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Anabaseios: The Ninth Circle (Savage)

Game8 has gone with Nukemaru’s strat for P9S.

Things to check on Party Finder

  • Check the Scrambled Succession (“Limit Cut 1”) strat used.
    • Japanese parties will go with the strat that has the party run around in a circle (known as 無職マラソン in Japanese).
    • English parties may do the “Intercard” strat that resolves two of the Ice AoEs at one corner, before flipping the map around (known as ぶたばら式 in Japanese).
  • Check the Chimeric Succession positions for players marked 1 and 2.
    • Some macros have 1 go west, and 2 go east.
    • Some macros have 1 go east, and 2 go west.

Nukemaru’s strat (Mario Kart)

This is the preferred strat by JP that Nukemaru featured. It uses the “Mario Kart” strat for Scrambled Succession, known as 無職マラソン in Japanese.

English (Mario Kart)

■ Spread    ■ Pairs (Rotate ccw for ×)
 D3 MT D4       MT/D3
 H1 ★ H2    H1/D1 ★ H2/D4
 D1 ST D2        ST/D2
■ Archaic Demolish (4:4 stacks)
 West:MTH1D1D3 / STH2D2D4 :East
■ Scrambled Succession (Mario Kart)
 Nothing:Start at 1, drop blue AoEs at walls
 Towers:6 → 8 → 2 → 4
     Fire:2 → 4 → 6 → 8 ※45° ahead of tower
■ Beast Phase
 Poison:CW from 12 o'clock D → T/H
 Cone AoEs:T/H → D
■ Chimeric Succession (Limit Cut #2)
 1 → E 2 → W 3,4 → N No debuff → S

Japanese (Mario Kart)

■基本散開    ■ペア十字(X字反時計回り)
D3 MT D4         MT/D3 
H1 ★ H2       H1/D1 ★ H2/D4
D1 ST D2          ST/D2
■古式破砕拳(4:4頭割り)
西:MTH1D1D3 / STH2D2D4 :東
■ジャンブルコンボ(サイコロ1回目)※無職マラソン式
無職:1壁から進行方向に走り青ついたら止まる
塔:6→8→2→4の順に処理
炎:2→4→6→8の順に処理(塔から進行方向に45度ずれる)
■ビーストフェーズ
毒:12時から時計回り DPS>TH 扇誘導:TH→D
■キメリック(サイコロ2回目)
1→東 2→西 3,4→北 無職→南

Scrambled Succession (Mario Kart)

This is the strat chosen by Game8 that involves splitting the party into two groups- players with numbers, and players without numbers.

  • Non-numbered players:
    • Start at the orb numbered 1.
    • Rotate to the next wall if you do not get a blue mark.
    • Rotate backwards when your Ice AoE resolves.
  • Numbered players:
    • Start at the orb numbered 5 (directly opposite).
    • Rotate when AoEs resolve.

1. Numbers appear. Split up into your groups.

  • No number: Go to the orb numbered 1.
  • Numbered: Go to the orb numbered 5 (directly opposite), and stay on the floor's inner-most ring.

Identify whether the orbs are increasing in a clockwise or anti-clockwise order.

  • The player numbered 2 can preposition at the edge, 45-degrees ahead of the other even-numbered players.

2. The first blue mark appears on a random player that did not have a number.

  • No number:
    • If you were marked: Move to the wall.
    • If you were not marked: Rotate 90 degrees to the next wall (move to the orb numbered 3).

3. The boss will become untargetable, teleport behind the orb numbered 1, and kick it across the arena.

When the orb hits the wall, it will explode in an AoE and leave behind a tower.

  • 6: Enter the tower after the orb explodes.

A second non-numbered player will get a blue mark.

  • If you were marked: Stay at the wall.
  • If you were not marked: Rotate 90 degrees to the next wall.

4. First round of AoEs resolve together:

  • A giant Ice AoE on the player with the blue orb
  • A Fire AoE on the even-numbered player.
  • The tower left behind by the first orb.

All players rotate 90 degrees.

