Proto-Ozma

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Proto-Ozma

Proto-Ozma (or Ozma for short) is the last boss of Baldesion Arsenal, fought in the Proto-Ozma Containment Unit.

This version of Ozma has 4 different shapes: Sphere, Pyramid, Cube, Stellation (Star). Moreover, during this fight mini versions of Ozma referred to as Ozmashades will spawn regularly and execute corresponding mechanic tied to its shape.

Here's the video guide for this fight made by the founder of the Eurekan Academy, Ese.

List of Abilities

Proto-Ozma

Each shape has its exclusive mechanics to be aware of. Mechanics can happen in conjunction with Ozmashade mechanics. The shapes are in a semi-random order, but shapes themselves have a static timeline. The first shape change is the introductory Star form, which doesn't have meteors. After the initial Star shape, all Star shapes will have Meteor.

Sphere Form

Sphere Form Mechanics Explanation
Transition Attack N/A
Auto Attacks Single target attacks on top enmity on each platform
Buff None
Exclusive Mechanics Black Hole: Untelegraphed cast. Ozma removes everyone from the arena not affected by the Black Hole Buffer status. Black Hole Buffer is applied to everyone standing upon the six buffer spots once they are activated. There is one buffer spot on each of the three platforms, and three on the ring, one between each platform. The buffer spots activate when at least one player is standing on each buffer. You must be alive to receive the effect of black hole buffer and avoid getting sucked out to main base.
Transfiguration: Ozma changes shape, changing from Sphere into either Cube , Pyramid or Star (Stellation) forms. Each form has it's own mechanics, and will occur after each Black Hole. There can be a maximum five random shapes per fight and Ozma starts and finishes in Star phase. Ozma will not repeat a form until all three shapes have been seen at least once.

Star (Stellation) Form

Star Form Mechanics Explanation
Transition Attack Mourning Star: Star point blank AoE centered around Ozma. Move to the back of the platform, behind the black hole buffer positions. Inflicts a Mark of Mortality.
Auto Attacks Stack AoEs on random players on each platform
Buff Stellation: Increases Ozma's damage dealt
Exclusive Mechanics Shooting Star: Radial knock-back from the centre of the black hole buffer positions. It may be necessary to get knocked to the front or back depending on Ozma/Ozmashade mechanics occuring at the same time.
Meteor: Meteor headmarkers appear on two random people per platform. Move these to the back and to the ring. Final position sets the source of Meteor Impact.

Cube Form

Cube Form Mechanics Explanation
Transition Attack Flare Star: Cube donut AoE. Move close to Ozma at the front of the platform. Inflicts a Mark of Mortality.
Auto Attacks Line AoEs on top enmity on each platform
Buff Cube: Reduces amount of damage Ozma takes
Exclusive Mechanics Holy: Radial knockback from Ozma. Ozma can cast this during Cube phase in coordination with an Ozmashade mechanic, so if dodging to the ring is important to stand at the front, closest to Ozma. If dodging at the back of the platform it is important not to stand at the very back, or you will be pushed off the platform.
Ozmasphere Explosion: Orb AoE detonation. Heavy magic damage which goes through tank invulnerabilities, tanks must use defensive cooldowns. After spawning will move clockwise around the ring before detonating for massive raidwide damage. Two orbs spawn per platform. Must be intercepted.
Stack: Stack markers that apply Magic Vulnerability Up. It is called Meteor (not to be confused by Meteor headmarkers).

Pyramid Form

Pyramid Form Mechanics Explanation
Transition Attack Execration: Pyramid line AoE covering the entire platform. Move to the ring between platforms. Inflicts a Mark of Mortality, cleansable Slow debuff and a Minimum debuff that decreases movement speed and damage dealt while increases damage taken.
Auto Attacks Baited small AoEs that give a stacking, cleansable Bleed debuff. Prioritises targets behind the black hole buffer.
Buff Pyramid: Increases Ozma's evasion
Exclusive Mechanics Meteor: Meteor headmarkers appear on two random people per platform. Move these to the back and to the ring. Final position sets the source of Meteor Impact.
Stack: Stack markers that apply Magic Vulnerability Up. It is called Meteor (not to be confused by Meteor headmarkers).
Acceleration Bomb: Random players will receive the Acceleration Bomb debuff. When the timer reaches zero, if the player is performing any animation, ability, attack or movement they will detonate and hit everyone around them for 90% of each players' own HP and receive a damage down debuff. Timer is random between 4 to 20 seconds.

Ozmashade

Ozmashade Form Mechanics Explanation
Pyramid Execration: Pyramid line AoE covering the entire platform. Move to the ring between platforms.
Cube Flare Star: Cube donut AoE. Move close to the shade at the back of the platform.
Star Mourning Star: Star point blank AoE. Move to the front of the platform, in front of the black hole buffer positions.

