Corner Formation
All: A square room with floor markings. One player stands in each corner and holds that position for the whole fight.
All: A square room with floor markings. One player stands in each corner and holds that position for the whole fight.
All: The cleave places a shock damage-over-time circle on everyone. Never overlap your circle with a teammate's, or the damage doubles. The tank blocks the hit itself.
Tank: Its channeled sword attacks deal extremely heavy damage. Block them, or dodge if you can.
Hard Mode: Activate the Challenge Banner in the Tide Hollow arena before engaging Maligalig (Veteran only). Each of the three main bosses has its own banner (achievements: Tentacless Triumph, Superior Pedigree).
Tank: Her heavy attack: both arms stab into you. Block it, or preferably dodge roll it.
All: A small storm effect lands on one player and harms everyone near them. Walk it into the large roaming ring-shaped storm and it disperses; do not run it through the group.
All: Her stomp spawns larvae that chase the player with the mark overhead and explode with Toxic Burst. The marked player dodge rolls as they arrive; everyone else kills them before they detonate.
All: At roughly 70% and 35% health the arena floods and she vanishes. Use the fountain synergies to reach the platforms; agree who jumps first, usually the tank, then follow. There are three rotations through the sections before she returns.
Dps: On each platform, kill the Ripple of Maligalig, the caster; the other adds die with it. Nothing progresses until every Ripple is dead.
All: The two-legged yellow adds on the platforms wind up large heavy attacks. The tank blocks; everyone else dodge rolls.
Healer: Everyone takes constant damage while on the platforms. Keep group heals running the whole time.
All: On Hard Mode, standing on land during Surging Waters stacks a shock damage-over-time effect, Building Static, that clears only in the water, which itself deals damage over time. Keep heal-over-time effects up, and jump into the tide to cleanse between Ripples rather than killing all three in a row.
All: One player per corner of the square floor pad. Hold position so traps and effects land away from each other.
All: Large ground effect traps are placed at the start and after each teleport. Step out if one lands on you; they are easy to see.
All: It casts a meteor, blinks to the opposite side of the room, clears the old traps and lays new ones. Reposition as a group each time.
Tank: Even its light attacks deal heavy damage, and it applies a damage-over-time effect. Block and hold it still.
Tank: A quick shield-bash heavy attack. Block it, and face the boss away from the group.
All: At around 50% health he throws down a banner effect. DPS and healer stay out of it, and the tank pulls the boss out so he does not gain its buff.
Tank: Four adds per wave. Chain and hold them on the boss so the group can cleave them down together.
Dps: Kill the wave before returning to the boss; interrupt the archers' channels first.
All: Three ground explosions in a row under each player. Spread out, then block all three. Do not dodge roll or run; blocking is what saves you.
Hard Mode: Activate the Challenge Banner in the Crumbling Foyer before engaging Sarydil (Veteran only). Each of the three main bosses has its own banner (achievement: Tentacless Triumph).
Tank: Your first cast is a taunt, not a light attack. She opens by teleporting to whoever holds aggro (Assault) and follows with Brand, a fire damage-over-time heavy attack that kills a non-tank outright. Block it, and stay in range so it always lands on you.
All: She dashes across the room in several jumps, dropping a mine at each landing (Blast Powder). Move as a group behind her and never touch a mine; they detonate on contact and when she casts her large effect.
Dps: After the dash she channels a dagger throw. Interrupt it immediately.
All: She backflips and scatters bombs around the arena. Watch for the detonations beneath you.
All: A fast-expanding effect that explodes at full size and sets off every remaining mine. Block or dodge it, and do not be standing near a mine when it goes off.
All: One player gains a mark and drops mines wherever they step. Walk backwards to an unused wall or corner while holding block, lay the mines out of the way, then rejoin.
Tank: At roughly 70% and 35% health she retreats and a smoke bomb drops four adds; a Bulwark joins the second wave. Group them and hold them. The Target Mark also fires during these phases.
