Heavy attack / jump
Tank: Block the jump and knockdown heavy attack.
Dps: Move out of the jump landing.
Tank: Block the jump and knockdown heavy attack.
Dps: Move out of the jump landing.
Tank: Block Flurry, a frontal cone; it kills an unblocked tank. Hold the boss still; do not let it spin.
Tank: Chain the adds in and hold them on the boss.
Dps: Kill the adds before returning to the boss.
All: Move out of the curse ground effect.
Tank: At 50% health a Harvester joins. Grab it immediately so it does not free-cast on the group.
Dps: Focus the Harvester down and dodge roll its consecutive ground effects.
Tank: Block Uppercut, the heavy knock-up attack.
Dps: Split to the corners, take the green goo synergy piles, and throw them at the caged inmates. Failure spawns Flesh Atronachs.
Tank: Stack any Flesh Atronachs on the boss.
Dps: Kill Flesh Atronachs as top priority; their enrage is instantly lethal. Block if one targets you.
All: Sidestep the cone spray effect.
All: When he grabs a player for a beatdown, interrupt the finishing blow or that player dies.
Dps: Kill the five necromancers around the room and interrupt their casts, or they raise skeletons.
All: His spin knocks everyone outward into the floor poison. Get back out of the poison immediately.
Tank: Three converging green beams target the tank. Block or dodge them.
All: Poison bombs are an environmental hazard for the whole fight. Block rather than dodge rolling to take the stun and save stamina.
Dps: Kill spawning Hoarvors one at a time; never let two be alive, as their poison effects stack lethally.
Tank: Block the constant heavy-attack barrage; expect occasional knockdowns.
All: During the Poison Well phase, the Flesh Abomination plunges its arms into the ground and remains immobile while calling Hoarvors onto group members. Spread out in a square formation to the corners.
All: One player gets a persistent donut-shaped poison effect. Stay in the safe center of it and avoid crossing its lethal outer perimeter.
Tank: While the boss is stationary in the poison phase, anchor outside the group's trajectory to block and recover resources. Keep your tracking poison AoE away from the DPS/healer lane, and never cross the lethal outer edge of the donut poison ring.
Dps: Kill the undead minions that spawn during the poison phase.
Dps: The Necromancer summons skeletons and a totem. Destroy the totem quickly, with ultimates, or every enemy takes 90% reduced damage.
Tank: Block the Berserker's steel-tornado spin; he has low health.
Tank: Block the Knight's charge knockdown.
Healer: Sidestep the Knight's charge.
Dps: Sidestep the Knight's charge.
Dps: Kill the Templar (Healer) first to halt massive enemy healing. Recommended kill order: Templar -> Berserker -> Knight -> Necromancer last (safest phantom AoE).
All: Each bodyguard immediately spawns as an untargetable shade upon death (they do not wait for all four to die). You cannot taunt, block, or damage them, only dodge their abilities (phantom Steel Tornados from the Berserker, charges from the Knight); healer ghosts cannot be interrupted.
Hard Mode: Read and burn the Warden's Tome located between the two entry gates before starting the fight (Veteran only).
Tank: He teleports to the aggro holder, stuns, then heavy-attacks. Break Free and block on landing.
Healer: Break Free quickly if you are caught by the teleport stun.
Dps: Break Free quickly if you are caught by the teleport stun.
All: Blue orbs spawn around the arena. They snare and drain your health on contact, so avoid them.
All: Meteors target random players. Block rather than dodging to cut the damage and ignore the stun. Frequency increases over the fight.
Tank: Body-block the Machine Gun barrage for the targeted player.
Dps: If the boss locks a rapid magic barrage onto you, get behind the tank for line-of-sight cover.
All: When he flies up and flaps his wings, a room-wide Darklight Burst is coming. Split into the two portals, two players each, and use the synergy for protection. Do not enter the portals early.
Tank: At 65% and 35% health four shades appear. Taunt all of them; they have large hitboxes and are tauntable from range. Use an absorb-Magicka ability repeatedly to self-heal and absorb their magic shots.
Dps: Only the solid shade takes damage. Find it and focus it down; build ultimate on the others.