Stay in the Light
Tank: She takes almost no damage outside brazier light and deals a heavy damage-over-time effect to anyone standing in the dark. Pull her into the lit area and keep the fight there.
Tank: She takes almost no damage outside brazier light and deals a heavy damage-over-time effect to anyone standing in the dark. Pull her into the lit area and keep the fight there.
Dps: A channeled explosion that splits into three ground waves. It is easy to see and interrupt, so interrupt it every time.
Dps: She summons spiders to harass the group. They cleave down easily.
Tank: At roughly 66% and 33% health she extinguishes the nearest brazier. Move her to the middle brazier at 66%, then to the final one at 30%, keeping the fight lit throughout.
Tank: Random poison spit attacks. Block them when they land on you.
All: Standing outside the braziers' light slows you and deals damage over time. Stay lit throughout the fight.
All: A channeled magical explosion that splits into three ground waves. It deals heavy damage even to tanks; avoid it entirely.
Tank: She swings her staff, releasing projectiles in front of her for very heavy damage. Block it, since the telegraph is clear, and keep her faced away from the group. Dodge rolling also avoids it.
Dps: She teleports near a brazier, often on the opposite side of the room, and channels with red lines radiating from her. Interrupt it, or it knocks everyone hit off their feet.
All: About once a minute she extinguishes the room's braziers and summons Gloom Wraiths, each spawning two Swarming Beetles that keep coming while the brazier stays dark. Reach the braziers and use the synergy to relight them, and kill the wraiths.
Tank: Hold the boss in the middle of the room, never a corner. The middle is safe from the burst effect below; a corner is a death trap, with nowhere to move.
Dps: Small spiders drop from the ceiling. Kill them quickly before their passive effect accumulates.
All: Several poison circles land on a player's current position. Do not stand near teammates, or the poison catches more than one player.
All: She pulls everyone in front of her inward with webs, then bursts a large effect around herself. Avoid this at all costs; even the tank should be ready to roll out.
Tank: If the taunt drops, his mechanics start landing on random group members instead of you, which is how this fight collapses into repeated wipes. Keep it locked for the whole encounter.
All: He becomes invincible and four Shades of Dranos appear. Killing each drops an Essence of Velador; collect all four to return them and stun him briefly, making him vulnerable again. If the boss himself touches a shade it returns automatically, so pulling the boss onto a shade with a grip can shorten this phase. Handle it quickly, as he keeps attacking throughout.
All: The Mephala statue in the centre releases exploding magic orbs, and constant waves instead once he is low. Avoid this at all costs; staying near the edges of the room helps dodge the wave version.
All: He teleports to each player and drops a fiery glyph underfoot (Searing Seal), then teleports to one player, usually the tank, and pins them with two Gloom Wraiths. Everyone else interrupts the Wraiths to free the pinned player immediately, who must then block the follow-up heavy attack. A non-tank is likely to die to it even while blocking, so dodge rolling at the swing may help.
All: He teleports to each of the four players in sequence; block for each. After striking one player he moves to the next, leaving an effect under the one just hit. Step out of it once he moves on.
Hard Mode: Examine the idol on the Altar of Adoration, then burn the webs, to enrage her (Veteran only; achievement: Velidreth's Vengeance). This adds roughly 600,000 health. A group wipe deactivates Hard Mode; burn the webs again to re-enable it.
Tank: A small frontal cleave. Block it, but never turn her to face the group while doing so. A DPS or healer caught in it dies quickly.
Dps: Melee adds throw uppercuts; ranged adds need interrupting. Kill the adds first every time, and do not push her too hard while they are up.
All: She calls out and climbs to the ceiling, darkening the room and marking each player with a white circle underfoot; stepping off it triggers a damaging spike. When the purple hue fades and the ground trembles, a larger red circle replaces it under each player, and this one must be dodge rolled out of, not merely stood in. Watch the ceiling: her stopping and then starting again is the cue to roll. Rolling too early or too late is instantly lethal.
All: She pulls in whoever has the most Ultimate charge and drains it entirely. It cannot be avoided, only pre-empted: use your Ultimate as soon as it is ready, or slot the cheapest ones you have.
All: Coloured orbs float around the room: red drains Health, blue drains Magicka, green drains Stamina, matching the resource of whoever's Ultimate was just drained. Avoid all of them, especially the red ones once the room fills up below 30% health.
Dps: Atronachs spawn at these thresholds and must be focused immediately, ahead of the boss. Each drops a light on the floor. Assign two group members, one per eventual catacombs group, to each pick one up; skipping this makes the next phase very hard to finish.
All: She banishes the group into a maze, split randomly into two pairs, each with one light-holder. Stay close to your partner, as leaving them in the dark snares and eventually kills them. Avoid the dremora and hoarvor adds along the way; group crowd control such as Time Stop helps. Watch for red trap pads, visible only in the light. Find an open doorway back to the middle. On Hard Mode all doors but one start closed, so expect real backtracking. The same door stays open on the second banishment, which means a return trip through whatever adds were left behind the first time.
Dps: She fires a fast projectile at anyone attempting to resurrect a teammate. Interrupt her so the projectile misses; she will not try again on that resurrection attempt for a while, so a cancelled fake start can bait the interrupt and clear the way for a real resurrection immediately after.
All: No new mechanics after the second catacombs trip. Stack and focus her down from here; stay alive and focused.
All: On Hard Mode, three of the four catacombs doorways are shut when the group is banished. Expect to backtrack through previously cleared territory to find the open one.