Living Liquid
This is a modified version of the original Separations Living Liquid strat.
Notable changes are:
- The MT Provokes the Liquid Hand and invulns the first set of Fluid Swings and the Protean Wave from the “north” puddle.
- The first set of Protean Waves are baited by the MT and both healers, instead of both healers and D3.
- The DPS positions for the final set of Protean Waves are different.
[Click to Expand] Jagd Dolls breakdown
The Jagd Dolls are adds that have the following mechanics:
- The Jagd Dolls tether to the first player that performs any action on them (including auto-attacks), and lock onto that player.
- They periodically pulse with Exhaust, a point-blank AoE that applies a stacking Luminous Aetheroplasm on any player hit.
- If any player is hit with two AoEs, they explode and wipe the raid.
- The Jagd Dolls cannot be destroyed by damage- they will explode and wipe the raid if they reach 0% HP.
- To destroy them, they need to be dragged near either Living Liquid or the Liquid Hand. Doing so will tether them to the boss and destroy them, dealing raid-wide damage to the party (Reducible Complexity) based on its current HP.
- The Jagd Doll must be under 25% HP, or the explosion will deal lethal damage.
1. Living Liquid casts the first Cascade and the Liquid Hand spawns.
Tip: If the ST is having trouble taking the Liquid Hand's hate from the MT, the MT can momentarily turn off their tank stance when the Liquid Hand spawns to let the ST secure hate. As a rough guide, we split the party as such:
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2. If Liquid Hand has been sufficiently separated from Living Liquid, it will now glow as an open palm.
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3. Jagd Dolls spawn, and first set of untelegraphed Protean Waves resolve.
The Liquid Hand will also use Hand of Parting here. The Hand should've been an open palm, which will wipe the raid unless the Liquid Hand is stacked on top of Living Liquid. | |
4. The second set of untelegraphed Protean Waves resolve.
The Liquid Hand will also use Hand of Pain here. Living Liquid and the Liquid Hand's HP need to be kept within 5% HP of each another for the party to survive this. | |
5. Liquid Hand casts Hand of Pain; two Embolus orbs spawn and slowly move towards the bosses.
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6. D3's and D4's Dolls pulse one more time.
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7. Fluid Swing happens on the two tanks.
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8. Party stacks "north/south" to bait the first set of telegraphed Protean Waves from Living Liquid. | |
9. First set of untelegraphed Protean Waves.
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10. Second set of untelegraphed Protean Waves.
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11. 6x Splashes from Living Liquid.
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12. 2nd Cascade. The party should reorient themselves to the new water puddles.
Six players (at random) will get a Throttle debuff, which must be removed via Esuna (or Warden's Paean).
How the two healers split up the Esunas doesn't matter, so long as they agree. We go with the following priority:
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13. Start of Protean Waves #2. Just like the first iteration, this begins with baited, telegraphed Protean Waves north and south of Living Liquid. Tip: If both Living Liquid and the Liquid Hand are around 10-11% HP at this point, the whole party can switch to Living Liquid and kill it before the next Hand of Pain resolves. | |
14. 1st untelegraphed Protean Waves from Living Liquid. The Liquid Hand will also do a Hand of Pain here.
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15. 1st telegraphed Protean Waves from the puddles.
(The East puddle's Protean Wave can be baited by either H2 or D4.) | |
16. 2nd untelegraphed Protean Waves from Living Liquid. | |
17. 2nd untelegraphed Protean Waves from the puddles.
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18. Embolus orbs spawn.
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19. The Liquid Hand does one final Hand of Pain. If the party went "all in" on Living Liquid, you need to kill Living Liquid before this Hand of Pain resolves. After the Hand of Pain, Living Liquid Splashes six times before targeting the MT with Fluid Swing. Living Liquid then casts one final Cascade, serving as the enrage. |
Troubleshooting
[Hand of Pain] The MT invulns the first two Fluid Swings and the Protean Wave from the puddle, but dies shortly thereafter. What happened?
The MT died to Hand of Pain, which shortly follows the Protean Wave. Hand of Pain ignores tank invulnerabilities. |