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

E6S Text Guide
Lyra Rose
Table of Contents
Garuda & Ifrit

Introduction

This guide aims to provide tips and strategies for defeating Ifrit and Garuda, the Heritors of Fury, and their combined form Raktapaksa, in Eden’s Verse – Furor (Savage).

Ifrit and Garuda is the second 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 475 or above to challenge this fight in a non-premade group.

Drops

Token
Book of Furor
Books can be traded in for Head, Hands, and Feet equips at Yhal Yal in Eulmore (X:10.0, Y:11.5). All Equips cost six books. Four books can additionally be traded for the Crystalline Glaze upgrade item.

Mechanics

Pre-pull Preparation

The wall is lethal. This fight has you fight Ifrit, Garuda, Ifrit & Garuda, and their combined form Raktapaksa.

  • Assign one tank and healer to be partnered with one DPS each. Each partner group should have an intercardinal position and an east-west relative to boss facing position.
  • One tank should choose north and the other south for Conflag Strike.
  • Garuda and Ifrit is an approximately 10:25 fight and requires around 84k raid DPS.

Garuda

A heavy magical damage raidwide.

Garuda will summon vortex orbs around the arena. These will do one of two things:

  • Shoot a line AoE across the map. This line AoE will BREAK any tether mechanic that goes through it, and give that mechanic to a random party member.
  • Large vortex orbs will be pushed towards the middle and explode, dealing heavy damage and applying a vuln stack. The safe space to stand is in between the orbs if there are three orbs, and at the edges north and south relative if there are four orbs.
Tethers all four DPS. When the tether resolves, it shoots a 90 degree cone AoE at the target, dealing moderate magic damage. Additionally, casts a point blank AoE around Garuda.

Each player will have to stack with one other player. Targets four DPS, or tanks and healers. If no one else stacks, the player is knocked up. Immediately after, ground AoEs appear where the stack AoE was. If a player is knocked up they will die to the ground AoE. This is colloquially referred to as Enumeration.

Conflag Strike: During Conflag Strike, players will need to stack with their tether partner.

A cone AoE coming from two opposite sides of Garuda, indicated by where the wind claws appear on the ground.

A giant knockback marker in the centre of the arena. Knockback immunities do work, and the knockback distance is small.

Garuda cuts the arena into half, with the middle dividing line being unsafe and instantly killing players who walk inside. She will then summon Occluded Front vortex orbs that explode, and will knockback players and as well as the orbs into the centre.

Ifrit

A proximity marker. Deals light damage if standing far away, moderate damage if standing halfway, and heavy damage if standing directly underneath.

A tether on the main tank. Inflicts Lightheaded on the player hit. Any player who takes damage from Hands of Flame or Hands of Hell while Lightheaded will be knocked up/stunned. Targets the player hit with Eruption.
  • During the Raktapaksa phase, the boss will cleave the sides of the arena relative to the line towards the tank.

A large ground AoE underneath targeted players, but can never target the current MT.

An extremely heavy physical tankbuster on the MT. Knocks the MT up if they have Lightheaded, which kills them via Meteor Strike if not invulned.

Ifrit jumps to where the MT was at the end of Instant Incineration’s castbar and kills all players there.

A moderate magical damage raidwide.

Targets a healer/tank or DPS with four Hands of Hell tethers. The role that is targeted needs to pick up these tethers and take them slightly away from the boss. After the castbar resolves, Ifrit clones will dash to the tethered players, applying Lightheaded on players hit, as well as targeting them with Eruption. Any player who takes multiple Lightheaded debuffs will be Concussed, preventing them from moving.
  • During the Raktapaksa phase, the boss will cleave the sides of the arena relative to the line towards the players.

Ifrit summons multiple fire orbs around the arena on cardinal and intercardinal edges. He will then summon four clones that if facing the orb, will kick the orb towards that direction. The orbs will explode soon afterwards, dealing extremely heavy damage and applying a vuln stack. Players must find the safe spot that will not have an orb.

Ifrit + Garuda

Deals light raidwide magical damage. Inflicts Hated of Embers or Hated of the Vortex on four players each – one tank, one healer, and two DPS. Players with the corresponding debuff can only damage the respective boss. Players can choose which debuff they get based on proximity to the respective boss.

During Occluded Front (orbs), Ifrit clones will appear and kick the orb, leaving only one side as a safe space.

Raktapaksa

An extremely heavy raidwide magical AoE.

Raktapaksa will jump to a giant knockback marker. Knockback immunities do work, but the distance is larger than Garuda’s knockback. You should stand directly beside it.

Begins the Conflag Strike phase. The boss teleports to the centre and summons Radiant Plumes around the arena, with the safe spot being directly East and West of the boss. It then casts Irons of Purgatory and summons two Blaze tornadoes. After Blaze finishes, it casts the Conflag Strike version of Air Bump alongside a donut AoE. When the castbar resolves, the boss cleaves the entire arena except directly behind it.