  • The next numbered player (4) moves 45 degrees ahead of the party.
  • The player that had the giant AoE rotates 90 degrees in the opposite direction to join the even-numbered players.

5. The boss will teleport behind next orb (3), and kick it across the arena.

  • 8: Enter the tower after the orb explodes.

The next non-numbered player will get a blue mark.

  • If you were marked: Stay at the wall.
  • If you were not marked: Rotate 90 degrees to the next wall.

6. Second round of AoEs resolve together with the tower.

All players rotate 90 degrees.

  • The next numbered player (6) moves 45 degrees ahead of the party.
  • The player that had the giant AoE rotates 90 degrees in the opposite direction to join the even-numbered players.

7. The boss will teleport behind next orb (5), and kick it across the arena.

  • 2: Enter the tower after the orb explodes.

The remaining non-numbered player will get a blue mark.

  • Last non-numbered player: Stay at the wall.

8. Third round of AoEs resolve together with the tower.

All players rotate 90 degrees.

  • The next numbered player (8) moves 45 degrees ahead of the party.
  • The player that had the giant AoE rotates 90 degrees in the opposite direction to join the even-numbered players.

9. The boss will teleport behind final orb (7), and kick it across the arena.

  • 4: Enter the tower after the orb explodes.

10. Final round of AoEs resolve together with the tower.

Quickly heal up, and prepare for Two Minds.

Nukemaru’s strat + Intercardinal Limit Cut

This is the preferred strat by EN. It takes Nukemaru’s strat, but replaces Scrambled Succession (Limit Cut) with the Intercard strat, known as ぶたばら式 in Japanese.

English (Intercard)

■ Spread    ■ Pairs (Rotate ccw for ×)
 D3 MT D4       MT/D3
 H1 ★ H2    H1/D1 ★ H2/D4
 D1 ST D2        ST/D2
■ Archaic Demolish (4:4 stacks)
 West:MTH1D1D3 / STH2D2D4 :East
■ Scrambled Succession (Intercard)
 Towers:6 → 8 → 2 → 4, Fire:2 → 4 → 6 → 8
 Blue:2x (Between 1+3) → 2x (Between 5+7)
 Fire:2x (Between 5+7) → 2x (Between 1+3)
■ Beast Phase
 Poison:CW from 12 o'clock D → T/H
 Cone AoEs:T/H → D
■ Chimeric Succession (Limit Cut #2)
 1 → E 2 → W 3,4 → N No debuff → S

Japanese (Intercard/ぶたばら式)

■基本散開    ■ペア十字(X字反時計回り)
D3 MT D4         MT/D3 
H1 ★ H2       H1/D1 ★ H2/D4
D1 ST D2          ST/D2
■古式破砕拳(4:4頭割り)
西:MTH1D1D3 / STH2D2D4 :東
■ジャンブルコンボ (サイコロ1回目) ※ぶたばら式
無職(青マーカー):1、2→①③塔間 3、4→⑤⑦塔間
    サイコロ:2、4→⑤⑦塔間 6、8→①③塔間
塔処理:6→⑤塔、8→⑦塔、2→①塔、4→③塔
■ビーストフェーズ
毒:12時から時計回り DPS>TH 扇誘導:TH→D
■キメリック(サイコロ2回目)
1→東 2→西 3,4→北 無職→南

Scrambled Succession (Intercard)

This is the strat more favoured in EN that involves resolving the Ice/Fire twice before swapping sides. Of note, the player numbered 6 needs to pay special attention as they can potentially cause a party wipe if they are slow to move.

(N.B: This is also confusingly called the “JP strat”, even though JP DCs no longer do this.)

  • Start between the orbs numbered 5 and 7.
  • First two iterations:
    • Ice goes between the orbs numbered 1 and 3.
    • Fire (players 2 and 4) goes between the orbs numbered 5 and 7.
  • Last two iterations (swap sides):
    • Ice goes between the orbs numbered 5 and 7.
    • Fire (players 6 and 8) goes between the orbs numbered 1 and 3.

1. Numbers appear. All players go between the orbs numbered 5 and 7.

  • 2: You can preposition at the outer edge behind the party.

