Fireball
Tank: She fireballs whoever holds aggro and leaves a fire effect under them. Keep moving so you do not stand in your own puddles, and keep the group away from you.
Tank: She fireballs whoever holds aggro and leaves a fire effect under them. Keep moving so you do not stand in your own puddles, and keep the group away from you.
Healer: Fire meteors hit random players for a large amount. Not instantly lethal; keep everyone at high health.
All: A small frontal cone. The tank faces her away; nobody else stands in front.
Tank: Wolf packs spawn throughout. Taunt and hold them on the boss.
Dps: Cleave the wolves down before they fill the room; they are weak but accumulate.
Hard Mode: Place the Challenge Banner on the left side of the outer ring pathway right before dropping down into the stone clearing (Veteran only). Each main boss has its own banner, and Devyric's requires both earlier banners.
All: Effect circles keep spawning under every player for the whole fight. Spread out and kite in small circles so they do not pile onto each other.
All: A large spreading burst around him. Step back out of it.
All: At 80%, 60% and 30% health he curls into a boulder and floats up; a stone pillar rises at the edge of the arena. Get behind it before he slams down; anyone not hidden dies. He slams twice, then the fight resumes. The tank keeps him mid-room so everyone can reach the pillar.
Dps: After each hide phase the Stone Atronachs around the edge wake and channel beams that turn players to stone. Interrupt the channels and kill them before returning to the boss.
Tank: His heavy attack applies a debuff that must be out-healed. Block it rather than dodging; dodging his attacks enrages him and makes the next ones hit harder.
Healer: The tank takes a heavy-attack debuff that must be healed through. Watch for it and burst-heal.
Tank: On Hard Mode the Atronachs also throw rocks at random players. Taunt them so the DPS are not the ones taking it.
All: A visual effect appears on you a few seconds before she jets water at you. Begin blocking when you see it.
All: She teleports out and drops a ring of ice around the group. The middle is safe; do not touch the ring.
All: She throws water in front of her for heavy damage. The tank faces her away; nobody stands in front.
Hard Mode: Place the Challenge Banner located directly to the right side near the stone stairs entering the final ritual arena (Veteran only).
Tank: A severe heavy attack. Block it.
Dps: Fauns hide inside glowing red trees (Root Nodes) that fire red orbs at players. Destroy the tree to stop it and expose the Faun.
Tank: Two adds per phase, both tauntable. Grab and hold them.
Dps: Focus the adds down. There is no enrage, so clean add control beats rushing the boss.
All: At 66% and 33% health, she vanishes and splits into exactly three Distributary doppelgängers distributed around the room. Kill each one before the fight continues; the tank keeps taunt on whichever is being burned.
All: Fast green area effects and roots spread and burst across the floor. Move before they detonate, and do not stand next to a teammate when one lands.
Dps: Up to three adds per phase instead of two, and more Root Nodes. Prioritise add control; there is still no enrage.
All: After almost every teleport he channels a mind-blast. Interrupt it every time; the tank re-taunts and turns him away from the group.
All: Each player gains a chasing laser effect. Keep moving backwards and never overlap beams; standing still or crossing someone else's beam is lethal. Mind the trees, which can trap you.
All: A green spectral indrik charges out from him like a cleave, usually toward the tank. Step aside, especially right after he teleports to the edge.
Hard Mode: Place the Challenge Banner directly to the right side near the stone stairs entering the final ritual arena (Veteran only). The final boss's banner also requires the earlier bosses' banners to have been placed.
All: Small earthquake effects follow each player. Kite backwards in a tight circle and do not stack on anyone; stacking and focusing him down is how this fight wipes.
All: Up to four stone totems spawn; after a delay their effects explode and fire a projectile at you. Move out of the effect, then block the projectile, or it escalates.
All: Three wolves per phase leap at a marked player, shown by a cursor symbol overhead, and explode. Block or dodge roll the jump.
Dps: A lightning pillar, roughly 370,000 health, is stuck in the ground and shoots the whole group. Interrupt and kill it before anything else.
All: Bolts of lightning race along the floor in random directions from him. Stand back a little so you have time to react.
All: The rock pillars around the edge periodically explode in a large effect. Do not linger next to them.
All: At roughly 62% and 20% health he transforms into a bear, healing for 20% of his maximum health pool each shift. Expect the 20% heal each time and pace resources accordingly.
All: In bear form a narrow red beam marks a charge at a random player, with about three seconds of warning. Do not line it up through teammates; the target can aim him at the stone totems to smash them.
Tank: A lightning cone at whoever holds aggro that follows you. Face-tank and block it, since sidestepping does not work, and do not turn the boss, or the cone sweeps the group.
All: In the final bear phase he rains four to five bolts per player. Block through it and keep the healer alive; a death here is not recoverable.
All: Up to eight wolves per phase instead of three. Block or dodge every leap and kill them quickly.
All: Totems trigger far more often and the floor lightning is much more aggressive. Never stack and focus him down; three to four Lightning Pillars can be up at once.