AAC Light-heavyweight M4 Savage Raid Guide (2024)

1.

Introduction

Wicked Thunder is the fourth boss fought in AAC Light-heavyweight (Savage).

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2.

How to Unlock Wicked Thunder

AAC Light-heavyweight M4 (Savage) can be unlocked at level 100 aftercompleting the Normal difficulty of the Light-heavyweight raid and talking toGabbro in Solution Nine (x22.3, y17.1). It requires a minimum item level of 710to queue, but this requirement can be bypassed when entering with a full party.

3.

Lore

Your match against the neoteric witch came to an abrupt end when the formerheavyweight fighter decided to flee─but what if she hadn't? Inspired by a museof your own from Gabbro's words, your thoughts drift back to that imaginary cityof her creation once more, where you envision an altogether novel struggletaking place...

4.

Video Resources

Video resources by Hope Productions will be released soon!

5.

Raid Guide

Wicked Thunder is fought on a floating platform divided into sixteen equalsquares. In the first phase, she will divide the room into a 4 by 4 grid or a5 by 5 grid of electricity. In the second phase, players are knocked towards asecond platform, divided into twelve squares in a 3 by 4 grid.

Wicked Thunder's enrage is at 13:30 into the fight, requiring a cumulativeraid DPS of roughly 141,145. Due to the forced transition downtime, actual DPSrequirements are slightly higher.

This fight has into two distinct phases divided into several mechanic sets.As players progressing will have to learn each mechanic sequentially, we'vedivided the guide into each mechanic set so you can refer to it easily.

5.1.

Raid Preparation

Begin by splitting the raid into two light parties of one tank, one healer,and two DPS each. Multiple mechanics will pair a support and a DPS, although thepairing can change based on the uptime requirements of the mechanic. Stick tothe light party for ease of execution.

Waymarks are not entirely necessary for the fight, as players fight in twoseparate arenas with only one set of waymarks. The following set of waymarkscan be used in the first phase if necessary.

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5.2.

Wicked Thunder Phase One Main Mechanics

The following generic mechanics are used in the first phase.

  • Wrath of Zeus: Wicked Thunder deals roughly 160,000 raidwide magicdamage.
  • Wicked Jolt: Wicked Thunder shoots two line AoE tank busters at themain tank, dealing roughly 460,000 magic damage both hits and applying amagic vulnerability debuff. This is followed by a magical auto attack.
  • Sidewise Spark: Wicked Thunder raises her hands to cleave onehalf of the arena.
  • Four Star: Four players are targeted with an unmarked AoE stack,dealing roughly 260,000 magic damage split between two players and inflictinga magic vulnerability debuff.
  • Eight Star: All eight players are targeted with an unmarked AoE,dealing roughly 130,000 magic damage and applying a magic vulnerability debuff.
  • Wicked Bolt: A multi-hit stack AoE on a random healer. Deals roughly50,000 magic damage each hit for five hits.

5.3.

Phase One: Witch Hunt

Witch Hunt is a mechanic sequence with strict execution requirements.

5.3.1.

Witch Hunt Mechanics

The following mechanics are introduced in phase one.

  • Bewitching Flight: Her wings shoot lasers, which indicate a lineAoE across the arena at that position. These line AoEs leave lightning linesthat explode in a large AoE, with either the three inside lines or the twooutside on east and west exploding in sequence. In addition, cubes on theeast side of the arena shoot line AoEs across.
  • Witch Hunt: Wicked Thunder uses a symbol to either hit the furthestfour players or closest four players with Witch Hunt, hitting them with anAoE that deals roughly 125,000 physical damage and applying a physical vulnerabilitydebuff.
  • Electrifying Witch Hunt: Wicked Thunder hits four players in onerole with Witch Hunt and applying the Forked Thunder debuff. This willexplode around the player when it expires.
  • Narrowing or Widening Witch Hunt: Wicked Thunder will hit two playerswith Witch Hunt and do either a donut AoE or point-blank AoE four timesin a row. The AoE and the bait type are the opposite from the previous every time.Narrowing will start with a donut, and Widening will start with a point-blank.

5.3.2.

