Total War: Warhammer – We Interrupt This Campaign…

…to practice a very important skill. Attempting to not suck.

Before we get down proper into a discussion of how badly I’m playing this game, a quick digression.

This is particularly important in the wake of the impending slightly late but always welcome Newbie Blogger’s Initiative that is being organized / celebrated in June this year.

Y’see, I’ve seen posts popping around the blogosphere along the lines of “oh, I’m just a beginner, or a newbie, or an ultra-casual that just happens to accidentally play a game or like a geeky hobby for a couple hours every week, not some fantastic nerd/geek/pro/expert/e-Sports celebrity… therefore, I am totally not qualified to comment, talk about, write about and certainly NOT blog about X. Or Y.”

In between being intimidated that some self-declared expert will jump down their throats for not doing something “correctly” or in a sufficiently hardcore manner, and feeling like they have nothing “worthwhile” to contribute, blog posts fail to get written and a valuable voice drifts off into silence.

Bah, I say.

Bah, to that.

I will happily WALLOW in my noobness and talk about it.

Some people will find it fascinating, seeing something they’re familiar with from a beginner’s perspective.

Some people will enjoy helping and teaching the beginner, offering helpful comments that will speed the learning along. (eg. Portable Tank in Minecraft’s Thermal Expansion mod – had no idea that you could save the liquid inside it with a crescent hammer. Well, now I know.)

Still other people will appreciate learning along with the post, cos they’re beginners too. And they’ve been searching high and low for a post that hasn’t been written in jargon-filled gobbledygook that they can actually understand.

All these people will like the newbie’s perspective post.

(As for everyone else, well, they won’t make it to the end anyway, so they’ll self-select themselves right out and you’ll never hear from them.

In the extremely unlikely event that they are -that- dedicated to actually put in the effort to make a nasty comment, well, the blog owner is the absolute authority as to what shows up, and clicking the trash can icon is a lot less effort than typing words.

Trust me, you’d probably be happy that someone took the trouble to read what you wrote and felt sufficiently moved -positively or negatively- to respond.)

Ultimately, the more voices, the better the conversation.

Ok, so that’s my “being a newbie is totally okay / come join us” spiel done.

Now I can share why my first Total War: Warhammer Greenskin campaign feels like it’s about ready to grind itself to a halt.

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This was the state of the political situation some tens of turns back.

Having gotten into some trouble rather quickly on an initial aborted campaign (internecine civil war between orcs, and a whole bunch of dwarves trooping down to swallow my one or two settlements,) I’d paid significantly more attention to managing faction relationships in this official “first” campaign.

Karak Azul was an odd case of a dwarf faction who appeared to feel threatened by way too many orcs around, and arranged a non-aggression pact really early on in the game (like a couple of turns in.)

Since I was way too busy warring elsewhere, I said “sure!” and both sides respected the peace ever since – the NPC dwarf faction had a “reliable” trait, and I guess I’m an honorable kind of orc.

Fortunately or unfortunately since, they’ve been eaten up by the Top Knotz.

Man, the Top Knotz. They’re a Savage Orc faction. They are -extremely- aggressive. And have a trait to match.

They are also, oddly enough, given the traits of Underdog (meaning they don’t seek to be ultimate ruler and would like to confederate up with a stronger party) and Unreliable (presumably meaning they’re not that great at honoring agreements.)

We agreed to non-aggress each other really early on too.

Somehow, this developed into rather friendly relations, presumably because they approved of my going gung-ho on the initial Greenskin rival of Red Fangs and then going after nearly every dwarven stuntie north of me.

In the meantime, they were busily swallowing up every other Greenskin faction there was and taking over pretty much all of the Badlands territory. They were pretty durned scary and intimidating in overall faction strength, staying at ranks 1-3 for quite a long time.

The good news was, they weren’t attacking me. They liked me. And I wasn’t about to do anything to change their opinion of me any time soon…

…so somehow, over time, we went from non-aggression, to a defensive alliance, and to a military alliance.

This is all very well, but I’m a little grumpy now, because I apparently can’t confederate them the same way I can all other Greenskin tribes. AND they actually need to be wiped out, to fulfill my victory conditions, short or long.

And, narrative-wise and strategically, it doesn’t make any sense to attack them. We’re both orcs. We’re really friendly with each other, just slightly different culturally. (They like being nekkid. We like lots o’ spiky armor.)

