Add Waves
Tank: Two waves before the boss (three adds, then five or six). Hold them stacked and faced away from the group in the small arena.
Tank: Two waves before the boss (three adds, then five or six). Hold them stacked and faced away from the group in the small arena.
All: An expanding crow area effect targets one player. Kite it away from the group until it clears.
All: Rapid magic projectiles spawn under each player. Step out or block.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievement: Bastion Breaker).
All: He whirls his staff and slams it down, sending electrified tornadoes out in front of him that stun on contact. The tank blocks; everyone else steps aside.
All: A large void-fog circle drops on a player. Leave it immediately; it deals heavy damage.
All: From the centre of the Void, eight projectiles fan outward. Move left or right between the spokes.
All: Poison rains down on the group and splats land on players. Block in a clear spot and do not stack them. The healer keeps everyone up through it.
Dps: He opens a portal, usually in a corner, that keeps spawning Chaos Spiders (webs), Death Hoppers (poison spit) and Watchers (stun beam) the longer it is up. Kill the portal first, then its spawns, then the boss.
All: A random player is turned into a goat. As the goat, eat the Sweetrolls around the arena (each one heals the group and increases damage, healing, and speed) and charge the Chaos Gate. This applies a debuff to the portal that greatly amplifies everyone's damage to it.
Tank: Two waves before the boss (three adds, then five or six). Hold them together, faced away.
Tank: A straightforward melee heavy attack. Block it.
All: A projectile at one player. Dodge roll it.
All: Two random players are hit with lightning at once. Block or dodge.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievement: Bastion Breaker).
Tank: Eliam lifts his leg and kicks you with a ground area effect. Block it (you are knocked back regardless) or dodge roll, and be ready for the follow-up.
All: He charges at the tank toward the wall. The tank blocks or dodges; anyone else in the path is instantly lethal, so stay out of his line.
All: Small and large electrified fields cover most of the floor. Leave them quickly; they are lethal if you stay.
All: If someone is far away he leaps onto them with a large impact. Stay relatively close to him so he never jumps; if he does, dodge it.
All: The archer joins at about 80%: light attacks, teleports, a cone, and arrows that fall as stun traps. Do not step in them. Stack the boss on her and knock her out; she only goes down temporarily.
Dps: The two-hander joins at about 50%, teleports long distances, and channels an ability that must be interrupted immediately; it deals heavy damage and enrages. Keep the group moving together so Eliam cannot Plunge in the meantime.
All: At about 30% Liramindrel and Ihudir come back together. With strong DPS you can ignore them and focus Eliam; otherwise knock both out again first.
Dps: While Liramindrel is up, Eliam has a shield that heavily reduces damage on him and he releases stunning energy orbs. She must be knocked out to drop it. Ihudir also empowers Eliam while he is up.
Tank: At about 30% on Hard Mode, both Liramindrel and Ihudir re-emerge as invulnerable / damage-immune spectral apparitions casting their mechanics. Taunt and position them away from the group while everyone focuses strictly down Eliam.
Tank: Two waves before the boss (three adds, then five or six). Hold them together, turned away.
Tank: A straightforward melee heavy attack. Block it.
Tank: A constant stream of energy balls at one random player. Step in front of them and block the whole stream while they stand still.
All: One meteor per player. Spread out so they do not overlap, then block or dodge your own.
Hard Mode: Activate the Challenge Banner in his arena before engaging (Veteran only; achievement: Prior Offenses).
Tank: Keep him still, as close to the middle of the room as you can. Tanking in a corner hides the incoming duplicate walls and cramps every other mechanic. There is no DPS check, so take your time.
All: A charged kick (block or dodge; you are knocked back either way, and stunned if you do neither) followed straight away by a wide frontal slice. The tank blocks both; the DPS and healer stay behind him. The slice has shadow-duplicate copies on Hard Mode.
All: Electrified fields cover most of the arena. Leave them quickly.
All: An area effect forms under him before he charges. Dodge roll it.
All: He teleports across the room and marks one player. Interrupt him immediately or a ground spike kills the target outright (around 300,000 to 400,000). Anyone can interrupt on Normal and Veteran.
All: A line of transparent duplicates marches across the room doing Rockslide Rush, with gaps between them. Find a gap and step through; being hit knocks you down. It comes three or four times, then a pause of about one minute.
All: He plants his sword and each player receives four sequential small circles that spike. Walk in a tight circle so each one lands on empty floor, never overlapping anyone else's.
Tank: Silver Rose Realmshapers (large Nord channelers) and small Relic Fiends spawn from the sides in staggered waves. Taunt the Realmshapers and interrupt their channel; they heal the boss and enrage the others if left alone.
Dps: Adds first, boss last, every time. Interrupt and kill the Realmshapers, cleave the Fiends, then return to him.
All: Large circles that damage you and heal him. Nobody stands in them, and the tank keeps him out of them.
All: At low health a second set of duplicates spins large slow red whirlwinds (a full circle around each). Do not stand in them.
Dps: On Hard Mode he gains a shield while casting Opalescent Impale that blocks ranged interrupts. Someone must move inside the shield and bash him from melee range. A ranged interrupt such as Crushing Shock will not work.
All: The duplicate wall becomes an entire side of the room filling with area effects instead of scattered gaps. Read it early and move as a group. Late in the fight several mechanics stack and space runs out.
All: As with Eliam on Hard Mode, he releases energy balls that damage and stun on contact. In addition, he recalls signature mechanics from prior bosses: sweet pastry puddles / goat transformations and rolling boulder charges from Rogerain; Golden Stomp / Shield Walls (four moving shield shockwaves across the room) and Heinous Highkicks from Eliam.