Heavy Attack
Tank: Block the keelcutter's heavy attack. Dodging it enrages the keelcutter for twelve seconds, and taking the hit while neither blocking nor dodging leaves its target weakened to all damage for eight seconds.
Tank: Block the keelcutter's heavy attack. Dodging it enrages the keelcutter for twelve seconds, and taking the hit while neither blocking nor dodging leaves its target weakened to all damage for eight seconds.
Dps: A cone of fire follows one player and leaves a ring around them that continues to burn. Do not stand close to a marked player, since the burn can spread between anyone standing too near.
Healer: A cone of fire follows one player and leaves a ring around them that continues to burn. Do not stand close to a marked player, since the burn can spread between anyone standing too near.
All: Left alive long enough, the keelcutter fills most of the surrounding area with fire. Kill it quickly to prevent the cast, or move well clear of it if the cast goes off.
All: Every attack deals substantially more damage against a target whose back is turned. Keep facing the swashbuckler whenever it is nearby.
Dps: The swashbuckler purges its taunt and leaps to whoever stands farthest away, continuing to attack them and refusing to be taunted for several seconds. If targeted, block and face it until it can be taunted again.
Healer: The swashbuckler purges its taunt and leaps to whoever stands farthest away, continuing to attack them and refusing to be taunted for several seconds. If targeted, block and face it until it can be taunted again.
All: The swashbuckler locks in place and marks one player, who begins dropping area effects at their feet as it throws daggers. The marked player should keep moving to lead the effects away from everyone else.
Dps: Anyone below half health with their back turned can be killed outright by this attack. Stay above half health near the swashbuckler, or keep facing it.
Healer: Anyone below half health with their back turned can be killed outright by this attack. Stay above half health near the swashbuckler, or keep facing it.
Dps: The serpent-tongue summons a spectral crab or serpent that hits hard but disappears the moment the summoner dies. Focus the serpent-tongue rather than its summons.
All: A summoned totem breathes a cone of ice toward whoever it targets. Step out of the cone, and be ready for a lingering ice patch left where it lands.
Dps: A slow, heavily telegraphed shot that can be interrupted like any other channeled attack. Interrupt it rather than trying to block or dodge.
Healer: A slow, heavily telegraphed shot that can be interrupted like any other channeled attack. Interrupt it rather than trying to block or dodge.
All: Four lines track individual players before firing along their length. Spread out so the lines do not overlap, since anyone standing in more than one line at once takes damage from each.
Dps: The brewmaster heals nearby allies for a large amount whenever it casts. Kill it before the rest of the pack whenever it is present.
All: Rotating potions on the ground shrink anyone standing on them, dealing less damage and taking more for a short time, while a companion effect enlarges enemies to deal more damage and take less. Avoid standing on the potion effects.
Tank: Block the overseer's heavy attack. Dodging it enrages the overseer for twelve seconds, and taking the hit while neither blocking nor dodging leaves its target weakened to all damage for eight seconds.
Dps: While active, the overseer takes reduced damage and reflects projectiles back at whoever cast them. Favor melee attacks against it, or hold ranged damage until the effect ends.
All: The overseer encases its target in ice and hurls them backward hard enough to knock them off a nearby ledge. Fight with a wall or solid obstacle behind you whenever this enemy is present.
All: Bow Breaker burrows and charges to one of several fixed points, damaging and knocking back anyone caught in its path while kicking up crabs along the way. Stay clear of the marked charge lane.
Tank: Block Bow Breaker's frontal cone attack and keep it angled away from the rest of the group.
Dps: Smaller haj mota and crabs continue to spawn throughout the fight and their damage accumulates if ignored. Cleave them down rather than leaving them to pile up.
All: Poison flowers scattered through the arena apply a stacking, unmitigable effect on contact. Avoid stepping through them where possible.
Dps: After darting to a new position, Sail Ripper channels a lightning attack at the group. Interrupt it immediately on landing, using a ranged interrupt if the group is not already close.
