Soul Bash
Tank: Block or dodge roll Soul Bash (heavy attack). It deals very heavy damage.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievements: Collective Bludgeoning, Scratching Post Mortem, Shove Off).
Tank: Block or dodge roll Soul Bash (heavy attack). It deals very heavy damage.
All: Avoid the four large effects radiating outward from him during Paralyzing Fear. Moderate damage plus a stun if caught.
All: Dodge roll, or step back to a gap, the instant his self-centered effect detonates into four directional blasts. Being hit turns you into a bomb that fires four more, chain-reacting through the group.
Tank: Keep your back to a wall. He charges you often and covers a lot of ground otherwise.
Dps: Kill the four non-tauntable ghost adds (Harrowing Haunter) quickly. Each tethers to and debuffs a random player (less damage, healing, and armor). Stack together loosely so they stay grouped instead of scattering.
Dps: Interrupt the Flame Shapers' Inferno channel immediately (bash or ranged interrupt). Ignoring it stacks heavy healing pressure that can snowball into a wipe.
All: When he vanishes (about 60% and 30%) and Malcolm (Flesh Colossus) appears, spread out so your personal pulsing circle does not touch anyone else's (touching doubles the damage). Malcolm also ground-punches for an area effect plus poison, so watch the ground. The boss returns once Malcolm dies.
All: If tagged with a bomb, exactly one other player must stand inside with you to share it. More than two in it and everyone dies, and the tagged player dies alone if nobody joins.
All: After the second Malcolm phase (about 30%), two bombs appear on two different players at once. Pair up correctly (one helper per bomb) without overlapping the two zones.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievements: Collective Bludgeoning, Scratching Post Mortem, Shove Off).
Tank: Block or dodge roll Bludgeon (heavy attack). Do not get caught bar-swapping when it is coming, and do not tank her facing the group, since an area effect follows right after.
Tank: Pull the wasps into the boss. They can be chained and crowd-controlled, making cleanup quick.
All: Keep moving during Locust Rain to reduce the falling-locust damage, and watch for the large secondary effects (usually two at once) that follow. They are easy to see and telegraph slowly, but standing in one is a stun and a near-lethal hit for a DPS or healer.
All: Avoid the blue Liquidate pools on the ground and step out of the way of the slow-moving Terra Twister. Both are easy to sidestep.
All: Avoid her frontal cone attack and the small effects that trail across the floor after it.
Tank: Taunt the Lurcher add (spawns about 70%) as soon as you spot it. There is no rush to kill it, but the sooner it is gone the simpler the fight.
Dps: When she slams her staff and red roots shoot out in three directions, kill enough of the spawned creatures to make a safe standing space before their spreading cone effect detonates (about 12 to 13 seconds). This happens roughly every 80%, 60%, 40%, and 30% and about once a minute.
Dps: Kill the Stranglers (two spawn at random, roughly once a minute after the first Kindred Spirit phase) immediately. They stun and pull, and catching a tank or DPS at the wrong moment is disastrous.
Tank: Move the boss out of her purple ground effect once it solidifies, or she becomes immune to all damage while standing in it (and deals more damage while glowing). You can also deliberately leave her in it to pause the fight during a health-percent mechanic.
All: Under 30%, avoid the purple winds drifting around the room. Moderate damage and a snare if they touch you.
Dps: Four Untamed Kindred spawn along the perimeter walls, each channeling an expanding room-wide wipe circle. The group must focus burn and destroy at least one Kindred to create a safe standing pocket before the remaining circles detonate.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievements: Collective Bludgeoning, Scratching Post Mortem, Shove Off).
Tank: Block his heavy attack. It is not too punishing as long as you are not already low.
Tank: Block his frontal Cleave and keep him turned away from the group. No DPS or healer should ever be standing in it.
Tank: Dodge roll Drown when he tries to cast it on you. It lifts you into the air with a water-hand and drops your aggro.
All: Avoid his spinning landing when he charges to an empty space; it very nearly kills a DPS or healer. Once he lands and channels water effects around the room, keep moving. Being caught is fatal, but surviving it is a free damage window since he is only channeling.
All: Dodge roll the two continuously-spawning waves crossing the room to fully avoid them, or block to at least reduce the knockback. Either way you pick up a stacking water damage-over-time effect if hit.
Tank: Move the boss out of his own Spout ground effect so the group can reach him more easily.
All: Stay out of his frontal cone Tidal Blow. Moderate damage, easily avoided by not standing in front of him.
All: Stay aware of Jet, his random untargeted charge. It can deal a lot of damage if it catches you off guard.
Tank: Bring the boss (and Malcolm, if active) to the nearest of the four fence-stub add-spawn points instead of standing still. This lets the DPS handle the two Drowned Corpses there and damage the boss and Malcolm at the same time. Rotate to the next stub as each pair dies.
Dps: Interrupt the Drowned Corpses' poison-puddle channel to stop them, and kill them alongside the boss at whichever fence stub the tank brings everyone to.
All: Focus down the Drowned Hulk quickly when it spawns (about 80% and 40%). It is a large distraction and deals heavy damage the longer it is up.
Tank: Block Malcolm's heavy attack and cleave. Everyone else should avoid them entirely.
Dps: If Malcolm charges you (about 85%, then again about 40%), step aside. He runs in a straight line and does not chase. Watch the ground around his ground-poison channel too.
All: At about 40% and under, two Malcolms are active at once instead of one. Never drop taunt on either, and focus them down one at a time while protecting the tank. The fight is otherwise the same, just longer with much more health on everything.
All: Avoid or Break Free from her cone ice Shout at the tank. High damage plus a stun if caught.
All: Kill or avoid the clustered Ice Pillars. They have low health but they snare you, apply a damage-over-time effect, and explode if left alone.
Dps: At about 54% she becomes immune and splits into three shade projections, each with her own Shout. Kill them one at a time while spread out so multiple shout cones do not overlap on you.
Tank: Dodge roll his heavy attack. It deals very heavy damage, far worse than his weak light attack.
All: Dodge roll (well-timed) or block the two exploding dog adds. They target two individuals directly (watch for the mark under your feet), but they hit nearby players too if you are stacked together.
Dps: When he vanishes, run to and interrupt each of the four unkillable lightning adds as fast as possible. Once interrupted they leave behind a growing effect that bursts, so move away after. Once all four are handled, he returns with a large area effect.
Dps: Kill the small skeletal adds for cleanup. Low threat, but watch their heavy attacks.
Tank: Block his heavy attack. It knocks you down regardless, so stay in the middle of the room, not near the edge, or you fall into the water.
All: If targeted by Overcharger Lightning, stand still and let the healer out-heal it. Running around only gets people killed.
Healer: Keep healing through his mid and low-health Lightning Form shock phase.
All: Block every time he teleport-lands near you during Lightning Jump (about 10 seconds of repeated jumps). Do not dodge or run; both get you killed. Blocking is the only answer.
All: Spread out. His individually-applied shock effect should not overlap between players.