Witch Hunt Strategy

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The fight begins with Wrath of Zeus, which does lethal damage if notmitigated. Keep the boss where she begins, as afterwards she will jump northand cast Bewitching Flight. Note both her wings as well as the cubes onthe side as the arena, as they will both do line AoEs across the arena. WickedThunder's line AoEs leave behind lightning that explode in line AoEs, leavingeither the inside line or outside line safe first.

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Wicked Thunder then jumps to the centre and does Electrifying Witch Hunt.Players need to note the safe spot and line up on either side in their lightparties, making sure to also dodge the line AoEs from the cubes on the east andwest. Have the tanks and melees closer to the boss and the healers and rangedfurther. Four players in one role will be targeted for damage and receive avuln as well as Forked Lightning.

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Wicked Thunder will then cast Witch Hunt as the other set of lightningAoEs explode. The role that wasn't hit will be "baiting" the mechanic. It willtarget either the closest four players (left mark) or furthest four players(right mark), meaning that role will need to be either the furthest or closestfrom the boss. The other role will adjust.

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In the above example, DPS were hit first, and Wicked Thunder is targeting thefour closest players for Witch Hunt. Therefore, supports need to be closeand DPS need to be far on the outside.

The next mechanic is the second Witch Hunt. Wicked Thunder will casteither Widening or Narrowing Witch Hunt, and she will also use theclose or far bait indicator as seen previously. For each set, she will targettwo players to be hit with the AoE, and do a donut or point-blank. She will dofour sets of this mechanic, each one alternating the bait (closest or furthest)and the AoE (donut or point-blank).

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Start by having all players go to modified clock spots, with melees and tankson cardinals and ranged and healers on intercardinals. Tanks and healers willbait the first two sets, and melees and ranged will bait the last two sets. Inaddition, the bait will change depending on close or far: tanks and melee willbait close, and ranged and healers will bait far.

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For all sets, the six players who are not targeted stand in the opposite wayas to not accidentally bait the AoEs. If far players are targeted, everyone elseshould stand as close as possible, and if close players are targeted, everyoneelse should stand as far as possible. This essentially creates static spots forthe mechanic depending on whether it was Widening or Narrowing first.Use the diagram above provided by Team DN to quickly check where to stand.

Heal up for Wrath of Zeus and prepare for Electrope Edge.

5.4.

Phase One: Electrope Edge

Electrope Edge requires players to count beams of electricity while payingattention to arena mechanics.

5.4.1.

Electrope Edge Mechanics

The following mechanics are introduced in phase one.

  • Electrope Edge 1: Divides the arena into a 4 by 4 grid of squares,matching the arena currently. Four Electromines spawn on the corners. Eachhit of Witchgleam increases the size of the explosion it will do later.
  • Witchgleam 1: Hits all Electromines with a line AoE. Deals lightmagic damage.
  • Electrope Edge 2: Divides the arena into a 5 by 5 grid of squares.All players are inflicted with Electrical Condenser, with two players in eachrole receiving long debuffs and the other two receiving short debuffs. Eachhit of Witchgleam increases the size of the explosion when the player'sdebuff expires.
  • Witchgleam 2: Now targets players instead.

5.4.2.

Electrope Edge Strategy

Wicked Thunder teleports to the middle of the arena and casts Electrope Edge.This spawns four Electromines in the corners of the arena, and she will hit themwith line AoEs from Witchgleam, so stand on cardinals to be safe. Playersneed to look for the two Electromines that are only hit by 1 AoE, and there willbe two.

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Wicked Thunder then casts Sidewise Spark. One of the quadrants willhave an Electromine that was only hit once and is also safe from the half-roomcleave. Players need to then watch Wicked Thunder for her animation. If she hasfour orbs rotating around her, she will cast Four Star, and if she haseight orbs rotating around her, she will cast Eight Star. Either stackwith a role partner or spread in the quadrant, but not the square the Electromineis on. Have group 1 go left facing the boss and group 2 go right facing the boss.

Wicked Jolt is immediately after. Tanks can choose to invuln this, butkeep in mind there is a magic auto-attack after while the tank still has theirvulnerability debuff. Either hit the invuln late into the cast bar, or swapafterwards.

