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Avatar of Zeal

Frost Beam

All: It rears up and fires a beam that chains to everyone in its line of sight. The tank faces it away from the group; everyone else stays behind it.

Indrik Outburst

All: Three spectral indriks charge forward and stun on contact. Step aside, or block if you cannot.

Ice Vortex

All: One player gains a damage aura that harms anyone nearby. Stay apart while it is active.

Teleport

Tank: It blinks to a random player. Reposition and re-taunt immediately so the beam is not pointed at the group.

Kinras Ironeye

Hard Mode: Activate the Challenge Banner near Kinras Ironeye before engaging (Veteran only). Each of the three main bosses has its own banner (achievement: Ardent Bibliophile).

Inflamed Earth

Tank: His mace stomps leave small fire effects under your feet after each hit. Block the strike, then step out of the puddles.

Wake of Fire

All: His heavy attack. In melee stance the tank blocks it; in ranged stance it is a fireball that must be dodge rolled or it knocks you flat. DPS and healer always dodge it. If it is aimed at you, the tank has lost the taunt.

Wandering Flames

All: Three fireballs roll out along the ground from where he stands. The tank faces him away from the group so they travel nowhere useful; everyone else steps around them.

Fiery Totem

Dps: He drops a totem that lobs fireballs. Destroy it before returning to the boss, or have an Ice Avatar freeze it.

Blazing Salamander

Tank: Keep the boss out of the salamander's aura. Anything inside it is immune to damage and deals far more.

Dps: Top priority whenever one spawns: kill it or drag it away before it reaches him. A nearby grate also emits a large flame; do not stand there. On Hard Mode, salamanders spawn in a continuous cycle (one per grate event).

Shout

Dps: His roar calls the salamander to walk toward him. Interrupt it as it begins.

Ice Avatar Transformation

All: Spend 150 Ultimate at a platform to become an Ice Avatar. Attacking a salamander turns its aura into a damage debuff on the boss, and Whiteout freezes and interrupts everything in the room, including the boss, and revives fallen teammates. Agree who takes the transformation and when.

Ranged Phase (about 80% to about 60%)

All: At about 80% he throws his weapon and switches to ranged: Fiery Blast fireballs, fire erupting under two random players (keep moving), a large ground eruption, and the edges of the room become a sliding fire hazard. He returns to melee at about 60%.

Volcanic Smash (Hard Mode)

Tank: His heavy attack now leaves a small volcano that spews magma at the group. Stand on it and block to seal it until it stops.

Bursting Geyser (Hard Mode)

All: During the ranged phase a small geyser spawns and explodes after a delay for heavy damage. Move out of its radius.

Fire Chains (Hard Mode)

All: A random player is chained to the ground and completely stunned/rooted, unable to self-break. A teammate must quickly bash/interrupt the channeling source to sever the pull before an incoming Bursting Geyser.

Avatar of Vigor

Heavy Attack

Tank: Block her heavy attack and face her away from the group. That is most of the fight.

Geysers

All: Three geysers spawn under players and erupt after a few seconds. Step away from them.

Captain Geminus

Hard Mode: Activate the Challenge Banner near Captain Geminus before engaging (Veteran only). Each of the three main bosses has its own banner (achievement: Ardent Bibliophile).

Knuckle Duster

Tank: Her heavy attack. Block or dodge it. Keep the taunt up, as she teleports constantly.

Tectonic Slam

All: She teleports onto a random player and slams. Block or dodge roll it, or you are knocked down, which is lethal on Hard Mode. Stay spread so one slam cannot catch two players.

Cyclone Shot

All: Three wind and lightning cones fire from her front or back, leaving shock damage-over-time effects. Do not stack, and block one if it is unavoidable.

Incapacitating Traps

All: Ground traps root you and deal damage over time. Walk around them, or dodge roll through if you must cross.

Shades of Geminus

All: Low-health spectral archers channel on a random player, filling a circle around them. Interrupt the shade before the circle fills, or the target is blasted and knocked back. Top priority. One or two appear at a time on Normal.

Death Wish

Healer: A random player's screen turns grey and they take increased damage for a few seconds. Pre-heal and shield them.

Shield Phase (about 70% and about 30%)

All: She runs to the centre and becomes invulnerable, sending fire lines and seismic tremors across the floor: four at 70%, six at 30%. Avoid the lines. The phase ends when the Air Atronach dies.

Air Atronach

Tank: Taunt the Atronach immediately and turn it away. Block its heavy attack and its channeled lightning.

True-Sworn Flame Hounds

Tank: Two hounds arrive after the first shield phase and continue to cycle in. Taunt, chain or stun them as they land.

Dps: The hounds deal very heavy damage. Kill them before the Atronach, but after any active shade.

