Monster Hunter Wilds

Monster Hunter Wilds

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Omega Planetes Guide
By The Benevolent Emperor
Some tips and tricks to making the Omega fight easier for both normal and Savage. Also some standard information.
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Preperations
Meal:

Consume any meal that gives insurance. Kunafa meal comes with defender and is the one I recommend the most for people with no clears on the fight even if you potentially get less drops at the end in comparison to the other meals. Having the ability to cart more will always be your biggest priority versus faster and lucrative kill times if you can't even reach that point.

Item Bar:

Due to Omega's immunity to many of the game's mechanics - your item bar can be used for supporting in its entirety.

Traps do not work on both Omega and Nerscylla (trust me I tried during that phase). Flash nor dung work (I don't know why you would try dung).

In my opinion, instead of carrying wide-range, you should fill your inventory with life powder, dust of life and all the materials you can carry to craft them during the fight. They are faster which will make reaction and burst healing possible and you will not need as many slots or equipment to make this functionally comparable. This isn't to say it's a bad option but I found more use in this strategy. This also makes builds that can't really handle using wide-range still have supportive capabilities without compromise.

Have Soul of Pictomancer which should be obvious.

You can also pre-buff in safe locations without burning your timer such as the gathering hub or any of villages. Recommend taking your drugs here pre-fight and they last just over the length of the hunt. If you want buffing items you'll still have slots left over for pills, seeds or what have you.

Cleanser is also an item you should bring when facing Omega (Savage) because it can freeze you.

From here, just set up your quick bar and your life will be so much easier in having reaction time.

When you start the hunt take the free EZ stuff they provide to save the cost of how much items you WILL be burning through.

Elements & Status:

Paralysis can work but you will not get that many procs of it. I recommend carrying it for your secondary weapon for the Nerscylla phase.

Thunder is the only element you should care about so use artian or lagiacrus gear.

Omega is weak to dragon as well but thunder is stronger. So if you have to use anything else then go for dragon.

Support Hunters
- Support Hunters: Alessa, Mina, and Kai
Alessa has the best odds of obtaining enmity and retaining it in comparison to the other support hunters.

Mina can be used as a secondary enmity grabber and has faster heal speed if need be in comparison to her peers.

Kai gives you an affinity boost and attack boost while also focuses on providing constant heals.

You will have to carry the bulk of the damage no matter what support hunters you have thus it is important that your party is designed with keeping you maintained in buffs, health and having uptime.

Tips:

I highly recommend also carrying healing for them as well regardless of the fact that they have infinite revives. The more they are out of the fight the less total damage is done and the more potential the focus is entirely on you which can lower the total damage you're doing whilst increasing the risk of carting.

While Alessa is around if you obtain enmity I've noticed her AI will prioritize trying to take it from you and can do it within a few hits in comparison to other supports and even actual players. So I recommend grabbing enmity at points if she does not have it to get her back into action.

Mina can be replaced if you are confident enough on taking the fight without her extra support but I would never replace the other two.

The fight does scale if you have any players to an absurd amount that there is no point in not having more hunter.
Mechanics
There are a few things you should always be mindful and have at least one or two players maintain it no matter what.

Shields

Safe zones to stand under. Keep it for the person who holds enmity or if you have a good chance for everyone to wail at the head. Try to space out shields from head wounds and clutch claw ammo so that if one were to break you have one right after. Allowing your tank to freely hold a zone and a ton more free damage.

Enmity

Enmity is the most important general mechanic you will have to deal with. It refers to the boss' focus but more importantly it will alter how much it moves around and how some of its moves will function. Having it active on someone WILL improve everyone else's uptime at the personal expense of the "tank"'s. You want this active as much as possible if you can manage it or if you are using support hunters then refer to the tip part of the support hunter segment. If you are not the one who needs to get enmity then enjoy wailing Omega.

Spread Beam

Yeah, despite playing a ton of FF14, I don't remember the name of the move nor will I look it up!
Enjoy my drawings instead!

For this move, it will come out pretty quickly in front, side or behind Omega and even potentially all at the same time.

You can weave between the lines, dodge inwards and so on.