Spread into standard clock spots for the second cast of Electrope Edge.Wicked Thunder will hit all players with Witchgleam multiple times.Players need to note how many times they were hit by Witchgleam. Playerswith long debuffs will be hit either 1 or 2 times, and players with shortdebuffs will be hit either 2 or 3 times. For long debuffed players, it may beuseful to add an additional 1 to your counter to keep it consistent with shortdebuffed players, as they will get hit by another mechanic later that increasestheir count by 1.

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AoEs then cover the arena and Wicked Thunder begins casting Lightning Cage.Orient yourself to match the diagram above; there will be one safe spot on thevery north square, which all long debuff players will go to. Short debuff playerswill shortly explode in their square and surrounding squares based on the numberof times they were hit by Witchgleam. Supports will go left relative tothe safe spot and DPS will go right, and players hit thrice will go all the waysouth. If done correctly, this ensures no other players are hit by an explosion.

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Next, Wicked Thunder will cast Sidewise Spark as well as Four Staror Eight Star. This time, the targeting for Eight Star is different:she will target four players with the same debuff length. Therefore, the stackneeds to pair one short debuff player with one long debuff player. We do this bystacking based on the times you were hit by Witchgleam, with supports infront of boss and DPS in the back. For spreads, have the melees and tanks closeto the boss and ranged and healers far away. The diagram below is just anexample, as ranged players can go anywhere on the safe side as long as they don'tclip anyone else.

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Getting hit by Four Star or Eight Star will add one hit count tothe Electrical Condenser debuff. Long players hit 1 time will become 2s, andlong players hit 2 times will become 3s. Another set of Lightning CageAoEs spawn, and again orient yourself to the north safe square. This time,players with no debuff will go to the safe spot, and players with the debuffsabout to expire will go to their designated square, adding one number to theircounter.

Return to the middle and mitigate Wicked Bolt, stacking up to ensurehealing hits everyone. Drag the boss slightly north, as she'll jump north forthe next mechanic.

5.5.

Phase One: Ion Cluster

Players will need to read debuffs and go to static spots to resolve thismechanic.

5.5.1.

Ion Cluster Mechanics

The following mechanics are introduced in phase one.

  • Ion Cluster: All players are inflicted with three stacks ofPositron or Negatron. Players need to be hit by the charge of the oppositecolour, which removes one stack.
  • Stampeding Thunder: Wicked Thunder will hit three columns of thearena for massive damage, breaking it eventually.
  • Electron Stream: Wicked Thunder raises her double-sided cannon,with one side having Negative charge (blue) and the other side havingpositive charge (orange). This will hit the closest player for 250,000 magicdamage and players behind them for 150,000 magic damage if they have thecorrect debuff. This also gives all players a debuff.
    • One player on both sides will receive Remote Current or ProximateCurrent, which hits the closest or furthest player with a conal AoE.
    • One player on both sides will receive Collider Conductor, andthey need to be hit by the Current to remove this debuff or they die.
    • Two players on both sides will receive either Spinning Conductoror Roundhouse Conductor. These are a small AoE or huge donut AoE,respectively.

5.5.2.

Ion Cluster Strategy

Wicked Thunder will cast Ion Cluster, and all players will gain eitherPositron or Negatron, with one tank, one healer, and two DPS receiving eachdebuff. She then charges up her cannon with Stampeding Thunder, and playersneed to quickly note which side the cannon is aimed towards as they all need torun towards the opposite side. Three or more hits will likely kill non-tanks, sopop Sprint and move quickly.

Wicked Thunder then jumps to the remaining column and begins casting ElectronStream, with both sides having opposite colours. Players need to head to theopposite colour of their debuff, with tanks standing closer than the rest ofthe party and mitigating. While these debuffs may seem daunting to figure outin the short amount of time they're active, they're very easy to solve as thereis one static solution.

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Players with either Roundhouse Conductor or Spinning Conductorwill go to the inside of the boss on the sides, with DPS going towards theoutside of the arena and supports going towards what was previously the inside.There are convenient dots placed on the arena marking where to stand. This solvesboth sets of mechanics, as players are spread for the AoE and the donut will nothit anyone.

