be based on where he jumps. If true north, gungnir positions will always be static based on true north.
  • Chain Lightning (CL) is either done circle/corona (stand at clock spots, pass clockwise) or triangle (pass healer > melee > ranged (HMR) or healer > ranged > melee (HRM) on your side, both tanks stack north).

Role Specific Tips

Tank

  • Try to keep Ramuh’s positioning consistent for mechanics such as Thunderstorm, Stormcloud Summons, and Chain Lightning.
  • Mitigate Crippling Blow properly – it deals moderate damage, so one or two cooldowns is enough.
  • Use other cooldowns for periods with heavy autoattack damage.
  • Use invulnerabilities or mitigate heavily for Centaur’s Charge. As there are two, each tank can use one invulnerability once, or one invulnerability and one heavily mitigated if you do not want to swap positions for the knockback.
  • Use party shields for periods of heavy damage such as Thunderstorm. Reprisal every Judgment Volts if available, or alternate between them and Crippling Blow.

Healer

  • The incoming damage to the party is not extremely high for this fight, but frequent: there is a lot of raidwide AoEs so plan healing accordingly. 
  • Use heavy mitigation for high damage parts, such as Chain Lightning and Centaur’s Charge.
  • There are many Crippling Blows on the MT, as well as a few OT tank busters at the same time. Make sure you top up the tank so they don’t die to autoattacks.
  • Make sure the tank taking Centaur’s Charge is topped if they aren’t using an invulnerability.

DPS

  • Apart from the Judgment Jolt at the beginning and Centaur’s Charge, this is a full uptime fight for melee if Stormcloud Summons are placed properly for them. Ranged can hit the boss the entire fight.
  • Help mitigate accordingly – Feint for Crippling Blow and Addle and ranged mitigations for raidwides. This is especially important during Chain Lightning phases.
  • Let melee have the orbs in the centre, and ranged take orbs at the sides of the arena.

About the Author

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

Special thanks to Nagi Hiiragi for making mechanic timelines for me.

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