Orbs will appear outside the arena and shoot line AoEs five times.

Tethers DPS with each other and tanks with healers. Players with tethers must be relatively close to each other or they will instantly die.

Summons two Blaze tornadoes. Targets the closest player with a high damage conal AoE. This occurs five times.

Phase Mechanics

Garuda

Superstorm
Occluded Front (Line AoE)
Storm of Fury
Air Bump
Ferostorm
Knockback
Air Bump
Vacuum Slice
Occluded Front (Orbs)
Storm of Fury
Ferostorm
Touchdown

Ifrit

Hands of Flame
Instant Incineration
Meteor Strike
Inferno Howl
Hands of Hell (Tanks + Healers)
Strike Spark
Eruption
Hands of Hell (DPS)
Hands of Flame
Instant Incineration
Meteor Strike

Garuda & Ifrit

Hated of Embers + Hated of the Vortex
Occluded Front (Line AoE)
Hands of Flame
Instant Incineration
Vacuum Slice
Occluded Front (Orbs)
Eruption
Ferostorm

Raktapaksa

Firestorm
Hands of Hell (Tanks + Healers)
Hands of Hell (DPS)
Inferno Howl
Air Bump
Ferostorm
Strike Spark
Eruption
Hands of Flame
Instant Incineration
Meteor Strike
Knockback

Conflag Strike
Irons of Purgatory
Occluded Front
Blaze
Air Bump
Conflag Strike resolves
Occluded Front (Line AoE)
Air Bump
Storm of Fury
Inferno Howl
Occluded Front
Hands of Hell (Tanks + Healers)
Hands of Hell (DPS)
Air Bump
Hands of Flame
Instant Incineration
Meteor Strike
Ferostorm
Ferostorm
Ferostorm
Knockback
ENRAGE

ENRAGE is a long casted Conflag Strike. wiping the raid.

Fight Strategy

Garuda

  • Prepull mitigate for Superstorm.
  • DPS should head to their intercardinal spots for Storm of Fury, but make sure your tether is not cut by the Occluded Front line AoE.
  • Stack up with your partner for Air Bump, leaving space in the middle to dodge the AoEs afterwards.
  • Dodge Ferostorm, use anti-knockbacks on the knockback, and stack up with your partner for Air Bump again.
  • Head to your respective side relative to Garuda’s facing for Vacuum Slice. She can face any cardinal direction. It is important that DPS are split two on each side – tanks and healers can stay on one side if they wish to do so.
  • DPS should head to their intercardinal spots for Storm of Fury again. Dodge the Occluded Front orbs, making sure not to get knocked into the centre of the arena. Immediately after, dodge Ferostorm.
  • Move away from the proximity marker for Touchdown.

Ifrit

  • Have one tank pick up Ifrit immediately and move to the middle. The other tank should then immediately provoke during Hands of Flame. The MT can simply stand at max melee range. Dodge Eruption after.
  • Mitigate Instant Incineration, then move away for Meteor Strike.
  • Mitigate and heal through Inferno Howl.
  • Each Tank and Healer should pick up a Hands of Hell tether, then move to their intercardinal positions away from the middle once the castbar resolves. DPS should take care not to pick up any marker. Afterwards, move into the middle to dodge Eruption.
  • Stack in the middle during Strike Spark to bait Eruption while looking for the safe spot. Once the Eruptions appear, head towards the safe spot. The MT can move the boss immediately to the safe spot to gain uptime.
  • Move the boss back to the middle. DPS pick up Hands of Hell tethers, and move to your intercardinal spots away from the boss.
  • Do Hands of Flame + Instant Incineration + Meteor Strike again.

Garuda & Ifrit

  • As Hated debuffs are proximity-based, stand close to the boss you want to hit for the rest of this phase. Ranged should be on Garuda and melee should be on Ifrit. Melee want to go on Ifrit as it does not break uptime during Vacuum Slice. The Ifrit tank will take a tank buster during this phase, so whichever tank has cooldowns still should pick it up.
  • Dodge Occluded Front, with the Ifrit tank making sure to break their tether for Hands of Flame. This will make Hands of Flame go on a random player, which allows them to take the tank buster without the Lightheaded debuff.
    • Alternatively, the Ifrit tank can not break their tether. The tank tanking Garuda should provoke Ifrit before the castbar resolves, and the Ifrit tank shirks the Garuda tank to ensure they get the tank buster.
  • Both tanks should head to an intercardinal. All party members can stay on that intercardinal, waiting beside Garuda so they stay on the same half for Vacuum Slice.
  • Bait Eruptions before heading to the safe spot for Occluded Front orbs. One of the spots will have an Ifrit clone, so the other side has the safe spot.
  • Dodge Ferostorm.
  • Mitigate and heal up for Firestorm.