We present a really strong united orcy front that has been giving the humans and dwarves no end of trouble.

They’re also a fantastic buffer for angry humans crossing the river in reprisal for orc raids, whereupon the humans are utterly demolished and presumably eaten by a thousand screaming naked green orcs.

Up on the north side of things, the one remaining non-me Greenskin tribe were the Bloody Spearz.

In a similar fashion of non-aggression developing into long-term super-friendly relations, I’d cultivated them as my northern buffer zone to protect against angry dwarf incursions (plus I knew that Chaos would eventually come in from that direction too.)

I’d consolidated a small and not-terribly sufficient couple of territories, and was venturing westward into human lands to raid and juust but not quite barely make up for the lack of infrastructure.

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Most unfortunately, these scary bastards finally arrived around turn 100 or so.

As expected, they ran around doing horrible things to much of Empire territory, ventured a little into Vampire Count-controlled Sylvania, then started ganking both dwarves and Bloody Spearz alike opportunistically, while the dwarves and Bloody Spearz and me were still kinda busy up there ourselves trading dwarven holdfasts between each other.

One Norse tribe (allied with Chaos) also pushed in from the southwest, taking over two of the Top Knotz settlements.

In a slight panic, I tried to rush my Waarghs down south to help them out (we’re military allies, after all), fearing an unfettered Chaos horde rampaging around the Badlands and then coming up to smash my soft, unprotected southern region.

I discovered a couple of things.

One, that goddamn map is huge when you’re trying to move from north to south in a hurry (and I wasn’t even that far north, only around Peak Pass or so).

Two, orcs that aren’t fighting get kinda unhappy. Especially when you tell them they’re not allowed to go raiding because a) they’re in home territory and b) they’re in allied territory.

Three, you don’t get enough money coming in when unhappy orcs are not raidin’ and fightin’ and sackin’ and pillagin’.

5-7 turns later, I was barely hanging on, with a few hundred gold in my treasury and about to go bankrupt next turn; my two orc armies were in danger of losing their attendant extra Waargh army from lack of fightiness rating; the dwarves that I’d abandoned killing to try and respond to a Norse incursion were taking back their territory (reducing my meagre income even further)…

… and to add salt to the wound, the Top Knotz -wiped out- the Norse tribe by themselves before I had even reached the settlement in question.

As in, wiped out. Really. The faction notice came up. I-forget-what-it-was-called Norse faction is no more.

I was like, “Really? Me orcs don’t have anything to fight now?! They’re about to go into rebellion if I don’t get more gold, stat!”

In a desperate maneuver to stave off next turn bankruptcy, I pulled up the Diplomacy screen and sought out the Bloody Spearz.

I asked them to confederate.

They agreed.

They were a weaker faction than me, and they handed me some really chewed on settlements up north, in imminent danger of getting swallowed by dwarves or razed by Chaos.

Fortunately, that sudden expansion of territory to extort money from shifted me up from negative income into positive income.

To solve the crumbling fightiness, I took my two Orc armies across the river into long-suffering Border Prince territory, where we leapfrog raided and looted our way back up north to deliver the final solution to those damnable dwarves once and for all.

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But now, the world map looks like this.

Chaos is Ascendant.

It is way WAY Ascendant.

That crazy bird has been destroying all of the Empire and leaving a swathe of utterly useless razed settlements behind it.

See, the problem is that -I- need to raze or sack quite a number of different settlements for MY win condition.

If Chaos gets there first, I can’t do anything with it.

Also, my win condition necessitates getting rid of the Top Knotz and I just can’t do it.

Seriously, it doesn’t make sense. Chaos is fucking up everything north of me, and I turn south and try and eat up my fellow orcs? Isn’t that what Chaos -wants-?

South is out.

So I’ve got to go north and maybe west into human and dwarf and maybe even vampire territory (except that me and the vampires have been having a mutually happy ignoring-each-other non-agreement since the beginning of time, and I’m kinda scared of changing that state of affairs. I don’t know what a vampire army fights like, for one.)

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Except that Chaos is also messing around that very area, and I gotta admit it – I, the player, not the funsie orc that I’m pretending to be, am seriously outmatched and intimidated by a high tech level Chaos full army stack of 20 units. (And there’s two or three of them up there.)