Healer: After darting to a new position, Sail Ripper channels a lightning attack at the group. Interrupt it immediately on landing, using a ranged interrupt if the group is not already close.
All: One player is marked with a lightning effect at their feet and must find a matching hollow-centered zone elsewhere in the arena, stepping into its open middle to cancel both out. Move to it quickly; the marked effect harms anyone standing nearby.
All: Standing outside a sheltered area builds stacking lightning damage over time. Fight from beneath an overhang wherever possible and cross open ground quickly.
Dps: Harpies fighting alongside Sail Ripper hit hard at range and can kill a damage dealer outright if ignored. Taunt them onto the boss and cleave them down early.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only; achievement: Peak Pit-Fighter Performance).
All: The opening pack of frost and flame hounds spits area effects at the group and heals itself if left alone too long. Use the elemental dome to burn one type down quickly, then switch to the other.
All: Holding an elemental dome unlocks full damage against the opposing element and the ability to interrupt the boss, but deals ramping damage to whoever carries it. Rotate carriers regularly, and never let the fire and ice domes touch, since both explode on contact.
Dps: Two atronachs spawn during each boss's solo phase and hit considerably harder than the hounds. Pull them aside, keep them under the dome, and finish them before the boss reaches its teleport phase.
Tank: Ten seconds after taking aggro, the current tank gains a debuff that turns into a severe elemental vulnerability, making that boss's damage instantly lethal. Swap taunt before the debuff converts, and avoid the matching element while it is active.
Dps: A channeled spray of the boss's element hits everyone in the area if left uninterrupted. It can only be interrupted while the boss stands inside the opposing dome, so be ready with that dome active before it begins.
Healer: A channeled spray of the boss's element hits everyone in the area if left uninterrupted. It can only be interrupted while the boss stands inside the opposing dome, so be ready with that dome active before it begins.
Tank: After several hits, the tank begins dropping a series of damaging pools underfoot. Reposition to place them where they will not block the group, since they linger for a while before fading.
Dps: The boss marks four locations in the order it will jump to them, then teleports through each one channeling the same group-wide spray. Have someone with the opposing dome at every marked location ready to interrupt the instant the boss lands.
All: Once both bosses are present, one player is marked with a fire rune and another with an ice rune. The two must find each other and stack together outside both domes before the rune detonates, or both will die.
Dps: Both bosses must die within a few seconds of each other. Whichever boss survives longer will otherwise begin an unstoppable teleport phase with no dome left to interrupt it, wiping the group.
Dps: In Hard Mode, an atronach of the wrong element also spawns partway through each solo phase, adding a second add to manage on top of the first. Plan for both rather than assuming only the matching-element atronach will appear.
All: In Hard Mode, two players carry each rune instead of one. Pair a fire carrier with an ice carrier for each stack rather than gathering everyone together, since an unmatched pairing still detonates fatally.
Dps: In Hard Mode, holding a dome no longer allows bashing to interrupt. Send a dome carrier and a separate interrupter to each marked location together, or rely on a ranged interrupt from the dome carrier instead.
All: In Hard Mode, Frigidarium and Charring Constriction debuffs demand immediate cross-swaps between domes. If one boss is destroyed prematurely, the opposite element orb mechanisms are completely disabled; entering a teleport phase with an interactive barrier lock missing results in an unavoidable wipe. Both bosses must be pushed and executed simultaneously.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only; achievement: Reef Wrecker). Requires Lylanar and Turlassil's Hard Mode to already be cleared earlier in the same run.
All: Standing outside a sheltered area builds stacking lightning damage that resets after several seconds under cover. Rotate between shelters rather than holding position in the open too long.
All: Plants growing near the shelters periodically burst, applying an unmitigable poison effect that also stacks. Thin out an overgrown shelter by rotating to another one rather than letting the plants accumulate.
Dps: A trailing cone of acid follows whoever holds the boss's attention and seeds the ground with lingering pools. Stay out of the cone and the pools it leaves behind.
