Discord

Firstmage Overcharger

Overcharge

All: The overcharger marks a player with a persistent lightning circle underfoot that moves with them and deals heavy shock damage to anyone standing inside. If you are marked, hold position and block while everyone else steps out of your circle, and healers should focus healing on the marked player until it expires.

Call Lightning

All: The overcharger fires repeated lightning strikes that spawn smaller expanding circles beneath targeted players. Keep moving to step out of each circle before it reaches full size and detonates, and focus the overcharger down early in the pull.

Firstmage Chainspinner

Fiery Grip

All: The chainspinner casts a chain that pulls a distant target into melee range and deals magic damage. Block the cast to negate the pull, and have a tank position the chainspinner with the rest of the pack so it dies to cleave damage.

Fury Unleashed

All: The chainspinner curls up briefly before releasing a close-range burst that deals heavy physical damage and knocks back everyone nearby. Step out of the circle or block if you are in melee range.

Strike of Terror

All: The chainspinner strikes a target rapidly eleven times in succession, dealing physical damage over time and stunning them. Break Free promptly if stunned.

Firstmage Nullifier

Healing Links

All: The nullifier raises its staff and channels a yellow healing beam that chains between two nearby allies. Interrupt the channel immediately to stagger the nullifier, and prioritize killing it so it cannot prolong the pull.

Null Pain

All: The nullifier places a swirling magic area on the ground that deals continuous damage until it expires or the nullifier dies. Step out of the area and shift the group onto clean ground if needed.

Lightning Storm Atronach

Safe Pad Callouts & Post-Boss 4/4/4 Split: Call out which of the five floor runes glows gold as soon as the room darkens for Lightning Storm, and call a tight group stack behind the boss during Impending Storm. After the boss dies, assign three 4-player teleport pad groups: send 1 tank, 1 healer, and 2 DPS to the Left and Right islands, and 4 DPS to the Center island (crouch in stealth on the pads or hold the last add until Left and Right finish).

Center Positioning

Tank: Hold the atronach in the center of the arena facing away from the group, and pull it back to the middle after each lightning storm phase so every safe rune stays within equal reach.

Impending Storm

All: The atronach arches back and releases an expanding shock wave across the room along with five smaller shock circles radiating outward. Block the blast and stay grouped behind the boss so healers can restore the group's health immediately afterward.

Lightning Storm

All: When the atronach raises its hands and the room darkens, one of the five faint floor runes around the arena lights up as a golden safe circle while ramping lightning strikes barrage the room. Call out which pad is glowing and move into the golden circle immediately, since remaining outside it quickly becomes fatal.

Storm Bound

All: The atronach slams the ground and sends a homing electric orb toward a target; on contact it surrounds that player with a tracking shock field that snares them and deals continuous damage. Dodge the initial orb if possible, or heal through the field until it expires, since blocking does not prevent the effect from applying.

Foundation Stone Atronach

Quake Stack, 80% Boulders, & Second 4/4/4 Split: Call for the raid to stack tightly behind the boss with mitigation ultimates during each five-slam Big Quake, then call a loose spread and block from 80% health onward whenever the boss crouches for Boulder Storm while the off-tank chains in Chainspinners and Nullifiers. Use the same 4/4/4 teleport pad split after the fight.

Big Quake

All: The atronach rises up and slams the ground five times in succession, sending heavy physical damage across the entire island with each hit. Stack tightly behind the boss and hold position while healers push strong area healing and damage mitigation through all five slams.

Boulder Storm

All: Starting around eighty percent health, the atronach crouches into a defensive posture and hurls boulders at random players between quakes, dealing splash damage and knocking down anyone who is not blocking. Spread out slightly as soon as it crouches and block until the barrage ends, then stack behind the boss again for the next quake.

Chainspinner and Nullifier Adds

Tank: Firstmage Chainspinners and Nullifiers spawn around the island from eighty percent health onward. Have the off-tank taunt and pull them onto the boss so they die in cleave, and interrupt any Nullifier channeling Healing Links.

Dps: Cleave down the Chainspinners and Nullifiers that the off-tank pulls into the boss, and prioritize interrupting and killing any Nullifier that remains at range before adds accumulate.

Varlariel

Pillar Assignments & Clone Burn: Pre-assign DPS pairs to specific surrounding pillars for Mother Clone splits (3 clones on the first split, increasing by 1 each cycle) and decide whether the group is burning all clones or leaving one designated clone alive for extra boss uptime. Call a tight stack with shields and Barrier 20 seconds into each split before Combustion detonates.

Frost Breath

Tank: Varlariel's frontal frost cone kills a non-tank outright. Keep her turned away from the group at all times and block the breath.

Dps: Stay behind Varlariel and out of her frontal frost cone, which kills a damage dealer outright.

Healer: Stay behind Varlariel and out of her frontal frost cone, which kills a healer outright.