Players with either Remote Current or Proximate Current willmove back, standing on the middle of the arena. There is also a dot marking wherethey should stand. The player with Collider Conductor stands right behindthem relative to the boss. If done correctly the current AoEs will always hitthe closest player, which is the Conductor on the same side, or the furthestplayer, which is the Conductor on the other side.

Repeat this mechanic sequence three times, with massive damage each time.Keep in mind you may have to swap sides depending on the formation of the cannon.Once it's done, Wicked Thunder will cast Wicked Jolt, and jump to themiddle of the arena for the phase transition.

5.6.

Phase One: Electrope Transplant (Transition)

Wicked Thunder uses her full powers, transplanting a new feral soul. This is afull uptime phase until she fully evolves.

5.6.1.

Electrope Transplant Mechanics

The following mechanics are introduced in phase one.

  • Lightning Field: Conal AoEs that repeatedly alternate. The AoEsh*t the previous set's safe spot each time.
  • Conduction Point: A large AoE on all four players of one role thatdeals roughly 90,000 magic damage and inflicts a magic vulnerability debuff.
  • Forked Fissures: A wide line AoE on the role that was hit byConduction Point. This needs to be blocked by players without a vuln,dealing roughly 130,000 magic damage to them and 25,000 magic damage to playersstanding behind them. This also inflicts a magic vulnerability debuff.
  • Soulshock: Deals roughly 140,000 magic damage to all players.
  • Impact: Deals roughly 40,000 physical damage to all players.
  • Cannonbolt: Deals roughly 150,000 magic damage to all players andknocks them back off the platform.

5.6.2.

Electrope Transplant Strategy

This phase is relatively easy to execute and serves as a breather before thesecond phase. All players should go relative to the boss and with a role partner,with melees and healers in the back and tanks and ranged in the front. Startbetween your colour markers and rotate to the intercardinal each time. After thethird hit, the ranged and healers should move out while the melees and tanksstay on the boss's hitbox ring. One role will be targeted with ConductionPoint. While still rotating, the players in the other role need to stand infront of them relative to the boss to protect them from Forked Fissures.All players will have to rotate again after they are hit.

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Come back in for healing and mitigation. The mechanic will repeat, so beginrotating and check after the third hit who was hit. After this set, all playersneed to head true south and stand at the C marker at max melee or further.The boss will begin a series of hard-hitting hits beginning with Soulshock,and some mitigation is required. After two Impacts, she will castCannonbolt, knocking all players from where she is. This deals proximitydamage from the centre, and players standing at or close to south will getknocked back onto the second platform. After a brief delay, she becomes targetableand the second phase begins.

5.7.

Phase Two: Introduction

In the second phase, Wicked Thunder becomes a wall boss and positional requirementsare negated. The arena becomes a 4 by 3 grid and she is always north.

5.7.1.

Phase Two Intro Mechanics

Wicked Thunder introduces some new generic mechanics in phase two thatare used throughout the rest of the fight.

  • Cross Tail Switch: Nine hits of roughly 120,000 magic damage. Highmitigation and/or tank LB3 is all but required.
  • Sabertail: Exaflare-like circle AoEs that spawn on the arenaand move across.
  • Wicked Blaze: Three large AoE hits of roughly 120,000 magic damage thatinflicts a short magic vulnerability debuff. This is targeted on both healersand damage is shared.
  • Wicked Special: Wicked Thunder either holds a sword in the middle orholds up her tails on the sides. The former does a line AoE across the middle twocolumns, while the latter cleaves the outer two columns.
  • Mustard Bomb: Two tethers appear from Wicked Thunder that must betaken by tanks, dealing roughly 460,000 magic damage in an AoE and applyinga debuff which deals magic fire damage in an AoE when it expires. This debuffcan be passed. Additionally, four other players are hit with an AoE that dealsroughly 140,000 magic damage and inflicts a fire vulnerability debuf.
  • Aetherical Conversion: Wicked Thunder's left and right tails glowin sequence. They will either charge red fire or blue ice. This sequence willbe used for the next Tail Thrust.
  • Tail Thrust: Wicked Thunder slams her tails on the arena on thered dots east and west in the order they started glowing. Red fire does alarge AoE, while blue ice knocks back and deals magic damage.

