Double Slam
Tank: A quick two-hit melee combination on the tank; block both. He also has a bleed backhand that should only ever hit the tank, so keep him facing away.
Tank: A quick two-hit melee combination on the tank; block both. He also has a bleed backhand that should only ever hit the tank, so keep him facing away.
All: He trembles and launches fireballs in all directions while radiating a fire effect. Step out of range until he settles.
All: Roots spread across the floor and immobilise anyone who does not move. Step off early or dodge.
Tank: Block his heavy attack. Unblocked, it is a knockdown, and lethal if Banekin are still active.
All: A wide frontal physical damage-over-time effect. Stay out of his front; the tank keeps him facing away.
Tank: He summons Banekin, three at a time, that explode on death. Pull them together for the group to clear with area damage.
Dps: Clear the Banekin waves. With low damage they accumulate quickly.
All: A dual-wield heavy attack with a large knockback. Block it, in any role. The platform is small, and being thrown off is worse than dying.
All: After his heavy attack he spins a fiery ring around himself, sometimes with a safe centre and sometimes requiring you to back away. Do not stand in the flames.
All: The furthest player is teleport-struck from behind. Do not run from mechanics; if you are the furthest, expect it and block.
All: Small spreading eruptions appear like lava bursts, and an eruption can kill a low-resistance player outright. Step out, wait for the blast, then step back in.
All: When she dies she explodes after a short delay. Do not move in immediately; wait a few seconds after she falls.
Tank: Adds join when the gate opens. Pull them together and hold them with her, facing away.
Dps: Clear the adds, then focus the boss while staying mobile between geysers.
Tank: Block it. It applies knockback plus very high physical damage and kills most non-tanks outright. A light attack usually follows, so stay braced.
All: She spins with her blade, hitting everyone nearby. The animation is clear; step out of range.
All: Fire pools appear around the area. They are visible and easy to step around, but they deal damage if you linger.
Tank: After Burning Field she spawns three clones. Gather her and all clones together.
Dps: Clones take greatly increased damage and die quickly. Area damage and splash effects, such as a Lightning Staff or two-handed light attack, hit them all.
Hard Mode: Invoke the Scroll of Glorious Battle on the left side of the arena, before Erthas emerges from the portal (achievement: Fire Brigade).
All: A fiery projectile lands and explodes into a four-way cross of fire trails. It is highly visible and painful; move out and avoid the spreading lines.
Tank: On the line "Rise, minion" he summons Flame Atronachs, which are ranged and explode on death. Ranged-taunt them off the group.
Dps: Bring the Atronachs down quickly; too many alive overwhelm the healer in the later phases.
Dps: He teleports around the arena. Follow him, but do not commit ultimates during a teleport; use them once he settles.
All: A flaming projectile at a random player; block or dodge it. If the long damage-over-time effect lands, cleanse it by stepping into water.
Tank: At 25% health he summons three Atronachs at once rather than one. Taunt and stack everything.
Dps: At 25% health the add pace triples. Either clear adds first or commit fully to Erthas; agree the plan with the group.
All: Hard Mode adds no new abilities: considerably more health and damage, hardest during the add waves and the 25% phase.