Raktapaksa

  • Bring the boss to the middle. Tanks and healers pick up Hands of Hell tethers first, and head to your intercardinal spots away from the boss. Move to the middle to dodge Eruptions.
  • DPS should do the same afterwards.
  • Heal and mitigate through Inferno Howl.
  • Stack up with your partner at max range for Air Bump, then dodge both Air Bump AoE and Ferostorm.
  • Do Strike Spark the same way as the Ifrit phase.
  • Hands of Flame is the same as well, except dodge the line AoEs to the sides of Raktapaksa. Make sure the OT is behind the MT.
  • Use knockback immunities for the knockback and prepare for the difficult phase, Conflag Strike.
  • This is a visual representation on how to do Conflag Strike.
  • DPS should stack on the left safe spot, while tanks and healers stack on the right safe spot. Look who your tether partner is.
  • Each tank and healer pair needs to go to the tank’s Blaze tornado spot. The tank should stand in a corner to ensure the Blaze AoE goes out of the arena and not into the party. Mitigate and heal through this accordingly – each healer should top up their tank. This is a good place for tank invulnerabilities.
  • Meanwhile, DPS should be in the centre hitting the boss and dodging Occluded Front line AoEs. DPS need to move together with your tether partner.
  • Make sure no tether is broken.
  • After five Blaze hits and the tethers disappearing, players must move into the centre to dodge a donut AoE and stack with their tether partner for Air Bump – one person in each set of tethers will receive the AoE. Therefore, the north tank + healer can stack north, the south tank + healer can stack south, and the DPS can adjust east or west.
  • Get behind the boss to dodge Conflag Strike immediately after.
  • Orient the boss and get ready to stack with your partner. Mitigate and stack.
  • DPS should move to their intercardinal positions after the Occluded Front line AoEs go off for Storm of Fury tethers, making sure they are not destroyed. Healers and tanks make sure you dodge the Air Bump AoE and only take one instance of Storm of Fury tether damage.
  • Tanks and healers stack south to take a Hands of Hell tether and go to intercardinal spots away from boss, then dodge AoEs by going to the centre. Make sure not to destroy your tether.
  • DPS take a Hands of Hell tether and go to intercardinal spots. Tanks and healers need to go and stand beside their partner for Air Bump, then move into a cardinal safe spot to dodge the charges to ensure they are not Concussed. Dodge to the centre afterwards.
  • Do Hands of Flame > Instant Incineration > Meteor Strike just like earlier in the phase. Mitigate accordingly.
  • There is no more incoming damage in the fight. DPS the boss while dodging Ferostorm and using knockback immunities on Knockback, then move to the boss to DPS it down before 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.

  • Tanks and healers will get a cardinal position, and DPS will get an intercardinal position.
  • Rotate clockwise to your partner for Air Bump.
  • Hands of Hell tethers are usually done with all tank/healer tethers being taken north relative to boss, and all DPS tethers being taken south relative to boss. (Tethers HT N DPS S)
  • The party will determine if DPS and T/H go E/W relative to boss prior and during Conflag Strike.

Role Specific Tips

Tank

  • Keep the boss in the centre unless it needs to move for a mechanic, such as Knockback, Hands of Flame, Strike Spark, etc.
  • Mitigate Instant Incineration accordingly. This deals extremely heavy damage and tanks require at least two cooldowns. Sentinel or its variations and your active cooldown (Sheltron, Raw Intuition or Nascent Flash, The Blackest Night, Heart of Stone) are recommended.
  • Make sure to use heavy mitigation for Blaze. It is a good spot for invulnerabilities like Hallowed Ground.
  • Party mitigation should be used for periods of heavy damage, or to save the party during Strike Spark and Occluded Front (orbs). Reprisal AoEs such as Inferno Howl and Superstorm.

Healer

  • There is a lot of incoming AoE damage, so mitigate and heal accordingly.
  • Mechanics such as Occluded Front (orbs) and Strike Spark can be survived even if players get hit by a mechanic if everyone is topped and has shields. It’s a good idea to make sure people survive even if they mess up during progression.
  • The healer with the Hands of Hell tether should not go very far from the boss to ensure melee get uptime. The other healer should go far away to increase the size of the safe spot.
  • Be a bit further out if you have Air Bump, as that allows everyone to have a safe spot inside the boss. This is extremely relevant when Ferostorm follows the Air Bump.

DPS

  • Make sure you DO NOT break your tether for Storm of Fury via putting it through Occluded Front (line AoE). It will go onto another random party member and potentially kill them.
  • Use mitigation accordingly: Addle and ranged mitigation on raidwides, and Feint on Instant Incineration.
  • DPS can pick which boss they can damage during the split phase. Ideally melee are on Ifrit and ranged are on Garuda, as Ifrit is preferred for melee uptime. Garuda does not move from the centre until after.

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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