Crushing Shards
Tank: A heavy attack that applies Hindered, an uncleansable healing-absorption debuff: healing has no effect until the full absorption amount has been healed through. Dodging it enrages the boss for more damage, so block it instead.
Hard Mode: Activate the Challenge Banner before engaging (Veteran only; achievement: Champion Fracturer).
Tank: A heavy attack that applies Hindered, an uncleansable healing-absorption debuff: healing has no effect until the full absorption amount has been healed through. Dodging it enrages the boss for more damage, so block it instead.
All: A large circular effect drops on each player. Carry it as far from the centre as possible before it lands, then dodge roll clear. Timed correctly, it does not stun you.
All: He smashes the ground and an effect spreads outward around him. DPS move away from the middle until it clears.
Healer: Every ability and effect the boss uses applies this heavy Oblivion damage-over-time effect, which cannot be shielded or mitigated. Plan for heavy cross-healing rather than trying to avoid it entirely.
All: He teleports to the middle and stomps, creating an outer ring of glass and then an inner one. The healer stands between the two rings, leaving the tank and DPS room inside the inner ring to drop Sharp Glass safely. Dodge through the glass if you are caught on the wrong side.
Dps: They channel Blinding Salvo, firing glass balls at random players for extra damage. Chain them to the middle to stop the channel, since standard interrupts do not work on it, or block the damage.
Dps: Top priority whenever one is active. Its Reinforcement channel makes its target, including the boss, immune to damage. Chain it to stop the channel, since standard interrupts do not work.
Hard Mode: Activate the Challenge Banner before engaging (Veteran only; achievement: Light Bringer).
All: Purple bolts stun each player while a large circular effect forms around the boss. Break Free and move out of the effect.
Tank: A heavy attack on the tank. Block it. If the boss's untargetable shade copies it at a random player, that player should also block, as the attack is heavily delayed and blocking is safer than dodging.
All: A frontal cone that snares anyone inside it. Stay out of it.
All: A copy of the boss appears and casts the same ability as the real one, but aimed at a random direction or player rather than the tank. It cannot be targeted and is easy to miss. Watch for a second casting animation.
Dps: Darkshard leaves the arena and Maxus splits into a Militant, which is melee and self-destructs, and an Elementalist, which is ranged, drops a damaging effect underfoot, then self-destructs. Focus Maxus down. Once he is dead, these two continue to spawn independently for the rest of the fight.
All: She enrages, gaining resistances and damage, unless the group un-webs all five obelisks around the room. Un-web an obelisk by killing a Venomous Hoarvor near it, or by using the poison grenade synergy from one killed elsewhere. Un-webbing all five stuns her and clears the enrage. Run to a gold-glowing obelisk to dispel Spiderling swarms, and prioritise Webspinners, which try to re-cover obelisks; keep at least two obelisks free at all times. Everything from this phase continues to spawn for the rest of the fight.
All: The Behemoth spits poison effects and stomps shockwaves. An Argonian Venomcaller on the edge casts Rupturing Fog, which makes the room's Volatile Plants explode; standing in a plant's blast applies a lethal poison damage-over-time effect that only a Cleansing Pool removes. Four pools sit around the room and glow once the Behemoth is out. If the boss uses Enraged Scream, shelter inside an Argonian Minder's shield.
Hard Mode: Activate the Challenge Banner before engaging (Veteran only; achievement: Lithe and Clever). The same fight completed without any of the dungeon's optional puzzle buffs earns the Martial Gift achievement.
Tank: His light attack carries a frontal cleave. Block it and keep him faced away from the group.
All: A small telegraph appears under each player and blooms into a full effect a few seconds later. Move away from the boss as soon as the telegraph appears, and dodge roll the instant it lands.
All: He levitates and charges a heavy attack on the tank that applies Hindered, uncleansable healing absorption, to anyone standing in it; the tank then needs healing through the absorption. If the group solved the third puzzle, the Catatonic Disruptor synergy interrupts the cast outright.
All: Every 20% health he teleports above the glass mounds and permanently adds another layer of mechanics for the rest of the fight. Safe space steadily shrinks as the fight goes on.
All: From 80% health, Blind Shards cast wave effects that travel in a straight line. Dodge roll through them, and keep your camera on the Shards to read the waves early. If the group solved the second puzzle, the Ocular Disperser synergy parts the waves around you.
All: From 60% health, a Blind Shard casts a straight beam that walls off part of the arena. A second Shard joins at 40%, and there are three wave-casters by 20%, so usable space shrinks quickly. If the group solved the first puzzle, the Zephyrus Obscuris synergy carves out one safe lane.
Dps: It targets a player with Lustrous Blast, small effects underfoot, and scatters random effects with Breach while levitating. Kill it when it is up. It is not dangerous alone, but it adds to the clutter.
Dps: A weaker version of the first boss's Glass Fragment adds, summoned in pairs at 60% and 40%. The boss does not return until both are dead, and their Blinding Salvo can only be blocked, not chain-interrupted.