Breath Attack
Tank: Face him away from the group at all times. His breath attack deals heavy damage over time; block through it.
Tank: Face him away from the group at all times. His breath attack deals heavy damage over time; block through it.
Dps: If his breath spins onto the group, dodge roll through the boss to redirect it back onto the tank.
Tank: He fires his poison spit cone twice in a row. Step backward out of each landing effect while keeping him taunted.
All: Follow the tank's repositioning during Poison Spit, but do not stand in the landing pools yourselves.
Tank: White sparks warn of his heavy attack. Block it.
Dps: Dodge roll his heavy attack if it is not aimed at the tank.
All: He vanishes and drops a spreading ground effect marked by a totem under a player. Dodge roll out of it and you are fine.
All: At 80%, 50% and 25% health he turns invisible and the group must find him together. Stay as a group behind whoever leads, ideally the tank. Splitting up to search alone means whoever finds him is pinned and fed on alone.
Dps: If someone finds him and is pinned, interrupt him immediately to free them.
Dps: Kill the up to three Hunger adds that spawn during each hide-and-seek phase; they are required to progress.
All: Watch for geysers charging under your feet. A fully charged one launches you into the air for heavy damage, so move off it before it erupts.
All: When a large ring effect appears around the whole arena, stay inside it; the safe radius is large.
All: When a ring effect appears centred on her, stay outside it.
All: At low health both ring effects can appear at once. Move into the thin safe strip between them.
Dps: Stop what you are doing and kill Ice Atronachs the instant they spawn. Their heavy attacks deal heavy damage and they drop damaging ground effects.
Dps: Kill Watchers on sight the moment they spawn, at 75%, 55% and 35% health. Their heavy attack kills even the sturdiest tank outright if unblocked, and DPS and healers cannot block it at all.
Healer: Dodge roll a Watcher's heavy attack if it targets you; you cannot block it.
Dps: Dodge roll a Watcher's heavy attack if it targets you; you cannot block it.
All: Avoid the ice spikes that chase individual players where you can. A hit applies a heavy snare that stacks badly with everything else she throws.
Dps: Kill the basic adds that spawn throughout the fight if the group's damage is low. With enough area damage they usually die on their own, but too many left alive can overwhelm the tank.
Dps: Follow the priority order: kill any coloured Orb on the edges first, then the adds it empowered, then return to damaging the boss, the orb in the middle. Repeat until it dies.
All: Radiant (yellow) Orbs apply a healing debuff to the group. Kill them quickly, like any other orb.
Dps: Phosphorescent (blue) Orbs spawn an ice pillar that dies to a single light attack. Destroy it quickly and avoid the floor effects it drops.
Healer: Focus extra healing on whoever is caught near a Phosphorescent (blue) Orb's ice pillar and floor effects.
All: Blazing (red) Orbs call down a meteor on each player that bursts into several moving ground effects on landing. Dodge the meteor impact, then move into the gaps between the effects it leaves.
All: For Scintillating (purple) Orbs, keep moving in a fast, tight circle to spread the damage out. Standing still is quickly lethal.
Tank: Pull the Radiant Auroran adds the orb keeps spawning into a corner together so DPS can bring them down with area damage.
Dps: Bring the grouped Radiant Auroran adds down with area damage and ultimates. They deal heavy damage, use Dawnbreaker, which is especially dangerous to Vampires and Werewolves, and are healed every time the orb pulses, so do not leave them at low health.
Dps: He splits into four reflections, only one of them real. Focus one at a time. If its damage shield drops and it vanishes, it was fake; move to the next. If the shield drops and it keeps taking damage, that is the real boss; stay on it.
Tank: Taunt all four reflections and pull them into a corner. Most will reposition to stack, letting the group bring them down together with area damage instead of one at a time.
Dps: Interrupt Power of the Light, a stacking damage-absorb channel that explodes, on whichever reflection or the boss is casting it. It can come twice per target in under five seconds, so stay ready.
All: Dodge or stay clear of Dawn Breaker's frontal sword slam. It hits everyone in front of the caster for heavy damage.
Healer: Keep healing the NPC Tharayya in the corner as she fights off a ghost. If the ghost wins, every reflection gains a large damage shield and the fight becomes nearly unwinnable.
All: Each reflection carries a random elemental theme matching the Dark Orb's colours: yellow (healing debuff and an interruptible beam), blue (ice effects and pillars), red (meteor bursts), purple (lightning splashes). Handle each reflection's attacks accordingly while focusing it.
Hard Mode: Inside the Tabernacle of Light Unyielding, interact with 'Meridia's Dictates' before pulling the boss and select the option to torch and scatter the scroll (Veteran only).
All: Avoid his wide sword-swing effect.
Dps: When a wall of yellow ghosts spawns, focus and kill at least one to open a gap. A ghost further from the centre is easier, with fewer of the boss's other effects to juggle, though killing the central one saves the tank from repositioning.
All: If a growing red effect appears under you, be ready to Break Free; it stuns once fully charged.
All: Becoming Decrepit means he has slammed his swords into the ground. You take a heavy healing-received debuff for about five seconds regardless of what you do; ride it out.
Dps: When he retreats to the middle, four elemental Auroran adds walk in from the corners. Kill as many as possible before they reach him. Each one that reaches him grants its element for 40 seconds, which is not fatal, only extra mechanics to juggle. Prioritise the Blazing (meteor) one, then the Scintillating (lightning) one, if you cannot kill them all.
All: Coloured orbs spawn throughout the fight and always take priority over the boss, unless a ghost wall is also incoming, in which case it is wall first, then orb, then boss. The four colours and behaviours match the Dark Orb encounter.
All: At 10% health he teleports to a second arena and his health returns, to 25% on Veteran. All four elemental mechanics are active at once, plus smaller but more frequent ghost walls. Keep clearing walls and dodging everything else.
All: Hard Mode only. Block the meteors raining down in the second arena; an unblocked one deals massive damage and is likely to be lethal.
All: Hard Mode only. His health returns to 50% on reaching the second arena, rather than Veteran's 25%, and orb spawns continue throughout. An unkilled orb empowers the active mechanics further, so do not let them accumulate.