RAID OVERVIEW: ARCADE ANARCHY
Patch: 7.x Series
Difficulty: Normal Mode (Savage observations noted)
Boss Count: 4 (+ possible door boss)
Theme: Fighting game tournament Final Fantasy XIV Gil arc with meta-humor and arcade aesthetics
BOSS 1: SWEET-TOOTHED SADIST (VAMP FATAL)
Phase 1: Crowd Pleaser
Mechanics Observed:
Bats Formation: Summons bats that must be jumped over (not destroyed)
Song Mechanics: Interact with musical notes on arena - attack the song itself
Positional Awareness: "She has no position" - indicates untargetable phases
DPS Check: Early raid-wide check that tightens as fight progresses
Key Abilities:
Blood Call: Marks players for follow-up mechanics
Empowered Crystal: Gains stacks based on raid health - likely Savage consideration
Crowd Consumption: Eats audience members to gain power (stack mechanic)
Phase Transition:
"She's doing mechanics while we're doing this" - Simultaneous mechanic execution required
Phase 2: Hardcore Mode
New Mechanics:
Lions on Ground: Persistent arena hazards
Specter Summons: Additional adds with independent mechanics
Tank Busters: "Holy. That was a huge tank buster" - Heavy mitigation required
Penetrating Pitch: Raid-wide with stacking debuff application
Progression Notes:
First boss features unusually challenging mechanics for Normal mode
Multiple DPS checks indicate tight enrage timers for Savage
Music dynamically changes with phase transitions
BOSS 2: BROTHERLY LOVE (TAG TEAM MATCH)
The Brothers Mechanics
Character Dynamic: Two brothers with protective synergy mechanics
Key Lore: "Brother determined to protect the brother in arms and will take a blow for said brother should he be in a tight spot"
Phase 1: Separate Combat
Elemental Affiliation:
Fire Brother: Leaves lava puddles
Water Brother: Creates water zones
Interaction: Lava + Water = Steam Balls (hazard creation)
Core Mechanics:
Cover Mechanic: Brothers will protect each other at low HP
Elemental Debuffs: Getting hit by opposite element applies vulnerability
Position Swap: Brothers trade positions mid-fight
Fusion Tease: Brief moments where brothers appear to fuse
Phase 2: Synced Assault
New Mechanics:
Surfing Attacks: Brother slides across arena with trail
Tag Team Combos: Sequential attacks requiring positioning
Shared Health Pool: In later phases (implied by Savage preview)
Knockback Waves: Created by steam ball explosions
Strategic Notes:
Control arena positioning to manage lava/water placement
Brothers must be brought to low HP simultaneously to prevent Cover mechanic abuse
Positioning crucial as "Nobody's ever getting positionals on this"
BOSS 3: GRAND CHAMPION (TOURNAMENT FINALE)
Arena: Championship Ring
Unique Features: Interactive environment with audience participation elements
Phase Mechanics
Weapon Arsenal System:
Axe Phase: Standard melee attacks with cleaves
Trophy Weapons: Spawns weapons around arena that change mechanics
Ultimate Weapon: Transforms weapon to oversized version with expanded hitboxes
Key Abilities:
Plummet: Newly introduced attack type
Diagonal Strikes: Unconventional attack angles
Tornado Creation: Environment hazard generation
Rock Placement: Meteor-like mechanics requiring strategic positioning
Advanced Mechanics
Leviathan Reference: "This is like Leviathan" - indicates similar tidal/wave mechanics
Knockback Strategy: "You only get knocked if you were in them" - selective knockback usage
Spinning Phases: Extended multi-spin attacks requiring careful resource management
Savage Preview Indicators:
"That means he's going to be way hard" - Normal mode simplification of complex mechanics
Multiple weapon interactions suggest layered mechanics in Savage
Environmental destruction likely plays role in harder difficulties
BOSS 4: THE PRESIDENT (FINAL REVELATION)
Twist: Villain or Hero?
Lore Context: President is a Lindworm (lizard person) with tragic backstory
Motivation: Master plan to get defeated because "his heart is the cure"
Phase 1: Corporate Dominance
Arena Mechanics:
Shifting Platforms: Arena divides and reconfigures
Dragon Summons: Multiple dragon adds with independent mechanics
Cell Rupture: Spreading debuffs requiring careful placement
Key Mechanics:
Twisting Safe Spots: Safe zones rotate or invert
Jump Restrictions: "You cannot jump with the brakes" - movement limitation mechanics
Regeneration Puzzle: Boss heals unless specific mechanics solved
Phase 2: Desperation
New Elements:
Dual Dragons: Two simultaneous dragon mechanics
Cancerous Growths: Persistent arena debuffs ("we have cancer on like boulders")
Checkpoint System: "This is a checkpoint boss" - unusual for Normal mode
Platform Selection: "Correct side to land on" - knockback tower choices
Phase 3: Climax
Final Mechanics:
World Watching: Arena opens to audience view
Do or Die Moment: High-intensity final sequence
Regen Puzzle Solution: Likely involves platform interaction
Cinematic Finish cheap FFXIV Gil: Slow-motion knockout punch sequence
MUSIC & ATMOSPHERE
Track Analysis
Boss 1: Punk-rock fighting theme with dynamic phase transitions
Boss 2: "American Pie opening music" - upbeat, brotherly vibe
Boss 3: Championship hype music with crowd noise integration
Boss 4: Intense final boss theme with orchestral and rock elements