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I mean, look, this was a teeny tiny raiding party on a not very garrisoned settlement of mine (accidentally obtained via Bloody Spearz confederation and promptly lost.)

I can’t auto-resolve my way out of this.

Chaos doesn’t bother leaving the settlement there for take-backsies. They just burn the fucker to the ground and leave it in ruins.

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My one not-absolute-colossal-defeat was this rather insane battle wherein my garrison stood no chance, but it was furiously snowing and I ran into some forests.

Then I ran out again, and miracle of miracles, the AI did not follow but remained glitched in place. Presumably lousy pathfinding or something.

I dunno. My story, and I’m sticking to it, is that my brave garrison of outmatched orcs lost them in the forests, wherein Chaos spent the next hour searching for but failing to kill them in the poor visibility of the snowstorm.

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Turns out, that if you go AFK and fast forward through the default “one hour” timer, your hopelessly outclassed army qualifies for a draw.

Sadly, the Chaos bastards attacked me again the very next round, and I lost the will to live and accepted the auto-resolve. My settlement and my brave orcs proceeded on into a state of nonexistence.

These were just raiding parties.

Archaeon the fucking Ever-Chosen and some goddamn Tzeentch-bird-sorcerer-thing is tromping around up there.

I completely do not know how to deal with it right now.

I understand about 25% of the battle controls at the moment, for crying out loud.

So that’s where I am. Easy difficulty campaign stalemated by an unfamiliar control scheme.

Luckily, I have discovered something equally fun and manageable that can be played in almost Overwatch-sized snippets of time.

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Total War: Warhammer allows you to set up your own custom battles, be it with or against real people or computer-controlled opponents.

You can set a custom amount of funds, and then pick your own units from an army roster, almost like building a Warhammer miniatures army from an agreed on number of points, and then select the computer faction and auto-generate units or custom build your own resistance.

This has been -perfect- for practicing my very poor grasp of Total War battle controls and exceedingly limited understanding of Total War tactics.

Reading tons of Reddit threads led me to two semi-helpful sites:

The latter especially provided a bit more of an understanding as to what precisely one should be aiming for in combat:

ie. solid infantry lines, support by skirmishers, micro’ing cavalry charges into the flanks and rear of the enemy.

Also, the realization that Total War does -not- handhold you and provide you with any semblance of noob-friendly unit deployment in the initial phase of battle.

No, you are expected to prearrange every single unit to your liking and set their formations with some manner of tactical sense and then lock it in said formation.

Aka OMG, I’ve been deploying my multitude of orcs and goblins all wrong, in really poor formations.

I still can’t say that I’ve gotten it -right-, but I’ve been stretching them out a bit more and making some nicer looking 3, 4, 5-deep stacked rectangles of greenskin power and they seem to be performing better than previously.

I can even begin to see that my vast orcish number means my longer infantry lines can actually wrap around and flank smaller-sized enemy units.

That is, if I can actually CONTROL them appropriately.

I’m still working my way through the first screenshot guide… and I also realized in retrospect that these little nitty gritty nuanced controls are mentioned – in a really offhand fashion – in-game, under the battle controls sections, in little text sentences under an “Advanced” tab category.

It is totally not muscle memory at this point in time.

I have to remember and refer back every so often to realize that ok, “if I want to move my unit in formation but just tweak it positionally a little, hold down ALT, then LEFT-click and then drag the yellow formation that appears to where you want it.”

“If I want to -rotate- my unit, I have to do the same but hold down CTRL, and then LEFT-click and drag to rotate said unit.”

“If I want to both change position and rotate said unit, then it’s CTRL+ALT together and LEFT-click drag” and my fingers tangle up and get confused.

To add a little insult to injury, accidentally right clicking issues some kind of move order, that may or may not ignore formations, depending on if you locked the formations beforehand.

Holding SHIFT meanwhile queues up your orders, which is eminently possible to also accidentally mash on while juggling CTRL+ALT and dragging.

Oh and CTRL+right click (not left) tells the units to walk or something.

Double-right clicking makes them run/charge.

Confused, yet? I still am.

So I’m basically putting my money where my mouth is.

In my beginner’s guide to GW2 movement and combat, I exhorted newbies to MMO controls to be patient with themselves, to break it down into small parts, and practice bits at a time, until it all becomes muscle memory.

I’m doing the same thing with myself in Total War.

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The really nice thing about custom battles is that I do -not- have to deal with a full sized army stack of 20 units.

