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Mad Mortine

Bloodfiend adds

Tank: She is pulled with a large group of Bloodfiends. Taunt her, turn her away, and gather the adds onto you.

Dps: Clear the Bloodfiends while the tank holds them. If one chases you, lead it back to the tank rather than around the room.

Flurry

Tank: A rapid multi-hit attack on the aggro holder lasting several seconds. Block it, or take heavy damage.

Healer: Flurry is a frontal cone. Stay off the boss's front while she channels it on the tank.

Dps: Flurry is a frontal cone. Attack from the side or behind so you are never in it.

Jump

Tank: She winds up and jumps straight up onto the aggro holder at point-blank range. Stand still and block; do not try to run out.

Bloodspawn

Heavy attack

Tank: Block his wind-up heavy attack. Unblocked, it knocks you backward and drags him off the ground damage the group has stacked beneath him. Keep him in place.

Slam (falling rocks)

All: He slams the ground and rocks begin filling the room from the outside in, blocking the exits. It is a soft enrage: a basic heal covers the chip damage, so stand still and keep up damage. Running into the rubble is what kills you.

Praxin Douare

Add waves

Tank: Four waves before he transforms: a spider swarm, then Swarm Mother with small spiders, then Big Rabbu and Cerise together, then The Whisperer. Hold each wave together, and chain Rabbu and Cerise's healers in quickly, or the waves overlap.

Dps: Use area damage on the spider waves. On the Rabbu and Cerise wave, interrupt the healers and save ultimates. Kill The Whisperer quickly; if she lingers, you fight her and the transformed Praxin at once.

Trident

All: After transforming he sends a forward-moving trident along the floor. If the tank has him facing away, it only hits the tank; if it comes toward the group, step into the gaps between the prongs. A clean hit can be instantly lethal.

Drain

All: He curses a player and drains their resources. Use heavy attacks to recover Magicka or Stamina until it wears off.

Ring of Death

All: A pink ring appears around a random player and drifts off in a random direction. Touching the edge is fatal. If you are inside, move with it and stay off the edge; if you are outside, do not let it reach you. Inside stays in, outside stays out.

Flesh Atronach Trio

Heavy attacks

All: All three can use heavy attacks. The tank holds all three facing away; if one turns to you, block its heavy attack until the tank pulls it back.

Uneven-damage enrage

Dps: Spread damage so all three die together. If one dies early, the other two enrage, hit harder, and heal to roughly 75%; the last one enrages again. Even them out, then finish them as one.

Urvan Veleth

Boneman archers

Tank: He is fought with four Boneman archers. Gather them with the boss so the group can focus them down.

Dps: Kill the four archers first; they hit hard and drop Dragonknight Standards. Stay out of the standard fire.

Shield slam

Tank: His backhanded shield slam knocks you down. Block it. He also comes straight out of Blood Puddle with one, so keep blocking as he re-emerges.

Dps: He blocks periodically. Do not use a melee heavy attack into his shield, or you bounce off, go Off Balance, and take a large hit.

Blood Puddle

All: He sinks into a blood circle and chases the aggro holder. The faster you move, the faster it follows, and contact heals him. Do not run: block and walk a slow, small circle, or, as tank, simply stand and hold block, so it cannot catch you.

Vorenor Winterbourne

Hard Mode: There is no scroll. Hard Mode is a condition on the fight itself: every shackled sacrifice around the room must survive. See the Sacrifices callout.

Drain

All: He channels a heal from the sacrifices around the room for a few seconds. Keep hitting him. It only becomes a problem if the fight drags on.

Blood Circle

All: He raises a hand and faces his target, telegraphing where a ground effect will land. It is small but hits hard. Step out of it the instant it lands rather than running.

Teleport Strike

All: He raises a hand high, then teleports to every group member in turn before returning to the tank. Everyone blocks until all four have been hit; a DPS or healer who does not block can die to it.

Health Drain

Tank: A small single-target drain on the aggro holder that heals him slightly. A non-issue as long as you hold aggro.

Sacrifices (Hard Mode)

All: This is Hard Mode; there is no scroll to invoke. None of the shackled sacrifices around the room may die, neither to the boss's Drain nor to a stray cleave or area effect from the group. Watch your ground effects near them.