Ghost adds
Tank: Pull spawning Ghost adds to the centre immediately so they die quickly. Their ranged ice attacks and ice cloud deal heavy damage and immobilise.
Tank: Pull spawning Ghost adds to the centre immediately so they die quickly. Their ranged ice attacks and ice cloud deal heavy damage and immobilise.
All: Avoid the Ghosts' fast-moving ice cloud and ranged ice attacks; both deal heavy damage and immobilise.
Tank: Taunt each wave's Bone Colossus and bring it down quickly. It applies a knockdown burst effect that can be blocked, which still knocks down, or dodged.
All: Stay stacked in the centre of the room and let the tank pull adds to you. Do not run around chasing them.
Dps: Interrupt the Senche instantly when it fears and pounces on a player. A DPS or healer dies in under two seconds if it is not interrupted.
Dps: Focus the Senche down first. It sits pinned once low, then eventually stands back up at full health if it is not finished.
Tank: Taunt the Guar at all times and avoid its poison effect spit. It also sits down at 0% health and revives, so keep knocking it down.
Tank: Block the Bear's heavy cone attack; DPS and healer stay out of it entirely.
All: Stay grouped and move together in a circle around the boss and tank as the wolves approach; if one reaches a player it explodes for massive damage. Alternatively, have the blocking tank walk into them so they explode on the tank instead.
All: Stand in a gap between the spreading Lich Crystal effects. Do not run in circles; sidestep and hold position.
All: Step a couple of paces out of the ground-impact Splash effects; do not sprint around.
All: When a totem lights up, group up around it and bring it down. Kill skeletons spawned on the totem for bonus damage to it, then return to formation.
All: Give each other space during totem phases. Everyone gets their own attached effect, and possibly a root from the Lurcher totem; dodge roll to break it.
Dps: Do not fully ignore totems to push the boss. At 25% health Caluurion becomes immune until at least one totem is destroyed.
Tank: Block Ulfnor's heavy attack; it kills an unblocked tank outright. If it ever lands on a DPS or healer, dodge roll it instead, as you cannot block it.
All: After the heavy attack, watch for three fast bouncing flame effects and step into a gap; they can bounce off walls.
All: When he channels a barrage of small fire effects at the group, spread out and strafe side to side; three or more hits are lethal.
Dps: Kill the ghost chaining a player to Ulfnor before it drags them across the room, or the player takes a stab that is almost always fatal.
Tank: Fight this boss in the middle of the room, not a corner. His final low-health uppercut sends the tank flying, and a corner pull means the tank dies before the boss can be finished in time.
Hard Mode: Read the incantation from Orryn's Notes, an item found within the dungeon, before engaging the final boss (achievement: Let Bygones Be Bygones). The trigger is an object interaction rather than a Challenge Banner; the exact location is worth confirming in-game.
Dps: Interrupt Orryn's skull-barrage channel every time; it deals heavy damage to all players.
Tank: Root or crowd-control the spawned Shalks and keep moving away from their front-facing poison damage-over-time effect. Do not stand in front of them.
All: Move off Thurvokun's growing poison pool; it is quickly lethal if you stand in it.
All: At 85%, 75%, 65% and 55% health, move to the activated crystal and destroy it quickly. Ignoring it lets adds keep spawning, and on Hard Mode an extra Bone Colossus spawns per crystal, escalating if they are not killed quickly.
All: Pre-execute: follow the group's called-out direction and shelter behind the friendly NPC's barrier as the ghost wall passes. Touching a ghost is a guaranteed death.
All: Execute phase, after Thurvokun heals to about 50%: there is no barrier. Call out gaps in the ghost wall and move through them immediately. Touching a ghost is instant death.
All: When Thurvokun roars and fears the group, Break Free immediately and sprint into one of the four gold circles before the poison projectile impacts. Stepping into a gold circle protects you from fatal damage; missing a circle is an instant kill.
Tank: Dodge roll, never block, a Colossus's charge attack. Even a blocking tank takes massive damage, and a DPS or healer dies outright.
Dps: Kill each execute-phase Colossus, which spawns every 10% from 40% health down, quickly, and dodge its charge attack; never block it.
All: This is not a DPS race; going faster only stacks more mechanics on top of each other. Pace your kills to the group's comfort with the ghost and poison mechanics.