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Wyrd Sisters

Coloured Auras

All: Each sister emanates a coloured aura: Ursus's green Bear Aura grants damage shields and increases damage done, Rangifer's yellow Stag Aura heals over time, and Strigidae's blue Owl's Silence aura silences players and increases nearby sisters' damage. Keep the sisters separated so their auras do not overlap and buff one another.

Kill Order

All: Focus Ursus (green, sword and shield) and Rangifer (yellow, healer) first while keeping Strigidae (blue, archer) at range, then finish Strigidae last so her silence aura does not disrupt the group early. If you are keeping all three auras strictly separated, have the tank hold Ursus apart while DPS burn Rangifer first, Ursus second, and Strigidae last.

Focused Healing and Rite of Passage

All: Rangifer channels Focused Healing (a yellow tether beam on a sister) and Rite of Passage (a large yellow ground circle that heals nearby sisters and reduces their damage taken by 75 percent). Interrupt both channels immediately.

Power Bash

All: Ursus channels Power Bash, a heavy melee attack for massive damage. The tank must block it; if she targets a DPS or healer after a charge, dodge roll it, as blocking is still fatal to a non-tank.

Shield Charge

All: Ursus periodically charges a distant player in line of sight, knocking them down for heavy damage. Block or dodge the charge, or break line of sight behind the central rock.

Owl's Silence and Teleport Strike

All: Standing in Strigidae's blue aura silences you, disabling magicka abilities, ultimates, and synergies. She also casts Teleport Strike to blink onto a random player and stun them, dragging her silence aura onto their position, and fires a snaring Arrow Spray frontal cone. Move out of her aura immediately when she teleports.

Taking Aim

All: Strigidae channels Taking Aim for lethal ranged damage on a targeted player. Interrupt her immediately, or dodge roll the shot if you cannot reach her in time.

Ghostly Animal Aspects

All: Killing a sister spawns an invulnerable ghostly animal spirit (bear, stag, or owl) that cannot be damaged or killed and roams the arena carrying her aura. Reposition the surviving sisters away from the roaming spirit so it does not buff them, and stay clear of the owl spirit's blue silence field.

Aghaedh of the Solstice

Sapling Auras

All: Four Saplings of Seasons ring the arena: green (Spring), red (Summer), orange (Autumn), blue (Winter), each dealing minor damage over time to anyone standing in it.

Seasonal Lurchers

All: At strictly locked health thresholds (80%, 55%, and 30% health), Aghaedh summons seasonal Lurchers (Autumn, Frost, Blaze, and Budding), one per Sapling. Each charges with Crushing Limbs (tank blocks or target dodges). Kill all Lurchers before Agrestal Tempest begins, as survivors enrage.

Weaken With Opposite Season

Dps: Drag a lurcher into the aura of its opposite season (spring and autumn, summer and winter) to reduce its health and make it take extra damage.

Lurcher Synergy

All: A dead lurcher drops a synergy that grants a protective aura. Every player needs to take their own.

Agrestal Tempest

All: After summoning the four Lurchers, Aghaedh channels Agrestal Tempest for unavoidable, lethal damage to the whole group. Survive it by standing inside the glowing Sapling circle corresponding to the Lurcher synergy you picked up.

Stranglers

Dps: Stranglers around the edges of the room spit at range, stacking a snare with each hit. Optional, and manageable with healing, but worth clearing if they are in the way.

Dagrund the Bulky

Ravaging Blow

Tank: A charged heavy melee attack for very heavy damage. Block or dodge it.

Decimate and Upheaval

All: Dagrund jumps and slams down (Decimate), then sends chasing tremors outward (Upheaval). Dodge or block the tremors as they reach you.

Bearfang Hunters

Dps: Two Bearfang Hunter archers spawn each time Dagrund transitions into an elemental phase (at 70%, 40%, and 20% health). Kill them first to simplify the fight.

Fire Phase (70%)

All: At 70% health, Melting Point sends three flaming whirlwinds outward that split apart when they hit the arena wall; Shocking Strike is a frontal sword-arc cone. Stay clear of both.

Frost Phase (40%)

All: At 40% health, Chilling Wind whirlwinds roam the arena and Chilling Pylons drop icicles under your feet. Keep moving.

