Positioning
Tank: Taunt both. Use a ranged taunt on Rinaerus (the caster, who stays centered) and a melee taunt on Orzun (the melee one), and keep them physically apart. Stacked together, the group takes far more damage than either alone.
Tank: Taunt both. Use a ranged taunt on Rinaerus (the caster, who stays centered) and a melee taunt on Orzun (the melee one), and keep them physically apart. Stacked together, the group takes far more damage than either alone.
Tank: Block Orzun's heavy attack.
Dps: If Orzun's heavy attack targets you instead of the tank, dodge roll it. Do not try to block; it still deals heavy damage.
All: Avoid the straight-line poison and disease effect that Orzun's light attacks launch. A hit applies a strong damage-over-time effect; cleanse or heal through it if you cannot dodge.
Dps: Interrupt Rinaerus when he channels to summon Skeevers (three or four at a time), or he keeps summoning more. Watch the ground around the dead Skeever corpses too, which spray poison for a short time after they die.
All: If you are marked with a Snow Tremor, deliberately step into one of the moving spike-filled ice areas on the ground and let it hit you. It stuns you and the tremor breaks free safely. Staying in the open when it lands is lethal.
All: When Rinaerus channels his ice storm and pillars erupt from the ground, get behind one immediately and stay there until the channel ends. Too slow and you are snared to a stop and frozen to death.
Dps: Bring both bosses down at roughly the same time. Killing one early lets the survivor enrage and wipe the group, and killing Rinaerus too early also removes the ice spikes you need to survive Snow Tremor.
Tank: Block his heavy attack. An unblocked hit is highly damaging.
Healer: Keep steady healing and cleansing on the tank for the stacking bleed his attacks apply. It needs constant attention, not just reactive healing.
Dps: Kill the Ice Wraith adds quickly with area damage. Do not try to outrun them; they chase you, and left alive they cause dangerous ice effects and knockdowns.
All: Sidestep the large ground effects that appear through the fight. They are easy to spot; do not stand in them.
All: Move out of his occasional ground-pound effect centered on himself.
All: At 80%, 60%, 40%, and 20% health, a slow-moving orb locks onto one player (marked by a pulsing circle at their feet). Stay close together as a group so whoever is caught can be freed with a synergy the moment they turn to stone.
Dps: If a petrified player is not freed in time, he channels an instantly lethal attack on them. Interrupt it if you have to, though doing so enrages him and increases his damage.
Dps: Save ultimates for the execute phase rather than front-loading damage. A controlled pace through the orb-spawn thresholds matters more than an early burst.
All: Move out of, or block, her ground-stomp effect. It is moderate-sized and avoidable if you react.
Tank: When she channels and a small ice-spike hole starts opening in the floor, stand on it and plug it yourself. Left unplugged, it deals heavy damage to the whole group. Hold your ground near the room's center so you can reach each new hole quickly.
All: Her occasional fear sends everyone running in a random direction, sometimes into the ice water. Break Free and get back into position.
All: Stay out of the ice water around the arena. It deals significant damage.
Tank: Ranged-taunt each Leminid that spawns (every 10% health) without moving from the room's center. Chase one with a melee taunt and she jumps wherever you go.
Dps: Switch to the Leminid that spawns every 10% health immediately. Left alive too long she drops a disease geyser that downs anyone not at full health. Do not overdamage the boss between thresholds, or multiple Leminids pile up at once.
Tank: Never lose taunt or wander from the center. If she loses her target, she jumps to whoever she is now aiming at and slams a room-wide quake effect from that spot.
Tank: The room is full of poison grills that fire one at a time. Move to whichever one activates, stand on it, and block to absorb the damage for the group, then immediately return to the room's center (not wherever you last stood) so you can reach the next one in time.
All: Avoid his frontal Arrow Spray cone. A hit stacks fast-acting poison damage over time.
All: When a small spreading circle appears at his feet, move to one side before it bursts. It fires four lines of fire outward, and a hit deals heavy fire damage over time.
Dps: Interrupt Take Aim, his high-damage single-target snipe, immediately. It can kill a DPS or healer outright.
