
Originally Posted by
Sousoulsu
Glows Green:
-If you are the Main Tank, use a cooldown
-If you are the Off Tank, Provoke her
When Quasar Tethers go out:
-If there are Odd tethers, it is a Mild tilt. Run to the side that does NOT have a blue orb, and stand past the square design on the floor, between the lip and the design.
-If there are Even Tethers, it is a Severe tilt. Run to the side that does NOT have a blue orb, and stand on the VERY EDGE of the platform.
For both of the above, be mindful if Sophia is charging across the platform. Don't be on that half of the platform.
When she casts Thunder 3/2:
-Thunder 3 is a Donut AoE with a safe spot in melee range of her.
-Thunder 2 is a Cone AoE with a safe spot anywhere but in front of her.
Following Thunder 3/2, she will cast Aero, which hits in a circle around her. Do NOT get hit.
During these mechanics, she will tether demiurges. Watch which Demiurges are tethered for Thunder. Whichever ones those are, wait until the Sophia Head spawns on the platform, then move to the Demiurge that will not get hit by that head to avoid the head charge and the Thunder/Aero recasts.
If black/white marks go out:
-Have pre-determined DPS stand on pre-determined tank/healer. Pair each DPS with either a Tank or a Healer and Mark Them Accordingly
If there is one demiurge targeted by Thunder 2, she will cast Quasar. Everybody run to the corner that does not have the thunder 2 demiurge, drop quasars, then run behind the Thunder 2 Demiurge.
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That is the fight. It is an easy but well-designed fight that is not overly punishing for mistakes.