Shock Phase (20%)

Healer: At 20% health, Concussive Clap hits the whole group with unavoidable shock damage over time. Keep heals running through it.

Tarcyr

Horn Burst

Tank: A charged attack that deals very heavy damage around the target. Block it, and everyone else stays clear of the tank.

Static Charge

Dps: Tarcyr channels Static Charge, an unavoidable shock hit on the whole group. Interrupt it before it finishes.

Rapid Frost

Healer: A frost effect follows the tank around, dealing damage over time. Only healing mitigates it, so keep the tank at high health.

Hyper Awareness

All: Ghostly projections of Tarcyr home in and stun on contact. Keep some distance and Break Free quickly if you are caught.

Conflagration

All: Tarcyr charges across the arena, leaving a trail of fire behind him that deals heavy ramping damage over time. Step out of his path and stay clear of the fire trail.

Bloodscent Butchers

All: Two Bloodscent Butchers spawn periodically, using a heavy Sunder attack and pinning a random player before a lethal strike. Interrupt the pin or activate the rescue synergy on the pinned player, and kill both adds quickly.

Hunt Phase: Shrouding Mist

All: At the start of the fight and at 80%, 50%, and 20% health, Tarcyr vanishes into Shrouding Mist. Crouch into stealth immediately; breaking stealth or being hit by an effect launches you into the air for heavy fall damage, and three launches in a single hunt phase is fatal.

Hunt Phase: Wisp Synergy

All: Follow Hanu's wisp and activate the synergy where it lands, three times per hunt phase, to reveal the boss again.

Hunt Phase: Stampede

All: Ghostly versions of Tarcyr run wall to wall during the hunt. Contact stuns you, so stay out of their path.

Hunt Phase: Chilling Pylons

All: Icicles spawn under your feet during the hunt. Keep moving to avoid them.

Hunt Phase: Proximity Jolt

All: From the second main hunt phase onward, two players are marked with a shock ring. If it touches a third player, both marked players take damage and are teleported. Everyone else stays clear of them.

Hunt Phase: Fiery Torrent

All: In the final hunt phase, roaming flame effects cover the floor. Watch for effects beneath you.

Balorgh

Hard Mode: Burn the Moon Hunter Pack's banner in the dungeon before engaging Balorgh (achievement: Apex Predator).

Slaughtering Strike

Tank: A heavy melee attack for very heavy damage. Block it, or dodge if you do not have aggro.

Icy Roar

All: A frontal cone that roots and deals frost damage over time to anyone hit. Stay out of the cone.

Fiery Charge

All: A telegraphed charge that knocks down anyone hit and leaves a trail of fire behind Balorgh. Step aside and avoid the trail.

Fiery Eruption

All: A self-centred stomp for very heavy damage. Avoid this at all costs.

Islands and Water

All: Venomous Spores covers the three islands in poison; move to the water. Once the plants clear, Thunder Stomp electrifies the water and drops lightning strikes on players; move back onto the islands. This repeats throughout the fight.

Hunting Party: Dire Wolves

Dps: At 80%, 60%, 40% and 20% health Balorgh becomes invulnerable in a fog and summons Dire Wolves. Kill them quickly.

Hunting Party: Tharas's Trap

All: A random player is marked, and a bright blue pillar (Tharas's trap) appears somewhere in the arena. The marked player leads Balorgh into the pillar to spring the trap and end the phase.

Stranglers (Hard Mode)

Dps: On Hard Mode, Stranglers spawn in the water whenever Venomous Spores is cast. Kill them quickly, and Break Free immediately if one grabs you.

Fiery Remnant (Hard Mode)

All: On Hard Mode, Fiery Eruption has no fire indicator before the stomp and afterward launches four homing fireballs — one targeting each player — that apply a lethal flame damage-over-time effect on impact. Dodge roll the fireball locked onto you.

Boss Clones (Hard Mode)

All: On Hard Mode, the Hunting Party phase spawns three clones of Balorgh alongside the original, each using Fiery Charge, Fiery Eruption, Fiery Remnant, and the island and water cycle. All four must be trapped before the phase ends. Stay together so the healer can keep the group alive through the overlapping damage.