Rousing Reincarnation

Debuff Explanations

rodent1 rodent2 rodent3 rodent4

Rodential Rebirth

Fated to transform into a pterosquirrel when this effect expires. Effect canceled upon being hit by a certain action.

When this debuff expires, you will turn into a squirrel and be unable to act. This debuff must be dispelled by taking an orange tower with a squirrel icon.

The roman numerals on the icon show the order that these debuffs will expire. The I debuff will expire first, followed by II, then III, then IV.

odder1 odder2 odder3 odder4

Odder Rebirth

Fated to transform into an odder otter when this effect expires. Effect canceled upon being hit by a certain action.

When this debuff expires, you will turn into a otter and be unable to act. This debuff must be dispelled by taking a blue tower with a otter icon.

The roman numerals on the icon show the order that these debuffs will expire. The I debuff will expire first, followed by II, then III, then IV.

Mechanics

castRousing Reincarnation begins with a raidwide, which randomly assigns a different set of debuffs to each player.

  • rodent1odder3
  • rodent2odder4
  • odder1rodent3
  • odder2rodent4

Each of these debuffs will need to be dispelled by taking a tower that matches the debuff’s symbol and color. The numbers on each debuff show the order that they resolve, with the I debuffs expiring first, and the IV debuffs expiring last.

This is followed up by castMalformed Prayer, which will begin spawning towers. Initially, two towers will spawn, one with an orange squirrel icon above it, and the other with a blue otter icon. Over the duration of this mechanic, 3 more pairs of towers will spawn.

Finally, castPointed Purgation will begin, spawning two tethers on two random players. These tethers can be passed around and when castPointed Purgation resolves, the currently tethered players will be targeted by a cone AOE (This will not repeat like castImpure Purgation from earlier). The tethered players will be hit by a cone AOE 3 more times throughout the mechanic, once for each pair of towers which resolves.

Since all of the mechanics line up, and each player has a role to play for each step in this mechanic, the mechanic will always resolve like this:

  1. rodent1odder1 take their towers. Other players bait tethers away.
  2. Players swap tethers.
  3. rodent2odder2 take their towers. Other players bait tethers away.
  4. Players swap tethers.
  5. rodent3odder3 take their towers. Other players bait tethers away.
  6. Players swap tethers.
  7. rodent4odder4 take their towers. Other players bait tethers away.

This is very similar to castProgram Loop (the first mechanic) from TOP.

Strategy

While there is only one distinct way to solve this mechanic, there are many strategies that PF employs to improve consistency with this mechanic.

When the cast for castRousing Reincarnation starts, group south to handle tethers quickly. Stack tightly, with the players who have rodent1 odder1 in the back, and the other two players in the front.

With this setup, if any tether attaches to a player with rodent1 or odder1, one of the other two players will already be in between them and take the tether instantly.

Note that the towers spawn before the tethers go out. Wait for the tethers before moving to your tower.

Once you have a tether, it is not possible to pick up a second tether. This means that players with the tether can safely run through the middle without worrying about picking up the other player’s tether.

Using this, and the fact that towers spawn well before the previous set resolves, you can take your tether to your tower. This will make it easier for other players to take your tether after, since you won’t be moving after the cone AOEs resolve.

When swapping tethers, each player takes the tether closest to them.

Note: The rodent1 and odder1 debuffs are cleansed, which is why the players in this diagram have different icons. This is still a continuation of the previous tile.

After grabbing your tether, move to your next tower when it spawns. Crossing the streams with your partner is fine.

Remember to stay on your tower after getting hit by the cone AOE. Wait until the other players are hit by the cone before moving out to pick it up.

If both player’s closest tether is the same tether, then the player closer to that tether wins, and the further player move around to take the other.

Not everyone will follow this priority however. If you’re in PF, pay attention to your partner and adjust accordingly.

POVs

1/3 POV

This is an example of perfect luck with tower and tether spawns.

2/4 POV

This is a good example of crossing the middle with a tether.