Bear: Heavy Attack
Tank: The bear's heavy attack deals heavy damage. Block it and keep it faced away from the group.
Tank: The bear's heavy attack deals heavy damage. Block it and keep it faced away from the group.
All: A frontal cone. Nobody but the tank stands in front of it.
All: A poison cone thrown at the group. Dodge roll it, or block or shield through it.
Dps: Smaller spiders spawn. Chain them in and bring them down with area damage.
All: Ground effects expand and then detonate. Dodge, block, or step out before they burst; a stun follows if you are caught.
Dps: She teleports and channels a rapid projectile barrage at the whole room. Interrupt it, or the group wipes.
Hard Mode: Smash the Azureblight Seed at the entrance to the final plateau before engaging Maarselok's Final Roost (Veteran only). Hard Mode is toggled only there, but it applies to this phase too, since the encounter is one continuous Maarselok fight.
All: A wide strip effect released during a charge. Stay out of it entirely; if the boss's own breath touches it, the Lurcher enrages and deals more damage.
Tank: A powerful melee strike, worse while enraged. Block it.
Dps: Skeletal dogs, imps, Stranglers and Spriggans spawn throughout, and some need interrupting. Do not let them pile up.
All: Harmful resource-drain circles appear under players, one to three at once. Simply avoid standing in them.
All: A fast-spreading effect. Block, dodge, or step out. It leaves a persistent dark blue circle with a heavy damage-over-time effect that lingers until the Lurcher dies, so every stomp adds another patch of floor you cannot stand on.
Tank: Kite the Lurcher steadily away from the accumulated blue circles so the group always has clean floor to fight on.
All: Killing the Lurcher drops a seed and a new Lurcher spawns immediately. Take the seed synergy, stand in the blue circle around the tree, then synergize again to throw the seed at it. That breaks the tree's shield and opens a 20-second damage window on it; repeat until the tree dies.
Dps: Stranglers spawn from the second phase onward and deal heavy damage at extreme range. The longer the fight runs, the more spawn, so focus them if they begin to overwhelm you.
Hard Mode: Smash the Azureblight Seed at the entrance to the final plateau before engaging Maarselok's Final Roost (Veteran only). Hard Mode is toggled only there but applies to this phase too.
Tank: The real target here is the Lurcher add, not the Cancroid itself. Never drop the taunt on it; that is an instant wipe.
Tank: The Lurcher's heavy attack. Block it.
All: A rock-throw cone attack. The tank blocks or sidesteps; everyone else gets out immediately.
All: Splash effects spurt onto the ground for solid damage. Simply avoid them.
All: The same fast-spreading effect as before, leaving a lingering dark blue circle until the Lurcher dies. Block, dodge, or step out, and stay off the accumulated circles.
Tank: Kite the Lurcher steadily in one direction around the room so old circles do not box the group in.
All: Killing the Lurcher drops a seed and a new one spawns instantly. Take the seed's synergy, stand in the tree's blue circle, synergize again to throw it. That opens a 20-second damage window on the tree; repeat the whole cycle until it dies.
Dps: Stranglers keep spawning through the fight and deal heavy damage at range. A long fight, three or more Lurcher cycles, becomes difficult, so consider a dedicated focus if they pile up.
Hard Mode: Smash the Azureblight Seed at the entrance to the final plateau before engaging Maarselok's Final Roost (Veteran only). Hard Mode is toggled only there but applies to this phase too.
All: Spider-type adds slowly crawl toward Selene. You do not have to kill them, but do not stand near one, as it explodes, and never let one reach her, or she is stunned and stops helping.
Tank: Bears and other adds spawn continuously. Chain and group them for area damage.
Dps: Bears in particular have dangerous heavy attacks. Help the tank keep them blocked and grouped, then bring them down with area damage.
All: A frontal shout. Block or dodge it, or you are knocked across the room into whatever effect happens to be there.
All: Constant ground effects land on or near players. Careless positioning lets the damage snowball quickly.
Dps: Stranglers spawn one after another around the room and deal heavy damage to non-tanks. More importantly, they attack the spiders trying to reach Maarselok, stalling his progress. Use area damage, not single-target, to clear them quickly.
All: Once enough spiders reach him, Maarselok lands for about 20 seconds and can actually be damaged. He is hard-capped to land at 65% for the first time and 55% for the second, regardless of timing, so protecting Selene and clearing Stranglers away from the spiders is what drives this fight, not raw damage on him.
Tank: Every time Maarselok ascends again, an enraged Lurcher spawns at the Strangler point. Grab it there and hold it until it dies, then return to managing Stranglers and Hoarvors.
Hard Mode: Smash the Azureblight Seed at the entrance to the final plateau before engaging (Veteran only). It has writhing roots sprouting from a cracked shell, unlike the seeds seen on the way up. Smashing it corrupts Selene, turning her from an ally into a hostile for the fight. A group wipe deactivates Hard Mode; smash the seed again to re-enable it.
All: A frontal shout. Block, dodge, or get out of the cone.
All: A fire cone that sweeps side to side. Block or dodge it; this one is not optional.
All: If you are standing outside his wing perimeter when he flaps, it is massive damage. Block it, or better, stay within the perimeter.
Tank: Adds spawn with dangerous heavy attacks and charges throughout. Taunt what you can.
Dps: Group area damage handles these fine by this point in the dungeon. Do not let them pile up unchecked.
All: Constant ground blasts rain down for moderate damage. Stay mobile but controlled; do not run into a bad spot.
Tank: He charges across the room. Position with your back to Pad 2 so the charge lands between Pads 1 and 2, then reverses back to start. Done correctly, Pads 1 to 3 stay completely clear for everyone else.
All: A player is cursed and must cleanse within 20 seconds, or a Lurcher spawns and has to be killed. This is not present on Hard Mode; it is replaced there by the Seed Synergy mechanic.
Dps: Selene, now corrupted, reuses her first-boss channeling attack. Interrupt it every time, as in the opening fight.
All: A seed spawns; DPS and healer take synergies that each reveal a pad number (1, 2 or 3). Whichever number two of them agree on is the real pad; the odd one out, including the tank, who never sees a number, must go there instead. Stun Selene first, as she has a shield, or the cleanser dies; picking the wrong pad also kills you outright. Agree on the pad numbering scheme (1 to 3, left to right) before the pull. There is no enrage; this only gets harder the longer you take, but it never becomes unwinnable.