5.7.2.

Phase Two Intro Strategy

The phase begins with Cross Tail Switch, a massive nine-hit raid busterthat deals 120,000 magic damage unmitigated per hit. Players will need to use allmitigation and heal through it, or use tank LB3 and some mitigation and stillheal through it. Right afterwards, Wicked Thunder will spawn Sabertailmarks and cast Wicked Blaze. Players will split into their light partiesand move to the very side of the arena. Follow your healers for the initialspot as they will have the stack marker.

Look on the other side of the arena. In the first three rows of AoEs, therewill be one AoE that is pointing outside and two that are pointing inside.Both light parties need to identify this row and move to it after the middle AoEsstart going off to prevent getting hit by the moving AoEs. Immediately after,watch the boss to dodge Wicked Special.

Next, tanks need to head north and the party needs to spread on the back ofthe arena, with melees and healers on the second row and ranged in the third row.Tanks will take the tethers, mitigate, and spread out. Four players will get hitby an AoE, meaning they have a vuln and can't take the tank's debuff. The twoplayers that weren't hit will take the debuff from the tanks, one each, bystanding on top of each other. They will spread out where the tanks were to takethe damage.

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Finally, Aetherial Conversion will charge up Wicked Thunder's tails.Players need to identify which tail started glowing first and the colour. If it'sred fire, go to the very north of the arena and dodge the first tail explosion,then move into it. If it's blue ice, stand on the inside of the red dot on thearena to get knocked back for the first tail and do the same for the second tail.

5.8.

Phase Two: Twilight and Midnight Sabbath

In the first Sabbath phase, Wicked Thunder uses clones to determine safespots for mechanics.

5.8.1.

Twilight and Midnight Sabbath Mechanics

The following mechanics are introduced in phase two.

  • Azure Thunder: Deals roughly 160,000 magic damage to all playersand turns the arena into a circle on the inside.
  • Twilight Sabbath: Summons four clones at cardinals. Two willspawn at a time and they will always be beside each other. These will castSidewise Spark.
  • Wicked Fire: Large ground AoEs under all players.
  • Midnight Sabbath: Summons eight clones at cardinals and intercardinals.Four will spawn at a time and they will always be at cardinals or intercardinals.Winged clones will do a donut AoE, and cannon clones will do a line AoE across thearena.
  • Concentrated Burst: Wicked Thunder will do an AoE on all four playersof one role, dealing roughly 200,000 magic damage split between two players andinflicting a magic vulnerability debuff. She then does an AoE on all eight players dealingroughly 110,000 magic damage and inflicting a magic vulnerability debuff.
  • Scattered Burst: The same as Concentrated Burst but thespread is first and the stack is second.
  • Wicked Thunder: Deals roughly 120,000 magic damage to all players.

5.8.2.

Twilight and Midnight Sabbath Strategy

Return to the middle of the arena and mitigate Azure Thunder, preferablyusing targeted mitigation. The arena will become a circle with a death wall on theoutside. Wicked Thunder will begin casting Twilight Sabbath and all playersneed to stack in the very centre. Two clones will spawn faster than others, and theywill be casting Sidewise Spark. Look for the safe quadrant and when theAoEs appear under all players, everyone needs to move to the safe quadrant tonot get hit by the ground AoEs.

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Immediately after, the two other clones will show their safe quadrant andplayers need to move to that one as well. Everyone also needs to look at theboss at this time to dodge Wicked Special: use the lines on the arena asthe outside two columns or inside two columns are safe.

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Start preparing for Midnight Sabbath by going to your quadrants, withtanks and melees taking the north for uptime and healers and ranged in the south.Wicked Thunder will begin casting either Scattered Burst or ConcentratedBurst. Players need to look at the clones that spawn first and see whether theyhave wings or a cannon. If it's a winged clone, players will go under that clonein their quadrant and either spread or stack depending on the mechanic. If it's acannon clone, players will go to the other clone in their quadrant and eitherspread or stack depending on the mechanic.

