Heavy attack
All: The melee Xivilai's heavy attack kills a non-tank outright and applies a large knockback. Block it, in any role. Most groups kill the melee one first.
All: The melee Xivilai's heavy attack kills a non-tank outright and applies a large knockback. Block it, in any role. Most groups kill the melee one first.
Tank: Flame Atronachs spawn throughout the fight. Hold them on the boss.
Dps: Control the Atronachs. They have low health, but they swarm and destabilise the fight if ignored.
All: A wide spreading ground effect with a strong knockback. DPS and healers move out immediately; the tank can block or roll and reposition afterward.
Dps: A teleporting Daedric healer and an archer support the trio. Interrupt and kill the healer quickly, and stand in the gaps between the archer's fire volleys.
All: Flame circles linger on the ground. They are bright and easy to see; step out without running around.
Tank: She summons two Daedra from the centre that go straight for the DPS and healers. Taunt them quickly and hold them close.
Dps: Kill the summoned Daedra within roughly 20 seconds, or she resummons them and heals herself heavily. The longer they live, the more she recovers.
Tank: A frontal shockwave with knockback and heavy fire damage. Block it and keep him facing away. Never let DPS or healers stand in front.
All: A large fire cone in front of him. The tank can block it; anyone else caught in it will most likely die. Stay behind or to the side.
All: He strikes the ground, placing circles beneath players. Light side-to-side movement clears them; do not sprint.
Tank: At each threshold he summons a Dremora wave. Hold them close for area damage.
Dps: Kill each Dremora wave before pushing the next threshold; overlapping spawns wipe groups.
All: A large telegraphed cone heavy attack. The tank blocks it and never turns him toward the group. If targeted, roll straight back or block; it tracks side to side.
All: Meteor projectiles rain small fire circles on the group. Step out of them, but do not over-spread.
All: A fireball locked onto one player that cannot be outrun. Block to reduce it; healers restore the target afterward.
All: At the start he slams the ground, knocking players back and sending flame waves across the arena. Move side to side to avoid the wall.
Tank: At 65% and 35% health he flies off to summon an Air Atronach, a spinning-effect add. Taunt the boss and the Atronachs and hold them at the back of the room; by the second summon all three are active at once. The Atronachs have a large shield and low threat, so simply keep them taunted.
All: Both bosses have heavy melee attacks. The tank holds them facing away; a non-tank who takes aggro must block or risk being killed outright.
All: A frontal lightning charge. Dodge it or interrupt the wind-up.
All: They crouch and channel a shock burst. Interrupt to stop it entirely, otherwise move out of range.
Tank: Storm Atronachs spawn and pulse a lightning effect. Control them.
Dps: Interrupt the Atronachs. Prioritise killing them if your damage is low; otherwise focus one boss down first.
Hard Mode: Make a pact with the Frigid Tome before the fight (achievement: A World On Fire). Hard Mode removes two of the five platforms; see the Platforms callout.
Tank: A powerful melee attack with a large knockback, often into the lava. Block it; it should only ever hit the tank.
All: He targets a random player with a fireball. Move or dodge, or it launches you backward into the lava.
All: He petrifies a random player. Dodge-roll it if you react in time, otherwise Break Free immediately.
All: Flame spokes radiate outward in a wheel pattern. Stand in the gaps between the lines until it fades.
All: He drives his sword into the centre of the current platform and it crumbles. Move to the next platform before it collapses.
Tank: On landing a new platform he raises his sword and spawns Flame Atronachs. Keep them controlled.
Dps: Clear the Atronachs quickly with area damage. While he channels he gains a small shield and repeatedly casts fireballs. Break the shield with steady damage to end the cycle.
All: Five platforms over lava, each destroyed in sequence. If all are gone the run is very hard to survive, though not always an instant loss. Hard Mode starts with only three. Manage taunts, dodge into the gaps, and move early on Smash Platform.