Phase 1: Fatebreaker

The fight begins with Fatebreaker, the boss from E8S. The mechanics will be quite familiar if you’ve done E11S, although there are no light attacks. To clear the phase, Fatebreaker must be defeated completely.

This phase is largely uptime, with a single downtime mechanic.

Unless otherwise noted, any attack other than a spread, stack, raidwide, or tankbuster inflicts 2m Damage Down , and all spreads and stacks inflict 2 Magic Vulnerability Up .

Sequence 1: Cyclonic Break

Fatebreaker immediately jumps into a mechanic sequence with a Cyclonic Break cast. During this cast, he will be surrounded by either fire or lightning. This will determine whether you need to stack in pairs or spread during the mechanic.

The attack executes a narrow (22.5°) conal spread targeting each player, without an omen. These inflict 2 Physical Vulnerability Up , so any player hit by two or more will die. The location of these cones is saved and will be used for the rest of the mechanic.

2 seconds after the first cones, a second set of cones go out on the same location. These must be dodged. At the same time, players will be hit by a fire or lightning attack:

After the second set of cones and stack/spread, two more sets of cones go out, one after the other. Each is rotated clockwise from the previous by 1/16th of a circle (22.5°, i.e. one cone’s width). Like the second set, these must be dodged.

Powder Mark Trail

As Cyclonic Break resolves, Fatebreaker casts Power Mark Trail, a single-target tankbuster that inflicts both 16 Powder Mark Trail and 14 Physical Vulnerability Up . The will explode if the tank dies or at the start of the next mechanic. while the will cause subsequent auto-attacks to be lethal.

Sequence 2: Unbroken Sky

Fatebreaker begins casting Unbroken sky, and once again is surrounded by fire or lightning. As before, this signals the upcoming spread or stack.

Once the cast completes, Fatebreaker goes untargetable and disappears, and the arena is be covered in a deep fog. If you’ve played E11S, you will recognize this from Prismatic Deception. Eight Fatebreaker clones—Fatebreaker's Image—will appear just outside the arena, one in each principal direction. Due to the fog, they can only be seen if you are nearby. Right after they appear, the from earlier will expire, causing large AoE tankbusters to hit both the player originally hit by Powder Mark Trail and the player nearest to them.

Three of the clones will raise their gunblades to point straight up and begin casting Blasting Zone, while the rest will keep theirs facing downwards and at an angle before disappearing. Fatebreaker reappears just before the casts complete, and begins charging a new Cyclonic Break. The fire or lightning element need not be the same as before.

When the Blasting Zone completes, the three clones will cleave in front of them in a line. At the same time, players will be hit by an attack depending on the element charged during the Unbroken Sky cast:

When Fatebreaker finishes casting, the second Cyclonic Break is exactly the same as the first, except that the element is random and may be different from before.

Turn of the Heavens

During the execution of Cyclonic Break, two more clones will appear: one just north of Fatebreaker, and one at the west side of the arena. The one next to Fatebreaker casts Turn of the Heavens with either fire or lightning, while the one on the edge will cast Burnt Strike.

As the cast completes:

After the new adds begin casting, the first Burnt Strike goes off, cleaving in a line from west to east. The cleave repeats immediately, but is substantially wider the second time. A few seconds later, the second Burnt Strike goes off, cleaving from north to south. The follow-up strike will hit all players with a knockback east or west, away from the center. These knockbacks cannot be resisted.

Shortly afterwards, all the halos explode, dealing lethal damage in a circle. The halos that do not match the element of the Turn of the Heavens cast only explode directly underneath themselves. The halos that do match will explode inside the larger circle denoted on the floor.

At the same time, the two tethered players are lifted into the air with 3 Floating Fetters , then charged by the adds and hit with Sinsmoke. Unlike earlier, this Sinsmoke is an LP stack that inflicts 2m Mark of Mortality if it hits fewer than 4 players. If the tethered player died, a random player will be targeted instead.

Burnished Glory

Fatebreaker reappears shortly after Sinsmoke, and is immediately targetable. The sequence wraps up with Burnished Glory, a raidwide that inflicts a heavy 15 Bleeding .

Sequence 3: Fall of Faith

The third sequence begins with a Fall of Faith cast. Fatebreaker will glow with fire or lightning energy, and mark a player with a tether and Prey . The tether will glow red or blue depending on the element being charged.

Over the course of the cast, three clones will appear at the NW, N, and NE edges of the arena, in that order. Each will begin casting its own Fall of Faith with its own tether and , for a total of four on four different targets.

When the casts complete, similar to the end of the previous sequence, the boss or clone will lift their target into the air with 3 Floating Fetters and charge at them. The attack is either Sinblaze or Sinsmite, depending on the element, but with completely new mechanics:

Both Sinblaze and Sinsmite inflict 4 Magic Vulnerability Up , which lasts until after the next attack in the sequence. Thus, a player hit by two consecutive attacks will die.

Fatebreaker completes the sequence with another Burnished Glory and another Powder Mark Trail. Note that the DoT from the Burnished Glory will make the tankbuster require more mitigation/healing than the first time.

Sequence 4: Burnt Strike

Fatebreaker casts Burnt Strike, glowing with fire or lightning. As he does so, three towers appear along the east or west edge of the arena. The total number of players required for the towers is always 6, but the distribution is random: it could be 1/1/4, 1/2/3, or 2/2/2 in any order.

The Burnt Strike is a north-south line cleave, followed by:

Right after the follow-up attack, the towers will go off and, at the same time, the Powder Mark Trail detonates on its target and the newest player If a tower is missed, it explodes in a heavy raidwide with 2m .

Enrage

Fatebreaker now casts Burnished Glory for a third and final time, with a long castbar. If the cast succeeds, the party wipes. To proceed to the next phase, Fatebreaker must be killed before the cast completes.

Acknowledgments

Thanks to various players in the NAUR discord for answering my questions and running tests, particularly Cia, Bonafide Bovine, Unit, HopeP, and Ewaen Enjinia. Thanks also to everyone who has progged this fight early and uploaded PoVs for my reference.