I experimented with army costs and figured out that 4000 gold gives me a nice range of two melee Orc units, two cheap expendable goblin spearmen (long pointy things like pikes and spears are good at staving off cavalry, apparently), one set of nastily effective night goblin skirmishers, one unit of speedy goblin wolf-mounted cavalry and one boss character to lead the gits around.

This lets me practice micro’ing a small but balanced army around the place, aided by the pause key and my new favorite speed – slow motion.

I begin to grasp really basic but previously poorly understood and not articulated knowledge (that veterans find so common-sensical that it’s not worth mentioning) of stuff like “cheap expendable units like goblins are quite important and have their place. I can spread them out a long way in thin lines to cover my more valuable infantry. They can be meat shields to absorb missile file, cavalry charges, whatever.

I suspect I’m going to be spending the bulk of my time in this part of the game for a while yet.

I might start another faction’s campaign once I feel a little more well-versed with the controls.

But as for fighting 20+ Chaos units with two stacks of 40+ Orc armies, with magic, artillery, monsters and all, eh, that’s going to have to wait for a really long day in the far future.

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GW2: Battle for Lion’s Arch Guide – Fight Tactics and Tips (Spoilers?)

If only I could see the Scarlet fight at higher graphic settings...

Spoiler warning: Your definition of what can be spoiled may or may not include guides that highlight battle tactics and what to look out for.

I didn’t actually think that it would be necessary to write a guide about the fight mechanics for this event.

Then I popped into several random overflows and read a couple blogs from those who play GW2 at a very infrequent, casual level and decided that my personal perspective was -definitely- being colored by my new habit of logging onto the TTS teamspeak, and joining the group of 100-200+ players there who try their best to cram into an overflow together, linked by voice chat, with the ability to hear and give directions and organize on the fly without having to lift fingers from the movement keys.

Objectively, if you log in, completely new to the event, without even the experience of having done the previous Marionette or Tequatl or Wurm fights (or fractals or dungeons, say), the complexity of the mechanics, so different from regular open world PvE, coupled with the utter chaos of having 50-150 players in the same spot, the encounter is probably going to be very confusing.

Let’s add on the possibility that one’s graphic settings might be set too high for your computer to handle such huge numbers of people in one spot. Folks who don’t regularly WvW or attend events where zergs congregate may suddenly be faced with choking CPUs. (I feel your pain. My FPS hovers around 20 or less, thanks to a cruddy CPU bottleneck, on lowest settings.)

That’s a pretty tough situation to try and figure out fight mechanics, on your own, on the fly.

And few people seem to be teaching in map chat just yet.

Maybe they think it’s obvious. Maybe they just can’t say anything because they can’t lift their fingers from their movement and dodge keys without dying.

So. Guide.

Or rather, random tips and rambling because I haven’t figured out how comprehensive this needs to be.

Assault Knights

At :55 every hour, three assault knights will spawn at their locations in Lion’s Arch. Blue, Green, and Red.

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(Blue is Dynamic. Green is Synergetic. Red is Static. Remembering this may come in handy later on, but for now, let’s use the easy color coding.)

On the hour, they turn aggressive and players can attack.

The newest hotfix is discouraging player zerging behavior by ensuring only 50 players can damage a knight at any one time. Players must pick up the colored buff from the circles around the knight before they can do any damage to the knight.

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Note the “Synergetic Calibration” number in the event UI.

This is the number of players that can still go to the event and pick up the buff.

If it is at 0, find another knight.

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Reading their target bar tells you that they change modes.

In their first mode, they remove and reflect conditions. This means whatever conditions you do to it, it’s going to fly off the knight and ricochet onto other players or yourself.

PLEASE, before your next fight, take the time to read your weapon skills and figure out what weapons you have do conditions and which don’t, and consider using the appropriate ones.

Also press H and read your stats and see how much condition damage stat you have. The higher it is, the more careful you want to be at this point, because it’s going to make life difficult for folks around you. (And if they keel over dead, the knight is not going to go down within the time limit.)

At 75% health (and 25% health), they change modes to now become condition-sensitive.

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See those two new icons? Mouse over them and they’ll tell you that it’s now in condition crash mode.

NOW is the time to switch weapons and let those conditions fly.

The more conditions that pile onto the knight, the higher the red shield buff icon goes, all the way to 50.