Dps: Kill the adds quickly. Her archers use Pinpoint, where every archer focuses one player until that player dies, so interrupt the shadowy assassins and archers on sight.
All: She vanishes into several shadow copies, all channeling at once. Split up and interrupt every shadow until the real one is found; miss one and they all strike the marked player.
All: On Hard Mode all four players receive the Target Mark at once during add phases. Pull the adds together, stand still as a group, then all walk backwards together dropping mines away from the centre, and return as a unit.
Dps: From roughly 60% health on Hard Mode, two Stormshaper mages spawn on opposite sides and constantly channel large lightning fields that consume the arena. Assign a ranged interrupter to keep them locked down; interrupting is better than killing, since they respawn.
All: One player per corner of the marked floor, as with the other Guardians. Hold position between shield phases.
Tank: Its light attacks deal enormous damage. Block everything and keep it taunted.
Dps: At roughly 65% and 25% health it curls into a snowball and becomes invulnerable; three ice projections around the room feed the shield. Kill all three and the shield drops. There is no DPS check; it simply repeats if the group is slow.
Hard Mode: Activate the Challenge Banner in the Cove Lagoon before engaging Varallion (Veteran only; achievement: Superior Pedigree).
Tank: A large two-handed uppercut wind-up. Block it. Non-blockers are killed outright, so keep him taunted.
All: Large waves sweep horizontally across the island throughout the fight. Step out of the path; do not try to block them.
All: A slow water orb drifts toward the marked player. Either destroy it before it arrives, or, faster, walk into it at full health while holding block and let it burst on you.
All: A purple channel appears beneath you. Run to empty space far from the group, hold block until the trap sets, then return. They persist, so place them where nobody needs to stand.
Healer: An uncleansable damage-over-time effect on random players. Low damage on its own, but it stacks with everything else, so keep heals ticking.
Tank: A gryphon joins at roughly 90%, 80% and 50% health in random order. Taunt it instantly, as its frontal-cone heavy attacks are lethal to anyone else, and keep both boss and gryphon faced away from the group.
Dps: Kill each gryphon as it arrives rather than pushing the boss; overlapping two gryphons is how this fight wipes. Never stand at a gryphon's mouth.
All: The lightning gryphon drops a large static field, about 30% of the arena, that follows a marked player for about 30 seconds. The marked player leads it away from everyone; the tank moves the boss and gryphon out of it.
All: The wind gryphon spawns two rotating tornadoes near it. Melee stack tight against the gryphon to stay inside them; ranged stay well back. Kill it quickly.
Healer: The bleed gryphon applies heavy bleeds. Keep a heal-over-time effect on whoever it targets. Mechanically it is the simplest of the three.
All: Two players are tethered for the whole fight. Damage scales with distance, so stay close together, and never let the beam cross another player, which is instantly lethal.
All: Waves come two at a time from different sides and overlap in a T shape; find the gap between both. Every player receives a trap each cycle instead of one, so spread them out deliberately.
All: At roughly 30% health a fourth, huge gryphon lands and the boss becomes immune. A water fountain splits the arena into four rotating quadrants; keep circling to stay in the safe ones. Focus Kargaeda; all other mechanics continue. There is no enrage, so pace it.
All: A laser beam at everything in front of her. The tank keeps her faced away from the group at all times; nobody else ever stands in front.
All: Orbs chase players with a mark overhead. Lead them away from the group, or stand still and block to burst them for reduced damage.
All: Large effects are laid around the arena and all detonate the moment she teleports. Never stand in one, and watch your position when she blinks.
Dps: Tendrils around the edge swipe, which is blockable, and keep forcing effects onto players while alive. Kill them to stop it.
Tank: When she teleports far away, a portal appears where she stood. Take the synergy to land on her and re-taunt.
Dps: She teleports to a tendril and raises a shield. Kill that tendril to break the shield.
Healer: The shield bubble deals constant frost damage to everyone inside. Heal through it until the tendril dies.