Heavy Attack
Tank: Block his heavy attack. This should only ever land on the tank.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three bosses has its own banner.
Tank: Block his heavy attack. This should only ever land on the tank.
Tank: Block his multi-hit Swipe combo.
Dps: Dodge roll Swipe if it somehow lands on you instead of the tank.
Dps: Interrupt Blood Rage the instant it starts. The window is very short, so a fast ranged interrupt such as Crushing Shock or Venom Arrow is best. Failing to interrupt drains and reduces the whole group's resources.
All: Block Blood Rage's knockback burst when you see it coming (usually after his second Swipe). Blocking negates a stacking resistance and resource debuff (Fracture) that gets worse every time anyone fails it, especially on Hard Mode.
All: Get out of Stomp quickly, then get back close to the boss immediately once it is done. Standing too far away afterward triggers Charge, which knocks you down. Reposition especially fast on Hard Mode.
All: Avoid the ground Quake attacks after Stomp. Each hit stacks a resistance debuff that compounds for the rest of the fight, especially on Hard Mode. Healing can offset a couple of hits, but do not rely on it.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three bosses has its own banner.
Tank: Block his heavy attack.
Dps: Dodge roll it if it is on you instead of the tank.
All: Spread out. When he puts his hand to the ground, a lightning effect appears under each player, and overlapping stacks the damage. Block the instant you see him do it.
All: Avoid the fireballs he throws around the room. A hit leaves a long fire damage-over-time effect you need to heal through or cleanse.
All: Find a gap and get out quickly when the room-filling fire effect peaks. An unblocked, undodged hit is almost always fatal.
All: Walk a small circle instead of standing still while the four ice effects place under you. This spreads them out instead of stacking them. They snare and apply a damage-over-time effect (cleansable).
All: Break Free from the room-wide stun after the ice eruption. It is more painful if you are already carrying an ice damage-over-time stack.
Healer: Kite the beam attached to an add away from the group without running it through anyone or into the ice effects. It drains resources quickly on contact.
Dps: Kill the beam adds one at a time (up to three spawn as his health drops), then return to the boss. Repeat as more spawn, and save ultimates for when they appear.
All: Once the third add is in play (low boss health), block the instant you see a small circle appear under your feet. It stuns after 2 seconds otherwise.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three bosses has its own banner.
Tank: Block or dodge both his frontal fire dash-and-stab and his separate long-windup heavy attack. Either is highly damaging if you are not at full health.
All: Fire pops land in sets of three, about 1 second apart, every 10 seconds or so. Step out as each of the three pops, then hold position once the third has gone off. Getting caught applies a fire damage-over-time effect that makes all further damage hurt more.
Dps: Always focus adds over the boss. There is no DPS check on Arkasis himself, only on the adds. Left alive too long, they cast a heavy magma-shell hit on the tank.
All: When the boss vanishes and four synergies appear, each grab one to transform into a Werewolf Behemoth, then take your own Stone Husk to a separate corner of the arena. Do not bunch Husks together; they enrage each other when close, especially on Hard Mode.
All: Interrupt your Husk's channeled spit attack immediately using the Bonecrusher werewolf skill. Left uninterrupted, it kills the entire group quickly.
All: If your Husk channels its huge room-wide effect (over half your health), use your werewolf Ultimate to stop it, or gap-close away and come back once it is over.
All: When the room flashes blue, destroy the lightning mines from range with the Thunderous Stomp werewolf skill (usually two spawn). An undestroyed mine bursts for heavy damage.
All: Block the two spinning poison effects as they come toward you. Simpler than Phase 1's fire, but being hit unblocked stuns you on top of heavy poison damage. A purge such as Efficient Purge is close to mandatory for this fight.
All: If your Husk's head rises and the screen goes grey, swap immediately. Gap-close to a teammate's Husk and taunt it instead of your own. Failing to swap is almost always fatal.
All: If followed by a large lightning effect, run (together, not solo) until it disappears; touching it is fatal. Only two players get this on Normal and Veteran.
All: On Hard Mode, every player gets a following lightning effect at once instead of just two. Stay bunched together (paced, not stacked) as far from the lightning as possible while it runs its course.
All: Every 3 to 5 seconds during Phase 3, someone gets pinned to the ground. Press the synergy button often so you rescue them the instant it happens rather than reacting late. This happens three times before the lightning phase ends.
Tank: Interrupt his frontal lightning cone when possible, and do not over-rotate the boss. The rest of the group should already be standing behind him.
Dps: Dodge or block his random Charge at a player, or be stunned.
All: No named mechanics. Treat it as a standard enemy encounter.
All: No named mechanics. Treat it as a standard enemy encounter.
All: No named mechanics. Treat it as a standard enemy encounter.