Ground Stomp
Healer: He keeps striking the ground for steady area damage on the tank. Nothing dramatic; keep healing through it.
Healer: He keeps striking the ground for steady area damage on the tank. Nothing dramatic; keep healing through it.
All: He becomes immune and hurls rocks every second. Block to avoid the knockdown and heavy damage. You can also use the yellow-pad synergy and heavy-attack the red orbs to strip his shield early, but that synergy costs 50% of your health, so skip it if anyone is low.
All: After standing back up he charges in a straight line. Anyone caught in it dies, so watch where he is facing and get out of the lane.
Tank: Stack the adds together so the group can bring them down with area damage.
Dps: Avoid running in the circular effect patterns the adds create. Clear them efficiently rather than chasing.
All: Adds expose glowing Hemoglobin orbs while he channels off them. Heavy-attack the orbs before the channel completes, or the whole group takes heavy room-wide damage.
Tank: A heavy frontal attack. Block it and keep him faced away from the group.
Tank: Standard trash spawns throughout. Stack them onto the boss when you can.
Dps: Ranged adds need interrupting; do not let them free-cast.
Tank: He transforms into a puddle and follows the tank. Stand still and block. The puddle heals him, but blocking mitigates most of it.
All: A spinning shield surrounds him and only comes down from damage. Each player gets their own effect circle; overlapping them deals extra damage to whoever is inside, so form up in a spread circle and keep both damage and healing flowing. Damage does not need to be high here, only patient; slower phases mainly cost the healer more work.
Dps: He slams the ground, becomes immune, and reflects all damage back at the group for about 20 seconds (at 90%, 70%, 50% and 30% health, or every 30 seconds if the fight is slow) while lava geysers repeatedly erupt toward the group. The DPS on the left and right attack the geyser blocks to cover the lava. Once both are covered, he loses immunity and can be damaged again.
Tank: A large wave spawns during each eruption phase. Root and stack them near the boss.
Dps: Focus the adds down once the geyser phase ends; they root, channel, and drop effects if left alone too long.
All: The tank blocks his heavy attack; anyone else hit by it must dodge roll, or it is lethal.
All: An occasional frontal cleave. Stay behind him at all times; front-facing DPS and healers die to it.
All: A straight-line shout for massive damage. Block it, and do not stand in his line to begin with.
Tank: Block it. Anyone else hit must dodge roll, or it is lethal.
Dps: She teleports around the room and channels rapid shot barrages. Interrupt the channels on sight, and keep track of where she has ported to.
Tank: Ghosts spawned by Grundwulf's shout are invulnerable until hit with a red Hemoglobin Orb. Once debuffed, taunt them and take normal damage.
Dps: Get a red Hemoglobin Orb onto a ghost to strip its immunity before trying to kill it.
All: A large red effect. Anyone touching it takes massive damage, and if the boss touches it, it enrages and deals much more damage. Avoid it completely.
Dps: A special channel that cannot be interrupted normally. Hit her with a red Hemoglobin Orb to stop it. Left alone, it spawns a large gargoyle that needs a tank taunt and group focus.
Dps: Nisaazda can cast Blood Ties to equalise her and Grundwulf's health. Prioritising her damage keeps this from mattering and ends the fight faster.
Hard Mode: Use the Sangiin Hemo Helot near the final boss room (Veteran only; achievement: Drunk on Power).
All: A straight-line shout for massive damage. Block if caught; it can hit despite good positioning. Afterward, three ground circles spawn with ghosts inside, initially immune.
Tank: He has a short and a long heavy attack with similar-looking wind-ups. You can take the short one, but the long one must be dodge rolled. Pay attention, as the animations are easy to confuse.
Healer: Heavy-attacking a red Hemoglobin Orb spawns a Hoarvor that latches onto that player with a heavy debuff; they must be healed to full or they die. Burst-heal them the moment it appears.
Dps: Focus the Hoarvor immediately once it spawns; the affected player cannot survive it on their own.
All: A random player is spiked to the ground by a red chain (can only be healed within the spike circle while spawning coagulants). On standard Veteran, shackles target individual players. On Hard Mode, this escalates progressively (1 -> 2 -> 3 -> 4 simultaneous shackles), eventually shackling the entire group at once. Stand in your circle, burn coagulants together, and regroup.
All: Circles spawn under random players. Avoid overlapping them; moderate damage if you keep your distance.
All: He hides behind the cube in the room and breathes fire. Everyone gets out of the fire zone, then someone heavy-attacks the cube once to push it into the flame's path, weakening him. Only push it when he is actually behind it; pushing it otherwise applies a dangerous debuff to you instead. Watch that it does not get stuck near the arena edge.
All: Pillars spawn and drain you. Walk up and stay against them until they vanish. They apply a heal-absorption debuff, so have a shield up, or you can die to their damage-over-time effect while unhealable.
Tank: Adds spawn at roughly 70%, 50%, 30%, 20% and 10% health. Taunt them immediately and turn them away from the group.
Dps: Fast priority targets. Save an ultimate or two for these waves if you can.
All: A random non-tank player is marked and a giant bat spawns that kills them outright if it connects. The marked player runs in a circle around the tank so the bat follows harmlessly. Once it is near the ghost circles, one player triggers the Hemoglobin synergy and heavy-attacks a red orb to make the bat and every ghost vulnerable at once; the bat dies instantly.