Rain of Wisps

All: Varlariel calls down a volley of wisps that form expanding circles across the floor before exploding for heavy frost damage. Spread out slightly behind the boss so circles do not overlap, and step out of them before they reach full size.

Mother Clone

Dps: Varlariel periodically splits into copies of herself that move to the surrounding pillars, starting with three copies and increasing by one each cycle. Move to your assigned pillar and kill the copies within about twenty seconds; many groups deliberately leave one designated copy alive so more damage stays on the boss.

Tank: While the copies are active at the pillars, debuff the copies nearest the group to help the damage dealers finish them before the detonation timer expires.

Combustion and Infused Combustion

All: Roughly twenty seconds after splitting, Varlariel draws energy from any surviving copies and triggers an unavoidable arena-wide explosion whose damage scales with how many copies remain alive. Surviving one copy is manageable with shields and group healing, two or three are dangerous, and four or more trigger Infused Combustion for lethal oblivion damage.

The Mage

Hard Mode: Destroy all three blue Aetherial Orbs on the pedestals beside the final teleport pads before dropping into the boss arena (Veteran only; achievement: Aetherian Archive Difficult Mode). There is no scroll or banner, and once the orbs are smashed Hard Mode cannot be turned off without resetting the instance.

180° Arc, Off-Tank Axes, & 15% Execute Burn: Keep only the main tank in the front 180° arc so Chain Lightning never arcs into the group, assign the off-tank to hold all Conjured Axes on the far edge, and call ranged DPS switches onto Conjured Reflections from 50% health onward. At 15% health (Arcane Vortex), call for everyone to dodge-roll into a tight center stack on the Mage and rotate Barrier, War Horn, and healing ultimates through the burn.
Aetherial Orbs, Meteors, & 20% Atronach Focus: Before dropping into the arena, remind the raid to smash all three blue Aetherial Orbs by the teleport pads. During the fight, remind players to block rather than dodge-roll Meteors, and call hard target switches whenever a Storm Atronach drops near 20% health so it dies before casting Unstable Explosion.

Chain Lightning

All: The Mage's basic ranged shock attack arcs to any player within about eight meters of the target, increasing in damage with each jump. Keep only the main tank in the front half of the arena while the rest of the group stacks behind her at maximum melee range, or stays spread out beyond arcing range.

Conjured Axe

Tank: Disembodied purple axes spawn periodically with massive health pools and cannot practically be killed. The off-tank must taunt each axe as it appears, pull the axes to the far edge of the platform away from the group, and block their heavy Slam attack to stagger them and avoid being knocked down.

Dps: Do not waste damage trying to kill the Conjured Axes. If a loose axe targets you before the off-tank picks it up, block its attacks and call it out so the tank can taunt it away.

Healer: Keep healing over time and resource support on the axe tank, who takes heavy sustained physical damage while holding multiple axes away from the group. If an unbound axe targets you, block until the tank taunts it.

Conjured Reflection

Dps: Starting around fifty percent health, the Mage summons miniature reflections of herself around the arena that channel high-damage purple beams at the four closest players. Focus ranged damage on each Conjured Reflection immediately without crossing into the front half of the boss's arena.

Healer: Conjured Reflections channel continuous magic beams at the four closest players until killed. Heal through the beam damage while damage dealers focus them down, and avoid crossing in front of the Mage.

Black Hole

All: Expanding voids of starry frost form on the platform and deal heavy continuous frost damage to anyone inside. Step clear as a group as they grow, and if one expands onto the main tank, rotate the boss and the group in opposite directions to keep the group behind her.

Conjured Mines

All: Glowing purple mines appear around the platform and detonate for heavy magic damage when stepped on. Avoid them where they do not block movement; if a mine lands in a crowded spot, a shielded healer or damage dealer can deliberately walk over it to clear the space.

Arcane Vortex

All: At fifteen percent health, the Mage enters her transition by unleashing exactly four stage-wide knockdown staff slams, destroying all remaining axes and adds, before channeling a relentless, ramping flame storm. Dodge into the center right on the Mage, stack tightly for healing and mitigation ultimates, and focus all damage on her to finish the fight before the channel overwhelms the group.

Storm Atronachs and Unstable Explosion

Tank: In Hard Mode, Storm Atronachs periodically fall from the sky alongside the axes. Have the main tank taunt and pull each Storm Atronach directly onto the Mage so damage dealers can cleave and focus it down.

Dps: In Hard Mode, Storm Atronachs spawn every ten to twenty seconds and cast a group-wide Unstable Explosion once reduced to twenty percent health. Focus each Storm Atronach down immediately once it reaches low health so its execute spray does not wipe the group.

Meteors

All: In Hard Mode, meteors rain down continuously on players throughout the fight, dealing heavy flame damage and knocking down anyone who does not block. Block the impacts rather than dodge-rolling indiscriminately, since rolling drains stamina rapidly and risks sending you off the edge of the platform.