While I haven’t directly contrasted the damage numbers yet, I believe this increases the amount of damage that one can do to a knight. (So it appears anyhow, because it is possible to burn through the knight’s hp quite fast when it is in this mode, especially if folks switch to melee when they can and/or use consumables.)

The knight will alternate back to condition reflect mode once more at 50%, and then to condition crash again at 25%.

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To make life more interesting, the knight has an Extraction attack which is a big AoE pull, into melee range, where it will then proceed to start beating up on people with knockdown and rather wide cleaving high damage attacks.

This should be DODGED.

Suggestions that have all worked for me, include:

  • Once you see the big orange AoE circle, count to 3, then dodge.
  • Once you see the big orange AoE circle, wait for it to disappear, then dodge. (Most reliable for me, personally.)
  • Once you see the big orange AoE circle, wait for the knight to jump up into the air, and dodge. (Slightly iffy with my latency.)
  • Or if you want to be fancy, you will note that the center of the circle is actually safe from the pull. If you’re at mid-range, you can dodge forward into the safe zone, chill out for a bit, and then dodge back out again before the knight starts doing massive melee damage for a while. (If you’re in melee range, you’re fine from the pull, just watch that health bar when the knight starts swinging its big hammer around.)

If you do get yanked, please hammer your dodge key and get out of melee range double quick. Use a stun break if you’re knocked down. The good news is that the crazy melee damage seems to have been tweaked down post-hotfix or more delayed, so one has more time to retreat.

It does seem possible to melee the knight at certain points (which I am still trying to figure out  precisely when.) It seems safest to be at her back (facing those luscious buttocks), but note that there are points where the knight does hit for very high damage and it is best not to stick around at those times.

When all the knights are defeated, collect the three colored buffs that are on the ground to form the white prime buff, which will let you enter Scarlet’s Breachmaker via the convenient nearby portal.

Scarlet Phase 1 – Prime Hologram

There is a safe period of 5 minutes from the time the first Assault Knight dies. If you board the drill before this period is up, the fight will not have begun, there will be time to switch weapons, gear, traits, skills, whatever, or communicate and discuss tactics with the people around you.

If the gap between the first and last knight going down is longer than 5 minutes, chances are very likely that you’ll load right into a fight that has already begun. (And right into a laser AoE. Tough luck on that achievement.)

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The fight actually ramps up quite slowly to get you used to the mechanics. (Which is all very well when playing it as intended, but less so when loading in mid-battle.)

Collect all three colors to create the white prime attunement buff that lets you do the maximum damage to the prime hologram.

Collecting at least one color will allow you to do -some- damage to the prime hologram, though if you’re going for the In Tune achievement, you need to match the color exactly.

Attacking with no attunement will not do any damage, and give you stacks of a counter. If it reaches 10, you get damaged and knocked down.

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Don’t let it get to 10. (And if you’re going for the achievement, you can’t get this ever. Turn off auto-attack to prevent accidents.)

It is not possible to leave the platform and come back again, so do try to rez downed players whenever possible. If you are dead, all hope is not lost, even if all players ignore you, one of the named NPCs may come by and be your personal hero and get you back on your feet again.

The Prime Hologram will shoot prime laser AoE blasts which are cued by big rectangular orange AoE blocks, and then linger around as a patch of damage for a while.

It is possible to dodge/evade over these patches of damage, with only a small amount of damage, to collect the buffs. (Unless you’re going for the corresponding achievement, in which case, it is best to avoid all sources of damage from the Prime Hologram.)

It is also possible to run through the center, where the laser AoE does not reach, to get to the colored buffs.

However, be on the lookout for the -other- attack the Prime Hologram has.

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Which is a circular AoE that does a Prime Laser Blast of some sort, right in the center, doing damage and radial knockback.

Sometimes, this orange circle doesn’t render for me, so I would advise people with similar problems to look out for the prime hologram’s animation tell before dashing through the center for that last yummy color.

-It rises up and begins floating off the ground.- Expect it to come down with a bang. Don’t be there during that time.

As the Prime Hologram loses health, the amount of laser blasts flying around will grow more numerous. The colored buff circles will be spaced in much more annoying fashion. Repulsive circular domes will be obstacles in your path and knock you around if you run into them without stability. Scarlet will come down from her platform and troll people by being an extra target (whose health bar seems rather impossible to scratch) and targeting a random person with a bomb icon and ticking AoE to get away from.

