Slam Attack
All: A large frontal swing that throws you a long way, off the platform if you are near the edge. Dodge or walk out of the cone.
All: A large frontal swing that throws you a long way, off the platform if you are near the edge. Dodge or walk out of the cone.
All: He roars and fears the group for three to four seconds. Break Free, and watch for a Slam Attack immediately afterward on anyone who ran. Keep stamina available.
Tank: Waves of melee and ranged enemies come first. Chain the ranged ones in and stay central.
Dps: Clear the waves with area damage, after which the four bosses enter.
Tank: Bring all four together, none facing the group. They can be chained, stunned and rooted. Keep a firm taunt on Kayd at-Sal, the rogue, as he is hard to hold.
Dps: Interrupt Dynus Aralas, who casts fire and ice and heals. Block Snagg gro-Mashul's uppercut and step out of his whirlwind. Health potions drop on the floor if you need them.
All: Nusana casts a line of fire across the floor. Step to one side; it deals heavy damage if it lands on you.
All: All four transform into werewolves at 30% health, with a flurry, a heavy attack, and a pounce that knocks back. Block the heavy attacks.
Tank: Two Enraged Durzogs at the start. Pin them, and hold the boss facing away and still.
Dps: Clear the two Durzogs with area damage while chipping at the boss.
All: Block it, in any role. Unblocked, it is a knockdown and very high damage.
All: Banekins run at the group and explode, which is very dangerous for DPS. Stay back from the boss so they have distance to cover, and may die to area damage first; if one reaches you, block or shield.
Tank: Wave one is four flaming beetles. Hold them still and together.
Dps: Damage all four evenly with area attacks. They pulse a heavy fire effect and drop fire on the ground, especially at low health; do not stand in it. Low health, but they wipe groups.
All: Wave two is a scorpion. The tank faces it away and blocks the heavy attacks. When it puts its stinger in the ground, poison erupts beneath a targeted player; step away.
All: Wave three. Stay close; at range he leaps onto you. Block or step out of his large, clearly telegraphed Slam, then return to position.
Tank: Many adds. Hold them central with the boss.
Dps: Clear the adds with area damage; the boss himself is low-resistance.
All: He places flame runes on the floor that burn for high damage. Do not stand in them.
All: Purple clouds appear at random around the room. Avoid them; they hit DPS and healers hard.
Dps: At low health he spawns a Flame Atronach that shields him. Kill the Atronach to drop the shield, and do not stand where it dies, as it explodes.
Hard Mode: Invoke the Scroll of Glorious Battle before the fight (achievement: Coronation By Fire).
Dps: Flame Atronachs spawn, more of them the lower her health, and tether to her, making her immune to all damage until they are dead. Stop all other damage and kill them, watching for overlap with other mechanics.
All: The animation is delayed. Block as soon as you see the wind-up, as it lands before the swing finishes. Blocked, even a DPS survives; missed, you are thrown and take light-attack follow-ups.
All: Lava pools erupt at random, and the small lava patches on the floor are all high-damage. Watch for effects beneath you; none of it is decoration.
All: She drives her sword down and fires fast lines of fire outward in a rotating wheel pattern that kills a DPS or healer outright. Move to maximum range on the stab, then strafe left and right out of the lines until she stands up.
All: Hard Mode adds no new mechanics: considerably more health and damage. Atronach control, blocking the delayed heavy attack, and spacing out for the Wheel all become mandatory.