2. The first blue mark appears on a random player that did not have a number.

  • If you were marked: Move to the opposite edge (between the orbs numbered 1 and 3).

3. The boss will become untargetable, teleport behind the orb numbered 1, and kick it across the arena.

When the orb hits the wall, it will explode in an AoE and leave behind a tower.

  • 6: Enter the tower after the orb explodes.

A second non-numbered player will get a blue mark.

4. First round of AoEs resolve together:

  • A giant Ice AoE on the player with the blue orb
  • A Fire AoE on the even-numbered player.
  • The tower left behind by the first orb.

The next pair of players (the second marked player and the player numbered 4) takes over the previous two player's positions.

5. The boss will teleport behind next orb (3), and kick it across the arena.

  • 8: Enter the tower after the orb explodes.

The next non-numbered player will get a blue mark.

6. Second round of AoEs resolve together with the tower.

All players swap sides.

  • The next numbered player (6) moves to the opposite end of the arena (between where the orbs numbered 1 and 3 were).

    Be quick. Sprint is recommended.

  • The third marked player goes to the edge where the party was standing (between the two remaining orbs).

7. The boss will teleport behind next orb (5), and kick it across the arena.

  • 2: Enter the tower after the orb explodes.

The remaining non-numbered player will get a blue mark.

8. Third round of AoEs resolve together with the tower.

The next pair of players (the fourth marked player and the player numbered 8) takes over the previous two player's positions.

9. The boss will teleport behind final orb (7), and kick it across the arena.

  • 4: Enter the tower after the orb explodes.

10. Final round of AoEs resolve together with the tower.

Quickly heal up, and prepare for Two Minds.

Markers

The colours indicate the pairs positions (MT/D3 are on red, etc).

XIVLauncher WaymarkPresetPlugin positions
{
  "Name":"P9S",
  "MapID":937,
  "A":{"X":100.0,"Y":0.0,"Z":86.0,"ID":0,"Active":true},
  "B":{"X":114.0,"Y":0.0,"Z":100.0,"ID":1,"Active":true},
  "C":{"X":100.0,"Y":0.0,"Z":114.0,"ID":2,"Active":true},
  "D":{"X":86.0,"Y":0.0,"Z":100.0,"ID":3,"Active":true},
  "One":{"X":90.101,"Y":0.0,"Z":90.101,"ID":4,"Active":true},
  "Two":{"X":109.899,"Y":0.0,"Z":90.101,"ID":5,"Active":true},
  "Three":{"X":109.899,"Y":0.0,"Z":109.899,"ID":6,"Active":true},
  "Four":{"X":90.101,"Y":0.0,"Z":109.899,"ID":7,"Active":true}
}

You may see the square markers rotated 90 degrees clockwise in Japanese parties.

XIVLauncher WaymarkPresetPlugin positions
{
  "Name":"P9S (JP)",
  "MapID":937,
  "A":{"X":100.0,"Y":0.0,"Z":86.0,"ID":0,"Active":true},
  "B":{"X":114.0,"Y":0.0,"Z":100.0,"ID":1,"Active":true},
  "C":{"X":100.0,"Y":0.0,"Z":114.0,"ID":2,"Active":true},
  "D":{"X":86.0,"Y":0.0,"Z":100.0,"ID":3,"Active":true},
  "One":{"X":109.899,"Y":0.0,"Z":90.1,"ID":4,"Active":true},
  "Two":{"X":109.899,"Y":0.0,"Z":109.899,"ID":5,"Active":true},
  "Three":{"X":90.1,"Y":0.0,"Z":109.899,"ID":6,"Active":true},
  "Four":{"X":90.1,"Y":0.0,"Z":90.1,"ID":7,"Active":true}
}

Timeline

(Credit: u/ExiaKuromonji)

Frequently Asked Questions

[Damage Down] How strong is the damage down debuff in this fight?

The Damage Down debuff in this phase lowers a player's damage by 25%.

[Chimeric Succession (Limit Cut 2)] Are the numbers baitable?

The four numbered players are the four furthest people from the boss, with number 1 going to the furthest player, 2 goes to the second furthest, and so on.


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