Healer: A trailing cone of acid follows whoever holds the boss's attention and seeds the ground with lingering pools. Stay out of the cone and the pools it leaves behind.
Dps: A bear, a senche, and an untargetable horse fight alongside the boss. The bear's heavy attack can kill a non-tank outright, so dodge it; the horse simply needs to be avoided as it loops the arena.
All: The boss and its copies split into smaller replicas at set health percentages. Focus whichever enemy has the lowest health to limit how many copies and active reef hearts are ever in play at once.
Dps: The boss or a copy periodically shields itself and channels over one of the floor's holes. Designated players must drop down, find the matching reef heart, and destroy it within sixty seconds or the whole group wipes; the accompanying crab can be ignored.
All: In Hard Mode, lightning strikes hit as an area effect rather than a single target, so stacking together in the open raises everyone's stacks much faster. Spread out while outside a shelter.
All: In Hard Mode, replication triggers earlier and every health value is increased by fifty percent, so more copies are active for more of the fight. Prioritize the lowest-health copy even more aggressively than in Veteran.
Dps: In Hard Mode, destroying a reef heart spawns a mage near the corresponding hole upstairs that applies a healing-reduction effect to the group. Kill it promptly once the runners return.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only; achievement: Master Marine). Requires Lylanar and Turlassil's and the Reef Guardian's Hard Modes to already be cleared earlier in the same run.
Tank: A wide frontal cleave that applies and refreshes a damage-over-time effect on anyone it hits. Keep the boss angled away from the group without moving too far from your own healer.
Tank: The boss's heavy attack. Block it to reduce the damage, or dodge it to trade for a smaller area effect centered on you instead.
Dps: A behemoth spawns on the main tank roughly every sixty seconds and leaves a persistent damaging pool where it slams the ground. Have the off-tank pull each one near the boss and cleave it down before more than one accumulates.
All: Several players are marked with a delayed water bomb that explodes in a wide area after a few seconds. Briefly submerging in the surrounding water right before it detonates absorbs the blast, but do not linger, since the water itself deals rapidly stacking damage.
Dps: Sirens fear a player toward the deadly central water. Break free as soon as possible and kill the sirens quickly, since they will otherwise repeat the effect.
All: The boss spins in place, dealing rapid, ramping damage to the whole group for several seconds. Stack near the healers and let them out-heal it rather than trying to avoid it.
All: Several linear effects sweep outward across the arena, one of them tracking whoever holds the boss's attention. Block or dodge through them as they arrive.
All: A rotating wall of wind circles the arena, harmless at first but quickly lethal to touch. Move with it at a safe distance rather than trying to outrun a full circuit.
Dps: At fifty, thirty-five, and twenty percent health, a bridge opens to a mage channeling above. Send damage dealers to bring it to half health within sixty seconds, then follow it back down through the portal it opens to finish it off while it holds a shield.
All: While a bridge mage is active, its aura afflicts the entire group with a debuff of its own: reduced maximum resources, a snare, or reduced healing. Clearing each mage promptly limits how many of these effects stack at once.
All: In Hard Mode, six players are marked instead of five, leaving less room to spread out or use the water without endangering someone else.
All: In Hard Mode, three traveling localized winter storms spawn directly on top of the Challenge Banner. Stepping into these causes a near-instant wipe; rotate the group with precision to stay in safe waters.
All: In Hard Mode, an additional tracking effect follows the off-tank as well as the main tank. Both tanks should expect to block or dodge one each.
Dps: In Hard Mode, behemoths spawn every forty-five seconds (down from sixty) and scale up to 8.3M HP. The off-tank and damage dealers must burn each behemoth down before the next spawns.
All: Maelstrom environmental arena-wide pulse damage escalates sharply on Hard Mode. Requires continuous, heavy healing output combined with pre-orchestrated dodge-rolls timed to match each damage tick sequence.
Dps: In Hard Mode, all three bridge portals activate simultaneously. Split damage dealers to manage Venom Evokers and Tidal Mages concurrently across all three bridges before returning downstairs.