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The easiest way to remember how to execute this mechanic is look at the secondset of clones. If they're the same, players will always rotate, and if they'redifferent, players will stay in the same spot. Then, do the opposite of the firstmechanic: if spread, then stack, and if stack, then spread. You can see examplesof potential movements in the diagrams above. Immediately after the second set,Wicked Thunder will cast a Wicked Special, so run to the sides or move tothe centre. This is followed by a raidwide, Wicked Thunder, so heal upand prepare for the next phase as the arena returns to normal.

5.9.

Phase Two: Chain Lightning

Chain Lightning is a simple mechanic set that tests the memorization skill ofthe party.

5.9.1.

Chain Lightning Mechanics

The following mechanics are introduced in phase two.

  • Flame Slash: Wicked Thunder slashes the middle two columns with aflaming sword, destroying them temporarily.
  • Raining Swords: Four towers appear on each row on the outsidecolumns of the arena. These leave lightning rods.
  • Chain Lightning: Wicked Thunder will chain lightning to each side'slightning rods in succession. There will be one safe spot per chain set, andthe lightning rod is being struck when the lightning arrows are pointing to it.

5.9.2.

Chain Lightning Strategy

The phase begins with Aetherial Conversion. Players will need to rememberthis sequence for later, so it is recommended to write it down somewhere. Next,split into light parties east and west for Flame Slash. Soak RainingSwords towers in a TMHR configuration from north to south. Players will thenhave to remember the order of which the lightning struck the rods that appearedafter the towers. In each set, one tower will not be struck on either side, andthat becomes the safe spot. Players will have to move to the rod that is safefour times.

To make remembering it easier, it's a good idea to write down numbersindicating the safe rod from north to south for both sides - assign one playerto do so. As each safe spot only happens once, by the third strike all foursafe spots will be known and players can move to the first one while typing thesafe spot down. Continue to move from safe spot to safe spot, keeping in mindthat the main tank will take heavy auto damage here.

Afterwards, the arena will be restored and Wicked Thunder will cast TailThrust. Players need to remember the mechanic sequence stocked by AetherialConversion earlier and do either the dodge or knockback. This is followedby Mustard Bomb, which is handled the exact same as the first one.

5.10.

Phase Two: Sunrise Sabbath

The final mechanic phase of the fight is fairly difficult and uses staticspots with a priority system.

5.10.1.

Sunrise Sabbath Mechanics

The following mechanics are introduced in phase two.

  • Ion Cluster: Four players will receive long Negatron or Positrondebuffs, and four players will receive short debuffs. These will be splitinto two supports and two DPS, and within their role they will always haveopposite debuffs.
  • Sunrise Sabbath: Spawns four clones at intercardinals and two clonesat opposite cardinals. The intercardinal clones will have a cannon that willglow orange or blue, signalling a positive or negative charge. These clonesaim towards the closest player with a wide line AoE.
  • Soaring Soulpress: The two cardinal clones will look towards eachother or diagonally. Where they look will indicate a two-person tower thatspawns just before it goes off, so players need to pre-position.
  • Sword Quiver: Wicked Thunder slashes the ground, dealing four hitsof roughly 40,000 physical damage. These leave behind line AoEs, with onlyone slash being potentially different.
  • Laceration: Targets four players of one role with a conal stack AoEfrom the centre of the arena that deals roughly 250,000 physical damage splitbetween them and inflicts a physical vulnerability debuff.

5.10.2.

Sunrise Sabbath Strategy

This mechanic sequence begins with Aetheric Conversion as well, sothe raid needs to remember what it is for later in the fight. Stack in the middleto mitigate Azure Thunder, again using targeted mitigation ideally. Thearena is once again circular, and Wicked Thunder casts Ion Cluster, givingall players negative or positive debuffs of two different durations. Take note ofyour debuff duration as well as your colour as the boss casts Sunrise Sabbathspawning clones at each intercardinal and two clones on opposite cardinals.

Players with short debuffs will bait cannons first, while long debuffplayers will soak towers. To figure out which cannon to bait, supports will lookNW and rotate CCW to take the first cannon that is opposite of their colour. DPSwill look N and rotate CW to also take the first cannon that is opposite of theircolour. This will ensure all four cannons are accounted for. The tower soak isfunctionally the same, with DPS always taking the north or east tower andsupports always taking the south or west tower.

