Crush
Tank: Block Crush (heavy attack).
Dps: Dodge roll it if it is not on the tank.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievements: Glutton For Punishment, Tormenting the Torturer, Unshaken).
Tank: Block Crush (heavy attack).
Dps: Dodge roll it if it is not on the tank.
Dps: When the boss retreats to a corner ledge (or the middle) to feed on an Agonymium Stone, break off from the group and kill the stone quickly. Stand on the stone's side, not behind the boss. It heals him if it finishes eating, and the stones also fire damaging ghost skulls while active.
Tank: Taunt the boss and spawning adds and move toward the stone it is feeding on. You do not need to climb the raised ledge, just get close. Once the stone breaks, the boss chases after you: bring it back to the group and keep it facing away from everyone.
Dps: Interrupt mage-type adds' channeled damage and avoid their ground lightning; two-handed adds deal heavy damage with heavy attacks.
Tank: Keep the boss facing away from the group. Turmoil's frontal cone deals heavy damage if unblocked.
All: Avoid the small volatile clouds (Torrent of Turmoil) escaping from the boss.
Healer: Heal through the boss's unavoidable, unremovable curse and damage-over-time effect (Excruciating Energies). There is no cleansing this one.
Dps: Interrupt the boss immediately if it grabs and starts feeding on a random player. Left alone, that player dies.
Tank: Block the frontal cone during Munchy Munchy's channel.
All: Move between the rotating ground effects that spin out during Munchy Munchy rather than trying to tank them with resistances.
All: Dodge roll out immediately when the boss pulls the whole group in and channels a large effect (after absorbing a stone). It snares you and explodes for heavy damage.
Dps: Two adds spawn per threshold instead of one, and Xivilai Shockslayers must be interrupted. Priority stays stone first, adds second, boss last.
All: Avoid the Bone Atronach's constant raining-fire effect.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievements: Glutton For Punishment, Tormenting the Torturer, Unshaken).
Tank: Block Staff Strike (heavy attack). It leaves a shock field on the ground afterward. Dodging is possible but risky, since it makes the fight more mobile.
Dps: This is lethal to a DPS or healer. It should never reach you, but dodge roll if it somehow does.
Dps: Kill or interrupt the two Storm Atronachs quickly. Their Heart of the Storm channel deals heavy damage if left alone. They get revived later, so you deal with them twice.
All: Face the Boltwyrm to deal more damage to it. It snares you and hits with Arresting Bolt if not managed.
All: Block, out-heal, or walk between the multi-directional Lightning Winds. Do not take unnecessary hits in case they overlap with other mechanics.
Dps: Kill the Lightning Wraiths the moment they spawn. Left alive, they snare the whole group.
All: Never touch the red Dread Surge waves from the Crystal Cathodes: high damage on Normal and Veteran, instantly lethal on contact on Hard Mode. Stay centered between the two doors and shuffle back and forth in a line as they pass, rather than running randomly around the room; DPS can keep attacking while backing away.
All: Dodge roll immediately when you are marked (glowing red) during Soulstorm and Skulls. This cannot be blocked, and missing it is instantly lethal. Small red skeleton adds spawn during this phase too; they have low health, so kill them.
All: If tagged by the two-player lightning debuff, run out of the group immediately (2 to 3 seconds). The orb it drops deals heavy damage to anyone standing in it, so drop it well away from the group.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each of the three main bosses has its own banner (achievements: Glutton For Punishment, Tormenting the Torturer, Unshaken).
Tank: Block Frenzy (heavy attack). It kills a DPS or healer outright, so it should always be on the tank.
Dps: Dodge roll if it is on you instead of the tank.
Tank: Stand inside and block during Channel Circle. If the tank is not in it blocking, every tick hits the whole group instead.
All: Avoid Unstable Blitz's chain-reacting Blitz Bonfires.
All: Dodge roll through the moving Dancing Flames tornadoes to pass through them without taking damage, rather than routing all the way around.
All: Move out of Catastrophe's huge effect.
All: When Path of Fire targets you with one of its three moving lines (left, center, or right), stick to your assigned side and never cross another player's line. The follow-up swipe only hits players caught off their line. Block to reduce the damage if you do get caught; either way you take an unremovable fire damage-over-time effect for 5 to 6 seconds that the healer needs to heal through.
Tank: Step back slightly from the Flame Aura he drops at his feet during Path of Fire. Standing in it is a near-guaranteed death for a melee player or the tank.
All: Block, dodge, or step out of the room-sized explosion effect before it detonates. Any of the three works.
Dps: Prioritize the waves of four Scamps over the boss. They build up damage quickly if ignored, though the tank chaining a few together helps keep numbers manageable without needing to kill every one instantly.
Tank: Reposition the boss slightly after each wind-spawn so the static, spinning fire winds do not end up on top of the group.
All: At about 60 to 65% and 30 to 35%, the boss shields himself and a portal opens. Get in quickly, since a damaging effect ticks the whole way there (fighting near where the portal spawns beforehand helps). Watch the ground inside: each of the six possible arenas has its own hazard (lava, frost gap, Explosion, rotating flamethrowers), and failing to destroy the stone in time buffs and briefly makes the boss immune.
Tank: Hold and taunt the adds inside the portal arena, especially any large one. Their hits can kill a DPS or healer outright.
Dps: Only attack the stone in the portal arena, not the adds. Killing the stone despawns them.
All: After returning from the first portal, stand to the boss's left as he channels the wind wall. There is exactly one gap in the middle each rotation, which is why the tank holds him centrally.
All: Path of Fire now also leaves a pool of flames behind. Do not stand in it after the attack passes.
Tank: A spider with 2.5 million health spawns every time you return from a portal. It is top priority; do not let it run loose on the group.
All: At about 60% and 30%, Scorions join the fight and lightning lines leave effects behind on the ground: extra hazards on top of everything else.
Tank: Block his heavy attack.
Dps: Kill the continuously-spawning Flame Atronachs if your group's damage is low, otherwise they can mostly be ignored while you focus the boss. Watch the ground either way; they drop fire effects on the ground.
All: Spread out when he slams his hammer. Each player gets a meteor landing on them, and stacking means someone takes multiple, which is almost always fatal. Block or, better, step out of it.
Dps: Kill the skeleton adds that spawn more frequently as his health drops, or have the tank range-taunt them while healers keep up aggressive heals. Either approach works.
All: Get out of his large spreading effect before it explodes. It only persists briefly.
All: Avoid the exploding bomb and crystal effects he scatters around the ground.
Healer: Heal through his staff bolt barrage. It needs active healing to survive.
Tank: Block his heavy attack.
Tank: Block his constant channeled beam attack. It does not hit too hard.
Tank: Move left or right around him while he spins rather than standing and taking it, since even damage shields will not save you. Hold him still again once he stops. Moving him onto an add while doing this makes cleanup easier.
Tank: Range-taunt his small adds if possible. If too many build up, the boss goes invulnerable until some are killed.
Dps: Kill the adds alongside the boss during the Spinner phase, or as a dedicated priority if things get out of hand.
Dps: If a spinning wind targets you, kite it away from the group until it expires.