Arsenal Urolith

Meteors will go on two random people on each platform. They will get a purple marker which will drop proximity AoE under their location after a few seconds. If there are no players on a platform, it will go to random players on the ring.

During: Star & Pyramid
Exclusive Mechanics Meteor Impact: Heavy proximity damage from the final headmarker location from Meteor. Can be mitigated with tank LB if misplaced.
Tornado: Enrage cast after 30s. Targets a random player in the arena with a large AoE dealing 999,999 damage to everyone nearby the target. Cannot be stunned or interrupted, add must be killed in time.
Debris Burst: If placed too close to each other, they will explode, deal massive damage and give a stacking Damage Down debuff to everyone inside the area of explosion.

What to watch out for

There are 2 mechanics on Ozma fight that can end the run for everyone, and 2 that can cost you the clear:

  1. Acceleration Bomb has a potential to wipe an entire platform
  2. Meteor has a potential to wipe the raid
  3. Black Hole
  4. Cutting corners

1) Acceleration Bomb. If you got one of these, stop casting, moving, and well, literally don't do anything and wait for it to expire before doing anything else. If you notice it in time, you can often move to the ring and avoid getting hit with another mechanic.

2) Meteor. This can wipe the raid if you misplace it. Strategies might differ each data center, but general rule is to place it towards the back of the platform and to the ring (back and to the right on the ring on Light Data Center).

3) Black Hole. Between phases, Ozma will turn into Sphere and eject everyone that is not on a Black Hole buffer. Do not greed and go to your buffer, if you are late go to closest one you can get to

4) Cutting corners. It is very easy to fall through the intersection between the platform and the ring. DO NOT CUT CORNERS. This can be fatal for the raid if you fall when you have a meteor marker on you.

Bleedbaiting

In Pyramid Phase, one healer per platform will need to stand at the back to bait the bleed AoE. They can easily heal themselves and Esuna the bleed. It's not very difficult to do, and typically Raid Leader will ask for volunteers to handle this part.

Off-Tank Duties on Ozma

Off-Tanks (OT) are responsible for running into the Orbs in Cube Phase, and tanking the Arsenal Urolith adds. A defensive logos action like Wisdom of the Guardian is great for taking the orbs, and be in defensive element on your magia wheel.

For the Orbs, you will need to take those that spawn to the RIGHT of your platform (i.e. go counter-clockwise). The Orbs will hit you through invulnerability, so pop plenty of cooldowns when you take those, and be quick with resolving this mechanic to avoid the Orb AoEs clipping the main group on the platform.

Beware this is the case for Light Data Center, check how Ozma fight is done on your Data Center specifically.

Timeline

Ozma doesn't have a static timeline it follows. The form changes are semi-random, with each form having a static timeline instead.

Ozma Form Ozmashade
1 Sphere
2 Introductory Star
3 Sphere
First 3 forms are mutually exclusive

Ozma will not repeat a form until all three forms have been seen at least once.

Cube or Star or Pyramid
Sphere
Cube or Star or Pyramid
Sphere
Cube or Star or Pyramid
Sphere
Last 2 shapes are also mutually

exclusive. Ozma will not repeat a form twice.

Cube or Star or Pyramid
Sphere
Cube or Star or Pyramid
Sphere
Star (Enrage)

Ozma has an enrage timer of 10 minutes 35 seconds (635 seconds). Enrage Star form does not execute the point blank AoE and does not have auto attacks. After form change has been completed, it casts a long Shooting Star enrage with an unavoidable knockback. If there are alive players left in the arena, it will keep casting it until everyone is dead.

Miscellaneous

  • You can use anti-knockback (Arm's Length, Surecast) abilities for Holy and Shooting Star.
  • Auto attacks of each form will prioritise the players on platforms first. If there are no players on the platform, auto attacks target a random player on the ring.
  • If you fall off and die, your corpse will spawn on the platform at the arena entrance. This means if you have a Meteor marker when you fall off, Meteor proximity will also spawn on the platform at the arena entrance, potentially causing a Debris Burst and wiping the entire platform.
  • Black Hole buffer on the ring is safe from all Ozmashade mechanics.
  • If you run through the first orb quickly as it is still loading in, you will be able to dodge the first explosion and keep going straight to the second one. The orb will still explode at the point they would otherwise start moving as long as you've already ran through it. This method is called Orb Ghosting.
  • Ozma arena is not a perfect circle, making aggro ranges for each platform slightly different. This is also the reason one pair of orbs spawn very close to the main platform.

Trivia

  • Proto-Ozma is a direct reference to superboss Ozma from Final Fantasy IX.