This text-based guide is aimed to help the reader get a general understanding about the encounter at hand, without going too deep into the job-specific things. Click at "Show Spoiler" to see phase-specific info.
Note: there are other guides out there for this encounter, but the main purpose for this guide is to help our social members or alts raid with people outside of the FC (who have no access to the member section of this site), thus this is more of a demonstration about how we handle the encounter.
Crackle Hiss: A 100 degree frontal cone cleave. Nobody is to stand infront of the boss or within said 100 or so degree angle from the boss' face except the main tank.
Spike Flail: A tailswipe move that deals initial damage and leaves a damage-over-time debuff on anyone hit. Melee/Off-tank can bait this out by standing behind the boss as much as possible.
Critical Rip: Bread and butter tank killer move. Mitigate with cooldowns/adloquium/stoneskin.
Prey (+ Erratic Blaster): Targets a random player apart from the MT and places a 6 second debuff on them. When the countdown reaches 0, the targeted player will take about 600-800 damage if not mitigated. Mitigate with stoneskin/succor/adloquium. Failure to mitigate 100% of the damage dealt by Prey will result in target getting the Erratic Blaster debuff. When the countdown on Erratic Blaster reaches 0, targeted player will suffer massive damage as well as getting Paralyzed.
Wild Charge: Places a blue marker ontop of a random player's head (excluding tanks). Soon after the target will explode for light damage, a vulnerability up debuff as well as causing anyone getting caught to be stunned. When the explosion happens, targeted player will get rooted in place and Imdugud will begin chargin towards them while leaving down a puddle of electricity under him, dealing less damage by each target hit on the way to his initial target. Mitigate by having at least 3 people stand between the boss and the targeted player, off-tank being the first one to get hit (first hit does the most damage). Everyone hit will also be knocked back a couple yalms. It is suggested to have a static location for people marked with the blue icon to go to, roughly in the center of the arena so players do not get knocked into the electricity surrounding the field. Note: magic damage despite the looks. Damage can be reduced by a SCH/SMN Virus.
Electrocharge: Signifies phase transition. After the channel is done, Imdugud will turn invulnerable and start building stacks, as well as beginning the next phase by spawning two adds to each side of the arena (East and West).
Prey (+ Erratic Blaster): During this phase, the Daughters of Imdugud will be the ones casting Prey on players. That means initially you will get 2x Preys going out on random targets simultaneously, until either of the daughter dies (and none after both of them are dead, respectively).
Crackle Hiss: All adds have this ability. Same as Imdugud.
Spike Flail: All adds have this ability. Same as Imdugud.
Electroburst: Signifies phase transition. Deals unavoidable raidwide damage depending on how many stacks of Electrocharge Imdugud has when he reaches the transition point.
Phase 2 starts with four adds (Daughter- and Son of Imdugud) spawning at the east and west sides of the arena. One of each add type will appear in both cardinal direction. Each tank has to pick up both adds on their corresponding sides, while keeping the adds facing 90 degrees away from the rest of the group, who should be standing in the middle of the arena. See picture.
These adds have a special trait that activates when either two (or more) sons or daughters are close to eachother. If this happens, both of them will get a determination up and vulnerability down buffs, making them extremely hard to deal with, but keeping them separated is an easy task.
Killing a Daughter will prevent it from casting any additional Preys during this phase. Killing a Son will leave behind a field of electricity that deals damage to any player entering it. It is suggested that you kill off the adds in this order:
1. Daugher of Imdugud from Tank#1 2. Son of Imdugud from Tank#1 3. Daughter of Imdugud from Tank#2 4. Son of Imdugud from Tank#2
Once the adds are dead, Imdugud will lose his invulnerability and your task will be to push the boss' healthbar below 78%, making him to cast Electroburst and trigger the next phase.
Heat Lightning: Imdugud picks 3 random targets (excluding Main tank). After the channel, these 3 targets (there are no marks to signify the targets) get hit by a lightning bolt, take some damage, suffer from Vulnerability Up and deal damage + apply the debuff to anyone in a couple yalms radius. Mitigate by having players spread across the arena evenly, make sure no one is close to another player when the cast bar is about to hit 100%.
