Charge
All: A charge at the aggro holder. Low damage; block it. Keep him still and do not run.
All: A charge at the aggro holder. Low damage; block it. Keep him still and do not run.
All: A constant ice effect around him that deals repeated damage and snares. In a low-Champion-Point group, damage him from inside it and step out to recover; otherwise simply take it, as the damage is minor with a healer.
All: A long swing into a heavy attack. Block it, or be knocked down and across the floor.
All: He charges the furthest player and follows with a frontal effect, usually triggered by players standing too far out. Stay close, and block it if you are charged.
All: A cone breath at the aggro holder. The tank blocks; others dodge or block. Stay behind him.
All: A ground effect beneath a random player. Note who is targeted, step out, and return quickly so the Charge is not triggered.
Tank: Block it, in any role, or take a knockdown.
All: A spinning damage-over-time effect around himself. DPS and healers step out; the tank can take it.
Tank: He spawns exploding Banekins throughout the fight. Chain or pin them before they reach the group.
Dps: Kill the Banekins from range; more than one exploding on a DPS or healer at once is fatal. Dodge-roll clear if one is on you.
Tank: Many adds at the start. Hold them on the boss quickly while keeping him still. The group takes spaced positions behind him.
Dps: Clear the opening adds, then focus the boss.
Tank: Block it; a knockdown here lets other mechanics chain onto you.
All: A spreading effect from beneath the boss. Move out as it expands. It hits hard and knocks down. Learn it here for the final boss.
All: He suspends a random player and drains their health, healing himself. Break Free immediately. This is also a preview of the final boss.
All: A cast-timed blast at a random target. Interrupt it, or move out of the way if it lands.
Tank: A cone at the aggro holder. Block it and keep the boss facing away; DPS and healers stay behind.
All: A spreading effect from beneath the boss. Move out as it grows, and back in once it has gone. Knockback and moderate damage.
Tank: He slams the ground: circles appear beneath each player, then frost spikes erupt and spawn Draugr. Hold or pin them.
Dps: Step out of the slam circles, then clear the low-health Draugr quickly with area damage. Do not run; they chase and hit hard from behind.
Hard Mode: Invoke the Scroll of Glorious Battle before the fight (achievement: A Dish Served Cold).
All: She cannot be taunted, only debuffed, and attacks whoever she chooses. Take spaced positions so you can tell who she is aiming at. She fires about three frost light attacks in a row that deal heavy damage; if targeted, shield, block or dodge, and the healer must cover you, as two unhealed hits are fatal.
All: She teleports to a new position and immediately erupts a large effect that bursts into ice shards, which is instantly lethal to a DPS or healer. Locate her quickly and move clear before it peaks.
Tank: Below 50% health, two Ice Wraiths periodically. Below 25% health, two Frost Atronachs, which spawn spikes and use frontal cones. Taunt each pair onto the boss for area damage while you shield and protect the group.
Dps: Clear the Wraith or Atronach pairs quickly with area damage, as they have low health, then return to the boss.
All: The decisive mechanic. A beam attaches to a random player, draining them and healing her heavily each second. Break Free the instant it lands; keep stamina reserved for it throughout the fight.
All: Hard Mode adds no new mechanics: more health and damage. Positioning, breaking the Drain instantly, and clearing the teleport Ice Blast all stop being forgiving.