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The cannons need to be baited away from the players in the tower. These willlock onto the closest player and fire a wide line AoE towards them. We suggestthe strategy of standing underneath the add and pointing them to the cardinalsthe towers aren't on, but keep in mind the adds spawn on the outside of thecircle and therefore the cannon starts on the outside too. This means that if aplayer stands too close to the add, it'll strike the opposite intercardinal andpotentially another player.

After the first set, Wicked Thunder will cast Wicked Special, so dodgein or out depending on her pattern. Another set of clones will spawn and playersneed to execute this set the first as the same one. Players with the long debuffsat the beginning will bait cannons, while players with short debuffs at thebeginning will soak towers. The arena then returns to normal as Wicked Thunderbegins casting Tail Thrust. Remember the sequence from earlier and eitherdodge or get knocked back.

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The final mechanic sequence of the fight is Sword Quiver. Wicked Thunderslashes the ground repeatedly, forming an AoE down the middle and two X-shapedAoEs. She will then slash a final time with a horizontal AoE, covering oneof the three rows on the arena. Players need to stack with their role partnerfor Laceration, with tanks and melees in the first two rows and healersand ranged in the last two going to light party sides.

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A simple way to think about it is to always go to these spots unless the lastslash hits your row: the first row for tanks and melees and third row for rangedand healers. If it does hit your row, go to the second row. Wicked Thunder willcast Sword Quiver and Laceration three times, and the pattern couldchange or stay the same each time, so watch out. After each dodge, go back to themiddle for heals and mitigation. Kill Wicked Thunder before her enrage!

6.

Party Finder Strategies

Depending on the data centre and strategy used, party finder pugs may usedifferent strategies for the fight. Here are the following differences that mayhappen.

  1. For Electrope Edge 2, the stack spots for Four Star maypair players in the same role hit twice and thrice, counting the hit from the stack.Consult with your party beforehand on how they want to stack there.
  2. For Ion Cluster 1, some parties have completely static spots withsupports on the inside of the arena and DPS on the outside, while some partieshave supports go left facing the boss and DPS go right facing the boss.
  3. Mustard Bomb has either the players not hit go pick up the tanktethers and replace them, or the tanks can choose a player to go to and goback to their spot. The latter requires all players to be spread in the firsttwo rows to ensure tank uptime.
  4. Check what priority the partners have for Midnight Sabbath. Somedata centres prefer the north group to rotate CCW, and some prefer to have thenorth group rotate CW, changing the safe spots for each partner group. Makesure the entire party is on the same page.
  5. Multiple strategies on how to bait the cannons in Sunrise Sabbathhave emerged. We recommend staying close, but there are strategies wherethe baiting players stand on the closest waymark relative to the cardinal thetower doesn't spawn and bait the AoE across the room. Consult with yourparty beforehand.

7.

Loot

When Wicked Thunder is defeated, a treasure coffer will appear that containsa Dark Horse Champion's Weapon Coffer and a random Dark Horse Champion weapon.When opened by a player, this coffer contains an item level 735 Dark Horseweapon for the job the player is currently on. The amount of loot that appearsdepend on how many players have already cleared during the weekly lockout. If noplayers have cleared yet, both the coffer and random weapon will appear, as wellas a Monowheel S1 Identification Key mount, Black Kitten minion, and A Risky BetOrchestrion Roll. If one to four players have already cleared, either the randomweapon or everything else will appear. If five or more players have alreadycleared, no treasure coffer will appear.

Players who defeat the encounter for the first time during the weekly reset willalso receive an AAC Illustrated: LHW Edition IV token. Eight of these can betraded in for a Dark Horse Champion weapon of your choosing at an Arcadion gearvendor, as well as any other AAC Illustrated token from the raid tier at a 1:1conversion rate.

8.

Changelog

  • 05 Aug. 2024: Added possible party finder strategies and explanations.
  • 02 Aug. 2024: Guide added.

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AAC Light-heavyweight M4 Savage Raid Guide (2024)

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