Heat Lightning + Wild Charge -combo: Every other cast of Heat Lightning will be followed up by a Wild Charge. Whoever does not get hit by Heat Lightning, is going to be in the line to block the Wild Charge. Being in Wild Charge with a vulnerability up debuff will result in an instant KO.
This mechanic is also made slightly harder by the fact that the Off-tank can also be targeted by Heat Lightning, making them unable to take part in the blocking process. In this situation, the Off-tank is to provoke Imdugud, and the Main tank take their place in the Wild Charge wall.
At 55% boss HP, Imdugud will begin casting Electrocharge once again, signifying a phase change.
Phase 4 will begin identically to phase 2, with two sets of Daughters and two sets of Sons spawning on the east and west sides of the arena. They will however be followed by an additional Son and Daughter at the north and south sides of the arena, about 30 seconds after the phase has begun (Son north, Daughter south). This makes the phase a mini-DPS-check, as each tank must have the corresponding add slain off them before the 30 seconds is up, so the adds don't get buffed.
There are two possible scenarios here:
LB3: A mage casts meteor on the initial spawn of adds, hitting ALL of them in a single sweep, taking away roughly 50% of their health. Finishing them off after meteor is easy.
LB2: A melee will pick either the daughter or the son (Son on west tank, daughter on east tank) and Bladedance them, taking away roughly 70% of their health, while other DPS should be focusing on the remaining add on the other tank.
After all adds are dead, Imdugud will lose his invulnerability just like in phase 2 and will cast Electroburst at 47% hp, moving onto the last phase.
Cyclonic Chaos: Imdugud attaches an electric tether to a random player (excluding the Main tank). Shortly after the target will explode for damage and knock back any targets hit, including the targeted player. Damage dealt by this ability is split by players caught in the explosion. 3 Players is the minimum amount required to prevent it from KOing a target (including the targeted player).
Cyclonic Chaos + Heat Lightning -combo: Identical to the Charge + Heat combo. People who do not get hit by Heat Lightning stack with the target.
Cyclonic Chaos + Wild Charge -combo: Boss will target a random player with a Wild Charge as well as another player with Cyclonic Chaos. Cyclonic Chaos will explode first, followed up by Wild Charge shortly after, creating a somewhat hectic situation. You will need a minimum of 3 players total to mitigate the Cyclonic Chaos, and 4 for Wild Charge. This plays out to require a priority list of players for dealing with the mechanics:
Mark 4 players with the numbers 1-4. These players are the people who will be in charge of dealing with Cyclonic Chaos. Unmarked players will deal with the Wild Charge. Examples:
Unmarked player X gets targeted for Cyclonic Chaos. Unmarked player Y gets targeted for Wild Charge. -> Players 1 + 2 stack with the Cyclonic Chaos target, while everyone else, including 3 + 4 deal with Wild Charge.
Player 2 gets targeted for Cyclonic Chaos. Player 3 gets targeted for Wild Charge. -> Players 1 and 4 stack with Cyclonic Chaos, rest deal with Wild Charge.
It is also suggested to have a static location for the Cyclonic Chaos target to move to, both during Heat Lightning and the CC + WC combo.
Electroburst: Failing to deal with mechanics will result in Imdugud casting this ability. The failstate includes but is not limited to: a target taking damage from Prey, a player dying. Each cast applies a damage up buff on Imdugud as well as a Lightning resistance down on all players hit, making this a soft enrage for messing up too many times. Although having a low base damage, this ability will instantly KO anyone with a Vulnerability up debuff from Heat Lightning at the time of casting.
The phase will always start with a Cyclonic Chaos + Heat Lightning -combo. The next round of abilities will be either Wild Charge + Heat Lightning OR Cyclonic Chaos + Wild Charge. Tha patter will alternate until the boss is dead:
At this point of the fight, you will be fighting in a miniscule portion of the arena, usually no more than the innermost circle and an additional one or two rings. Eventually the innermost circle will also be engulfed in electricity, resulting in a wipe soon after.
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