The easiest counter to this move is actually standing in its inter-cardinal directions (refer to image)

When it does the front version it can create a wound opening making it worth having someone try to dodge through it and react quickly. This is difficult but worth it but you could have someone try stand underneath past the beams and try to wound break react.

When it enters the phase of spamming this a bunch in rapid succession just stand in the safe zones because this will be one of your biggest bursts phases and it'll be practically safe throughout. If the boss tilts a bit during it it's as simple as just adjusting and repeating.

Easily blocked with one guard up skill.

No notable changes in savage



Fist Rockets

Omega shoots a few rocket hands at you and they're pretty easy to deal with.

Any tick of damage will knock them out so you can launch your claw at them to break them rapidly.

Timing your pictomancy will also take them out for everyone.

If you have any high reaching moves or fast enough ones you can still knock them out of the way without really stopping your flow to deal with.

Also for shield weapons they seem to have a deceptively higher reaching hit box so moves like guard slash on SnS can just cancel into it for a free wack and go back to doing their thing unabated.

This is a free attack phase to get uptime.

This move isn't really different in Savage

Micro Omegas

Just hit them. Sometimes a white glowing one will spawn and creates a shield so kill that one.

If you can time your pictomancy casting when Omega brings out his beacon and flashes around it'll take a bunch out and let's you cycle through spells freely.

Doesn't seem to have changes in savage

Flame Spread

Omega spreads out fire in either its cardinal or inter-cardinal directions. Which one it starts with can be random but the method of avoiding it is always the same.

Recommend not attacking during this phase unless you have a fast weapon or you're close enough spot to swap safe zones.

Easily blocked with guard up one

If you want an extremely easy time with this move get evade extender 2 as it will usually take one or two rolls to reach safe zones.

In Savage, it can follow up with a third time but it's functionally the same otherwise.



Larboard & Starboard Wave Cannons

This is a message pop up on the right side of your screen to warn you when it is being channeled.

It will make a huge aoe on either the right side or left side as it rapidly turns.

Larboard = Left
Starboard = Right


Left and Larboard start with L if that helps you remember

Easily blockable with Guard Up 1 if you're lazy (play it safe)

It can combo into a follow up

In Savage it can do it more times but otherwise it is the same.

Dangerous move but if you know how to play around it - it is a free attack phase and you can stand underneath omega to rapidly cross sides if need be.



Delta Beam

Omega fires a big laser

It will focus on one player and will make a sound to notify whom

You will know when this move is coming when it tries to rapidly fly away so you can preemptively react. Run towards its sides or behind and just cast pictomancy since it's free and just smack it a bit.

Blockable but not always recommended.

If you are at a bad spot, I recommend trying to sprint away and count to 3 seconds and then superman dive and you should have just enough i-frames to avoid it while it hovers above you.

This move will create a wound opening so have someone ready to react to pop it. (Will take a few minutes for it to reopen again if you take advantage of this if it does the attack soon after)

Once you're use to this move it's pretty easy to avoid and exploit and it is not different in savage in any notable way.



Point-Blank Blast

Omega will create a blast underneath its body and this is just easy to dodge just go away. You can stand at the inter-cardinal locations of its legs and can avoid it easily while attacking if you have a long reach weapon.

Easily blockable and dodged with evade extender 2

Unworthy of a drawing

In Savage, thiis move will turn into an ice version and freeze you in place. Hence the recommendation of the cleasner since it will usually follow up with a burst move.

It is still blockable regardless.

MERV(The Missile Barrage)

The most important reason you want enmity besides keeping this bastard still.

Omega will launch rapid missiles at everyone's locations and do so for up to 6-7 barrages (I lost count)

This move can be dodged easily by just running away via sprint or mount but you will have to be mindful of your party member's prior locations. Once you are hit by it - it can be hard to get out of the loop without one well timed dodge.

Blockable but you will inevitably falter without someone healing you if you are blocking early in the chain.

If enmity is obtained, only the person with it will be targeted. This makes one of the most dangerous abilities into one of your best burst phases due to how long Omega stands still casting it. Everyone will be able to wail at it at the expense of the enmity holder having to hide underneath a generated shield or sprinting around.

