Hammer Smash
All: A long wind-up hammer slam that throws ice cones out in front of him. The tank blocks it; everyone else stays behind him and takes nothing.
All: A long wind-up hammer slam that throws ice cones out in front of him. The tank blocks it; everyone else stays behind him and takes nothing.
All: A slow ice tornado follows one player. Keep walking away from it, and never lead it in front of the boss or through the group.
Tank: When he glows red he can kill in one hit but moves slowly. Kite him in a loop while keeping the taunt rather than standing and taking the hits, and stand still again once it fades.
Tank: Atronachs spawn at the edge of the arena. Drag the boss onto them so his hammer smash crushes them.
Dps: Kill the Atronachs before they root in place and start firing ice bolts at the group.
All: One player gets a fire effect under them that kills anyone standing near them within seconds. The affected player stays off the group, though the tank can soak it near the boss; everyone else stays away from them. Do not cleanse it; you need it.
All: Stranglers spawn with an invulnerable ice shield and spit ice bolts. The fire-aura player walks up to each one to melt the shield, then everyone kills it. More spawn if you are slow.
All: Frontal ice cones, like Kjarg's. Stay behind her. She teleports often, so keep re-adjusting.
All: If her ice catches you, you are rooted and taking damage. Dodge roll to break free.
Tank: Two dark beams drain you. Do not cleanse the effect; cleansing makes it deal more damage.
Healer: The tank takes a drain from the beams. Heal through it; a cleanse makes it worse.
All: Her ranged heavy attack goes to whoever holds aggro. The tank blocks; a DPS or healer who receives it dodge rolls.
Tank: A fire heavy attack. Block it and keep him faced away so the group can stay behind him.
Dps: Wraiths spawn on the blue summoning runes and keep summoning skeletons and zombies. Interrupt and kill them first.
Dps: Skeletons tether a blue drain beam to a player and cannot be taunted. Kill them quickly, or bring them to the tank's effect; do not run away from them.
All: Spinning fire moves through the arena and bounces off the walls, faster from about 50% health. Keep out of it; use heal-over-time effects and resistances if you cannot.
All: Fire circles pop on the ground, especially under the tank. Step out before they burst.
All: His charged heavy attack lands later than the animation suggests. The tank dodge rolls it, or blocks at full health; anyone else must time a dodge roll.
All: Fast spreading shock effects pop under every player. Keep moving in small circles away from each other; never stack.
All: Ice pillars damage and root you. Step out, and dodge roll or cleanse to break the root.
All: He leaps with only a faint landing marker. Block or sidestep; an unprepared DPS dies to the landing.
Dps: Three low-health Storm Atronachs spawn at the edges, at roughly 55% and 40% health, and channel lightning on the group, empowering him if left alive. Kill them immediately.
All: At roughly 40% health he raises his sword in the middle and an ice storm hits everyone. Stack for group heals, or self-heal and shield if spread, and either finish him or ride it out. Pushing too hard here is the usual wipe.
Hard Mode: Burn the coven's wicker totem located immediately to the right (east) of the arena entrance archway before stepping onto Mother Ciannait's platform (Veteran only; achievement: Cold-Blooded Killer).
Tank: Only the sister without a shield can be damaged, and she is enraged. Her light attacks kill anyone but you outright. Keep her taunted at all times.
Dps: Hit the unshielded sister only. On standard Veteran, Ciannait has a full health bar with sisters assisting sequentially; on Hard Mode, Ciannait and her sisters share an extended rotation of discrete, staged health thresholds (~1.35M each across split phases). Kill her summon before her on Hard Mode.
All: Kjarg's tornado follows one player for the whole fight. Lead it away from everyone.
All: Skelga's fire aura sits under one player for the whole fight. Stay apart from them. It is only needed, to melt Stranglers, while Hiti is exposed, so it can be cleansed otherwise.
All: Stormborn's ground lightning pops for the whole fight. Watch your footing, stay mobile, never stack.
All: Between witches all four sisters channel at once. Split up, one player per witch, and interrupt each one. Miss one and the group wipes.
All: After the rotation Mother Ciannait appears in the middle, growing a black orb that pulses unshieldable, escalating damage on everyone. Stack for heals, save ultimates, and finish her before the pulses become lethal.
Tank: Gohlla summons a Giant that enrages like Kjarg. Kite him while he is red, hold still while he is not.
Dps: Kill the Giant before you bring Gohlla down.
All: Frozen Stranglers again. The fire-aura player melts each shield, then everyone kills them; they deal heavy damage.
Dps: While Bani is exposed she keeps summoning Wraiths that spawn skeletons and zombies. Interrupt and kill the Wraiths first.
Tank: Maefyn spawns Archers. Chain them in so they die in the group's area damage.
Dps: The Icereach Warrior she summons, which jump-lands like Stormborn, must die before Maefyn does.