Daggers

Tank: After the first shield phase she adds a dagger combination on you: one dagger, then a volley. Block it, and nobody else stands in front of her.

Double Cleave and Bleed

Tank: Two large triangular cleaves; the second applies a heavy, long bleed. Always face her away, as a DPS or healer caught in the cone dies to it.

More Shades (Hard Mode)

All: Hard Mode adds no new mechanics, but three or four Shades channel at once and the shield phases produce more fire lines. There is no DPS check; interrupt every shade and take your time.

Avatar of Fortitude

Heavy Attack

Tank: Block its heavy attack. It deals very heavy damage.

Projectiles

All: It fires projectiles at the whole group. Everyone blocks, or the damage accumulates quickly.

Ice Channel

Healer: It channels an ice attack that cannot be interrupted and must be out-healed. Keep heals and shields on the target.

Pyroturge Encratis

Hard Mode: Activate the Challenge Banner near Pyroturge Encratis before engaging (Veteran only; achievement: Snuffed Out).

Racing Eruption (Flame Breath)

Tank: He directs a flamethrower at whoever holds aggro. Block it and keep him faced away. Salamanders spawn from it and chase a random player; they die on impact, so keep moving.

Racing Inferno

All: Brimstone serpents, made of fire, shoot outward from the boss along the ground. Step out of their lines.

Immolation Sphere

All: A ring of fire grows around him. Move out of the circle; the centre is lethal. Two Flame Ghosts spawn with it; kill them before returning to the boss.

Fire Storm

All: The opposite mechanic: the whole room burns and only the circle around the boss is safe. Stack in the centre and keep attacking him.

Fire Behemoth

Tank: A two-handed Behemoth spawns during Fire Storm. Taunt it, turn it away, and block its heavy attacks.

Dps: Kill the Behemoth before the boss. Block or avoid the meteors it calls down.

Salamander Trap

All: A fast salamander chases one player, who also gains a circle under their feet. That player moves their circle inside the arena circle, or takes heavy fire damage.

Library Phase (about 65%)

All: At about 65% he blows out the back wall and retreats into the library, healing to about 75% and throwing fire until you re-engage. He periodically incinerates the upper floor with Heartsfire Inferno; drop to the lower level, then use a geyser near him to return to his safe zone.

Heartsfire Spear

All: In the library he throws a spear that bursts into a fire cone behind its target. The target blocks, and nobody stands behind them.

Four Ghosts (Hard Mode)

Dps: Immolation Sphere spawns four Flame Ghosts rather than two. They cannot be taunted; focus them down together.

Dragon Heads (Hard Mode)

All: After each Fire Storm, dragon-head statues around the room continue to breathe fire. Do not stand in front of them.

Salamander Pit (Hard Mode)

Dps: The lower library level fills with salamanders on Hard Mode. Kill them if you are waiting out an Inferno down there.

Sentinel Aksalaz

Hard Mode: This secret boss has no banner of its own. Hard Mode is inherited: it activates only if all 3 prior main boss Hard Modes (Kinras, Geminus, and Encratis) were activated and cleared, and all 3 secret Avatars were defeated.

Axe Swing

Tank: His heavy attack is enormous. Block every one; unblocked, it kills the tank outright. Keep him still and faced away from the group.

Ice Gash

All: A frontal multi-hit ice cone of three icicles. The tank blocks it, and nobody else is ever in front of him.

Icicles

All: He plants his axe and ice spikes chase each player, three each. Keep moving so they never burst underfoot.

Frostkin

Dps: Frostkin and Banekin adds spawn one at a time. They are the priority over everything else, every time.

Summon Avatars (85%, 60%, 35%)

Tank: The three Avatars return at half health with full mechanics: Zeal at 85%, Vigor at 60%, Fortitude at 35%. Hold both the Avatar and the boss, faced away.

Dps: Kill order: Frostkin, then the Avatar, then the boss.

Frost Nova

All: He teleports to the centre, whirlwinds circle the outer ring anti-clockwise, and the middle explodes in ice. Stay on the edge, in the gaps between whirlwinds, and never step inside.

Execute Phase (25% or below)

All: Below 25% the arena shrinks: the outer ring ices over, grates fire ice that splits three ways, and every earlier mechanic continues. Watch for gaps in the floor. There is no enrage, so keep attacking.

Ice Meteor (Hard Mode)

All: A growing circle marks a player; at full size a comet lands on them. Take it away from everyone and block it. The longer the fight runs, the more players are marked, until all four have a comet at once below 25%. Each player takes it to a separate corner and blocks separately.

Frostbite (Hard Mode)

Healer: Ice Gash, Icicles and the heavy attack all apply a large damage-over-time effect on Hard Mode. Use large burst heals on anyone hit.

Double Frostkin (Hard Mode)

Dps: Frostkin spawn two at a time. They remain the top priority.