Hardly is different in Savage but it's dangerous all the same.


Mechanics 2
HP Penalty Blast:


Charge Attack

Omega will rev up its engines(?) and rush forward.

Will spin at the end so watch out and if you're behind it the hitbox can be wonky so I recommend being careful



Flame Bomb

Omega picks one person to mark and leaves a linger burn zone where they were at after a few seconds

Easily avoidable by sprinting and just keep it away from the party and try to clip the zoning to the edges so less area is affected.

Free damage phase for everyone unmarked and a great time for a free pictomancy spell.

Will destroy generated shields instantly so marked individuals should avoid wasting one and run out the shield

Not different in savage

Nerscylla
Nerscylla will be spawned at about the 50% health point. You just have to kill it within the time window or else the party is wiped (potentially).

Traps do not work so do not set up any.

During the spawning animation you can get a free pictomancy spell in.

Paralysis can work and you can keep it stun looped with the Malboros.

Keep it standing or stunned in Cactuar's ranges.

Not a hard monster but can be very mobile but just stands inside it as much as you can to avoid it's beams and it's aoe blasts and just get ready to dodge it's web sling tackle.

If need be use the falling boulders but I recommend keeping those for Omega.

For solo players with support hunters

If you have free carts this will NOT end the hunt for you. If you really don't believe you can clear the DPS check don't be afraid of continuing the hunt. This does make it a little more annoying during savage due to the shorter timer but it's still very doable.

Support hunters will struggle to DPS this if you don't keep it stunned or standing still. So you really have to focus up on doing that.

Make sure during this phase(Before and after Nersyclla) that you keep your supports alive because it will be hard to make the check if anyone is not in the arena and waiting for them to return is hardly viable.

If you have Mog of the Ancients available don't save it for Omega. You need this thing DEAD.

When it's dead just hide in the shield and sharpen your weapons and get buffs in during the animation.



Tips

You can get one free cast in when the animation finishes however you might not do damage (don't use Mog) because Omega has a few invincibility frames.

Omega has a very high chance of using a charge tackle when it finally resets back to being damaged so be prepared for that.

Omega will be positioned underneath the grapple target cliffside for free huge damage. Try to not waste it!
Pantokrator
Omega's Enrage

During start up you can get a lot of damage in.

Omega is pretty much the same but will do its mechanics faster.

Just keep attacking its legs to create wounds to knock it out of this mode eventually.

This enrage really isn't that different from the usual but Omega will enter a "berserk" state where it will flop around like a baboon. Please for the love of everything good in this world DO NOT STAND NEAR IT

It will do a lot of damage (potentially a one shot) and fling you around which can combo into its flamethrower which has a lingering hitbox that can snipe you during get up. Unless you're that confident of avoiding the hits or guarding it - this is the one move I recommend just letting it flail about and not worry. Remember, DPS does not matter if the hunt fails and losing like 10 seconds worth of damage is much better than losing several minutes of a hunt.

When it finishes flailing about it will stagger and create wounds on all its legs. You can only pop one but you can get a few free hits in then pop em. If you did run away from it and you're far away this wound opening phase is long enough for you to sprint back and just go for a quick pop so just don't worry about it.

The flailing itself should happen three times. if it helps you remember just count the amount of times it shoots its flames out and by the third time you just run back to it.

The potentially worst aspect of this phase is that without enmity Omega will move around a lot more than usual so do try to keep it maintained.

In Savage, it's more of the same with slightly less breaks between moves.

Phase 4
When you reach the lowest depth and final part of the fight Omega will start to fly around and shoot some small blasts and put targeted missiles on players. It's really nothing new but it will use this often so you may have to chase Omega more than you would like.

There almost nothing new here but once Omega reaches 10% health (or when the skull appears on the mini-map and it says its dialogue) it will pretty much spam it's AOE moves for a good while so just stay positioned at the inter-cardinal directions. It's more of the same like Pantokrator.

After that, you'll kill it! Enjoy your rewards!
Extra Information
This is just a list of bonus things you may want to know

You only really need evade extender 2 to make getting out of marked zones easily.