Basically, a lot more moving parts to keep track of, until it’s defeated.

Scarlet Phase 2 – Three Colored Holograms

The Prime Hologram will split up into three colored holograms: blue, green and red.

Blue is Dynamic. Green is Synergetic. Red is Static.

Each requires the corresponding color buff to be picked up to do damage to it.

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Red is designed more for ranged, imo. (Though it is possible to melee, with interruptions.)

It shoots projectiles which create fire ground AoEs when they land. (I’m not 100% sure, but perhaps these can be reflected.)

It will also do a rolling ground shockwave and air clap that the Molten Berserker from the Molten Alliance uses. Jump/dodge the ground shockwave, and don’t jump into the air clap.

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Green is designed more for melee, imo. (Though it is possible to range, with interruptions.)

From time to time, it will pop up the reflect shield that the Toxic Alliance krait nimross has, which will happily send all projectiles you fire straight back into you. (Or perhaps some poor bastard standing in front of you.)

Mid-range is impeded by the presence of the toxic spores which grow periodically and explode in an AoE when a player gets close.

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To me, it’s best to dodge roll in, past the toxic spores, and position oneself so that one is not caught by any exploding circular AoEs, and then go nuts in melee range inside the reflect shield.

However, players still need to be alert as one player will occasionally be marked with a pulsing AoE that does damage to anyone else nearby. If this is you, don’t stand around near other players. Move away please.

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Blue is made for condition damage people.

It has stacks of a condition shield, which requires conditions to be thrown on before the shield dissipates.

It has very high toughness, so power builds will be doing some tens or hundreds of damage to the hologram only. Still, every little bit helps to whittle away at it. Expect blue to take much longer to go down than the other two holograms and adjust accordingly.

(Condition damage users will probably want to prioritize blue first and get all those high condition damage stacks layered on it before the hoi polloi come in and ruin it with their hefty 0 condition damage and rampant mis-use of condition applying skills.)

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Blue also does a wide cone attack. To avoid it more easily, it’s best to be in melee or mid-range, so that there’s less distance to roll before reaching safety.

It is best to defeat all holograms at the same time (or rather, within 30s-1min of each other) so that it goes straight into phase 3 and does not spawn additional smaller holograms.

Given sufficient time to recover, each defeated hologram will split into six micro-holograms. Mis-timing the simultaneous defeat can lead to significant nuisance factor as 18 small holograms mill around each other, needing the correct color buff to be damaged, and being very hard to tell apart beyond a colored indicator atop each one that can still be damaged.

A working strategy at the moment is for the zerg to all attack red until its health is low, then move on to green until its heath is low, then cycle around to blue to kill it. Once it is dead, the zerg splits to take down the remaining sliver of health red and green has.

(Alternate strategies can be to take down each color one at a time, so that the micro-holograms can be zerged down without too much mixing around, or in the worse case scenario, slowly whittling down 18 micro-holograms until they’re all dead. Obviously, these are more time-consuming and may risk exceeding the time limit.)

Scarlet Phase 3 – Ultraviolet Prime Hologram

The last phase is surprisingly easy for a decentralized zerg mind to handle.

Laser AoEs will divide up the platform into multiple small safe areas. The zerg naturally spreads out.

Small microprime holograms will spawn. All players will already have the white prime attunement buff.

The goal: Kill all the microprime holograms. This will steadily damage the big one. Three rounds of this are needed.

Microprime holograms shoot a small rectangular laser AoE. Defeated holograms will explode with a circular AoE. Don’t stand in any of the orange AoEs. Kill anything small and red-named near you.

Assuming you haven’t run out of time, that’s it! You’ve humbled Scarlet! Follow her into the end instance to finish her off.

OH, AND DON’T FORGET TO LOOT YOUR REWARD CHEST.

Which is between the middle where the big hologram was, and the door that Scarlet leaves into. A random person in one of my parties was -very- miffed that he didn’t see it before jumping right into the instance. No way back.

This is perhaps more rambling than usual, mostly because the mechanics seem very learnable via just being there and reading tooltips and going through the fight a few times, so I’m really not sure what is obvious or not obvious, and what should be stressed or not.

But if it helps someone who had information overload during the chaos, especially if it helps them enjoy the fight more as a result, then writing this would be worth it. 🙂