Dps: Kill the add types he calls out in order (Imps, then Stranglers, then Beetles; subtitles help catch the callouts) during the potion-brewing phase, while pushing through the ambient poison the whole time.
Dps: Once Jorvuld throws the cleansing potion into the room, stand in its positive area together immediately. It clears the poison and roughly doubles your damage output for a window, so push damage hard while it is up.
Healer: Get the group into the cleansing potion area the moment it appears. It clears Mortieu's poison stacks and increases damage and Ultimate regeneration for a burst window.
Tank: Pull the Guard add that spawns during the buff phase onto the boss and stack them together. It deals heavy damage with a heavy attack if left unblocked.
Dps: Focus the Guard add during the damage buff window if you can. It has high health for an add, so use the burst while it lasts.
Hard Mode: Read Zaan's Ritual Scroll before the fight (Veteran only; achievement: Breaker of Spells).
All: Set up in a straight line with the group, in the gap between the middle and right dragon statue. This positioning matters for surviving Fire Breath and, on Hard Mode, the poison-wave assignment later, so establish it early and hold it.
Tank: Hold her facing away from the group at all times. Do not spin her, or her frontal attacks sweep across everyone.
All: Avoid her Shieldbash effect. It is instantly lethal to any non-tank it hits, even through blocking, but the radius is small and easy to sidestep.
All: Avoid the medium cone Weapon Smash she slams into the ground in front of her.
All: If a small circle appears under you, she is targeting you with Fire Waves. Step left or right, or run a wide circle to one side, to let each wave pass; the damage is heavy if you take one.
Tank: If a player is caught in a Fire Cage (knocked down, cannot Break Free) and the connecting beam appears, step into the beam and block. You can hold it, but swap out with someone else if you take more than two hits in a row, since even blocking eventually fails to it.
Healer: Stay clear of the Fire Cage beam unless the tank is overwhelmed. At most take a single dodge roll through it to reduce the damage, never longer.
Dps: Stay clear of the Fire Cage beam unless the tank is overwhelmed. At most take a single dodge roll through it to reduce the damage, never longer.
Dps: At 80%, 60%, 40%, and 20% health she stops attacking and spawns two large Ice adds. Kill them quickly, or the whole group is stunned and killed.
All: After the Ice adds die, she drops her shield and starts praying at the shrines. Everyone must stand inside the shield's circle together before the room-wide poison wave hits, or it is instantly lethal. Move out again once the wave passes; she returns to reclaim the shield and hits that spot with an area effect.
All: Later in the fight, random poison waves cover a third of the room at a time and are instantly lethal on contact, with no mitigation. Learn the edges of each third so you can sidestep in time, and stay near a statue or a zone boundary.
All: Hard Mode only: a Frost Atronach add stands near Zaan and snares anyone who stands in the small ice areas it places. Once it dies it drops ice spikes on the ground you will need later for the poison wave. Do not step in them early.
All: Hard Mode only: a Corrupted Leminid stands fixed near Zaan with a small disease area around her. Stay out of it. Killing her drops a disease geyser you will need later for the poison wave (do not stand in it early); killing her while she is stunned (she is weak to fire, and a burning effect stuns her) skips the geyser entirely, so avoid fire damage on her near the end if you want it.
All: Hard Mode only: a Laserball on the wall continuously sweeps a laser across the floor. Standing in it turns you to stone, and someone else must free you with a synergy. Unlike the ice spikes and geyser, this one respawns throughout the fight.
Dps: Hard Mode only: three large Ice adds spawn at each 80%, 60%, 40%, and 20% threshold instead of two. Kill them just as quickly, or the whole group freezes and is killed.
All: Hard Mode only: when the room-wide poison wave hits, exactly one player must take each of the four safety mechanics: Spellbreaker Shield (typically healer), Ice Atro AoE (freezes safely), Disease Geyser (lifts into air), and Laser Beam (turns to stone). Mechanically open to any player, but because each spot protects only one person, pre-assign roles to each spot to prevent overlapping wipes.