Breaking leg wounds will stun Omega for a bit so save it for a moment if there's something you want to cancel Omega from doing. However, the caveat is that wounds do heal over time so I recommend not letting wounds last longer than a minute and if you have a general idea of how long each phase is (think of each arena as a phase) to pop them since Omega will almost always immediately heal them during the transition to each.

Boulders will stun Omega but pop them when you can if you can't get enmity holders to go underneath it or if Omega is being quite the hard machine to work with.

If you use severing weapons attack the hind legs

If you have blunt weapons attack the forelegs



You'll do way more damage

Always find chances to cast Pictomancy spells thanks to the final spell doing well over 1000 damage and it seems to be affected by damage modifiers as well and can do even more.

Please actually bring helpful items to your party. Being entirely selfish for a long fight will get you more fails than clears. Don't feel like you have to hold onto those things you've been accumulating and hoarding for so long or think it's a waste to burn through them. BRING THOSE DUSTS!

I recommend bringing in Arch-tempered gear (use my build as reference if you so wish) so you can have Guts. This gives you a potential free KO and if you do cart it will reset. If you're playing solo this gives you potentially 8 KO's if you're running with insurance.

For weapons that can guard, if you're unpracticed in this fight, just bring in guard up 1 and go for a guard 3 skill so you barely take damage. With any recovery skills or having a hunting horn player, you can pretty much hold the frontline forever if you play smart. I need this idea to be engraved in your minds - clearing it safely will always be better than clearing it faster.

Rocket Punch can be knocked out with the clutch claw itself, throwing knives, slinger ammo and so on.

When Omega charges up the orb to produce HP Penalty debuff you can dodge through it. If you're a SnS user you can use the slide dodge to make this extremely easy.

For all weapons and people who don't have enmity. You can pretty much stay the whole fight standing the inter-cardinal locations of your respective leg. You can avoid many attacks this way or make it easier to do so. There's no reason not to besides having to chase Omega or going for head attacks.

When you start the fight you can quickly hop off your mount and cast Pictomancy before Omega even begins to do anything. Gotta squeeze in every chance for a cast!

For those who haven't been to savage yet - the fight is pretty much the same but faster and only some moves are different in the sense that Omega will do it more times.

Fainting at the Nerscylla phase can boost Omega's damage so it may become harder but not impossible.

Can be staggered with a few shots of Thunder Crysts
My Build
The set up I used to beat Omega and Omega (Savage) solo.
For reference I am a Sword and Shield player so a lot of this information comes from that perspective but pretty much everything in this guide is universally applicable.

My best time is just a bit over 25 minutes so if you play right(or at least as close) you shouldn't have to worry about if you can do enough damage to be able to kill.





Feel free to swap around your level 1 slots and don't be an idiot like me and have thunder res. on for no reason! I find having medicine on to be more useful than recovery due to how frequent healing items are being popped.
6 Comments
Prenumbra 16 Oct @ 7:50pm 
Add a tip for the Thunder Cryst's in the second & final areas. Minimum two or three shots will flinch him, helpful if you need to interrupt something Omega's doing that you don't want him to do (I use them when he's casting mustard bomb and whoever's being targeted is too slow to distance themselves).
nospaces 13 Oct @ 7:43pm 
i just wanted to say i like your drawings.
this fight still sucks tho.
zorb 8 Oct @ 12:47am 
sweet!
Wyseguybebop 4 Oct @ 6:33am 
Cheers for the guide. Gonna exterminate that bug. And like any good FFXIV guide, it comes with some rad MSPaint drawings.
The Benevolent Emperor  [author] 3 Oct @ 7:04pm 
The Lagiacrus weapon is better than Rey Dau's. If you get a decent roll for an artian it will still be lower in element (not by too much) but you will have the ability of triple 3 slots which can make your build more cozy if that's something you want at the expense of a little less damage.
Ark Strike 3 Oct @ 4:06pm 
Is the Rey Dau CB gear also good for Thunder damage or is the Lagriacus gear better? I'm not even sure if Artisan gear can be better in elemental damage