Adds
Tank: Hold the boss and the adds together, facing away, and keep them still.
Dps: Kill the adds first, then the boss.
Tank: Hold the boss and the adds together, facing away, and keep them still.
Dps: Kill the adds first, then the boss.
All: An ice effect that roots the target and hits hard; a DPS can lose about 70% of their health. It is interruptible.
Dps: A beam attaches to a random player, and its damage scales with the damage he takes. All DPS must stop attacking the boss until the beam ends, or the beam kills its target. Break it by moving far enough away.
Tank: A frontal flame cone with a slight knockback. Block it or step aside, and keep it off the group.
All: She suspends a random player, fully helpless and unable to Break Free. Four healing orbs then move toward her; destroy all of them to free the player and stop her healing. Do it quickly, especially if it is the tank or healer.
Tank: The room starts full of mostly ranged adds. Pull them to the centre; the boss walks in partway through.
Dps: Clear the opening adds with area damage before the boss arrives.
Tank: A frontal slam. Block it and keep him facing away; it knocks back if it connects.
Dps: He spawns three skeletons at a time from his feet. Kill them quickly, or they explode.
All: Face him toward a nearby wall. He charges across the room, leaving a trail of mine pools and knocking down anyone in the path. A wall keeps the charge short.
All: A loud clanging heavy attack on the aggro holder. Block it, in any role, or take a knockdown.
All: A charged frontal cone. The tank blocks and keeps it facing away; DPS and healers stay out of the front.
All: Two snaking lava trails chase players around the room for the whole fight. Follow the tail of a trail and its head can never catch you. Stay behind the boss regardless of distance.
Tank: Pull the room's adds to the middle, though you need not aggro the distant ranged ones if you move past them quietly.
Dps: Clear the adds you did pull with area damage; leave the distant ones asleep.
All: A fire cone at the aggro holder. The tank blocks or steps aside; DPS and healers stay out of the front.
All: He spits fireballs that leave ground pools on impact. Block them; if caught, Break Free and move out of the fire.
All: A green trident-shaped triple beam that closes in as a frontal cone, dealing high damage to DPS and healers plus Off Balance and a Break Free. Only the tank should take it.
All: A high-damage spin. Move out of it, or hold high health and heal through it.
All: At low health its area damage escalates. Keep heals up and finish it quickly.
All: A flame breath in a long straight line at one random player. Keep space around yourself so you can see who is targeted, then that player steps to the side. It lingers on the floor.
All: He jumps and slams. Dodge or move back, then close the distance again immediately.
All: He leaps to the furthest player. Stay close as a group so the leap is short rather than across the large room. Avoid the landing area as with the slam.
Hard Mode: Invoke the Scroll of Glorious Battle before the fight (achievement: New Mayor of Crazy Town).
Tank: He spawns adds throughout the fight. Chain them in; everyone stays inside the circle with the boss.
Dps: Clear the minions quickly with area damage without leaving the circle.
Tank: A high single-target bolt on the aggro holder. Do not drop the taunt; it can kill a DPS or healer.
All: Ground runes deal high damage and snare or immobilise. Step to one side; do not stand in them.
All: The ground glows bright pink and souls rush upward. Move out of it, let it pass, then return.
All: The opposite of Lethal Spirit: a protective dome covers him and the group while everything outside the circle is destroyed. Stay inside. Pink floor means move out; dome means stay in.
All: Hard Mode adds no new mechanics: more health and damage. Holding the taunt for Grinning Bolt and reacting correctly to the pink-floor and dome mechanics become mandatory.