Heavy Attack
Tank: Block the butcher's heavy attack. Dodging it enrages the butcher, increasing the damage it deals 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 butcher's heavy attack. Dodging it enrages the butcher, increasing the damage it deals for twelve seconds, and taking the hit while neither blocking nor dodging leaves its target weakened to all damage for eight seconds.
Dps: Fire effects spread out from the butcher in an X shape and ramp up quickly. Move out of the pattern as soon as it appears.
Healer: Fire effects spread out from the butcher in an X shape and ramp up quickly. Move out of the pattern as soon as it appears.
All: The butcher chains two group members and pulls them toward it. Break Free; the chains themselves do not deal damage.
Dps: The butcher summons a totem that peppers the group with fireballs for about ten seconds. Its damage is minor and it can safely be ignored if the group is focused elsewhere.
Dps: The enforcer channels a shot for several seconds that kills its target, even a tank, if it completes. Interrupt it every time.
Healer: The enforcer channels a shot for several seconds that kills its target, even a tank, if it completes. Interrupt it every time.
All: The enforcer fires a projectile into the sky that rains down a series of electrified spheres, some tracking individual players. Spread out to avoid taking multiple hits at once.
All: The wamasu targets a random player, then charges in a straight line toward where that player was standing. Move out of the charge's path; standing near a wall or obstacle can stop it outright. If the target dies mid-cast, the wamasu glitched animation causes it to spin uncontrollably while channeling Overwhelming Lightning until re-taunted.
Tank: Block the wamasu's heavy attack. Dodging it enrages the wamasu instead.
Dps: The wamasu breathes a wide cone of lightning in front of it while smaller lightning effects travel outward in all directions. Stay out of both if you are not tanking it.
Healer: The wamasu breathes a wide cone of lightning in front of it while smaller lightning effects travel outward in all directions. Stay out of both if you are not tanking it.
All: A fan of eye beams moves along the ground in front of the paranoxia. Anyone struck takes damage and is stunned, and will need to Break Free.
All: The paranoxia spins in place, snaring everyone nearby even through block, and stuns anyone who is not blocking. Stay at range when it is not being actively tanked.
Tank: Keep the paranoxia facing away from the rest of the group; its tentacle attacks hit everyone in front of it.
Dps: Kill the disruptor before it raises its protective aura, which sharply reduces damage taken by itself and nearby allies. If the group cannot kill it in time, pull it aside instead.
Tank: If the group's damage cannot kill the disruptor before it raises its aura, taunt it and pull it away from the rest of the pack so it can be dealt with last.
Healer: The disruptor marks several players without taunt for a damage-over-time effect that ramps up over ten seconds. Heal through it rather than trying to avoid it.
Dps: Expect ramping damage over ten seconds if the disruptor marks you; this cannot be avoided, only healed through.
All: The gryphon can pounce on and knock down a group member, then tear into them for continuous damage. Avoid standing apart from the group, where it can single you out.
Tank: Block the gryphon's rearing cone attack; it is focused on whoever holds its attention.
All: The voidmaster summons three hounds that charge a random group member and explode on arrival. Block or dodge the impact; the hounds can also be killed before they reach their target.
Dps: The voidmaster marks two players with an area effect that detonates after a couple of seconds and continues to damage anyone standing in it. Move away once it appears and avoid overlapping with a second one.
Healer: The voidmaster marks two players with an area effect that detonates after a couple of seconds and continues to damage anyone standing in it. Move away once it appears and avoid overlapping with a second one.
Dps: Focus the voidmaster down quickly to prevent it from summoning reaper hounds and to remove any active Void Crash effects.
Dps: The summoner cannot move while summoning reinforcements. Focus it first to prevent additional adds from joining the pull.
Tank: The summoner's tentacle attack is focused on whoever holds its attention but can also strike nearby players, immobilizing anyone it hits for two seconds.
Dps: The summoner's tentacle attack is focused on whoever holds its attention but can also strike nearby players, immobilizing anyone it hits for two seconds.
All: The summoner calls down a series of meteors over about five seconds. The damage can be blocked, dodged, or shielded.
Tank: Taunt summoned elites immediately: Fetid Flesh atronachs hit with staggering heavy attacks, while Hollow One soulrazer knights (~2.5M HP) cast Pulverize (inflicting Seethe and Rattled debuffs) and an Exploding Charge within 15 meters.
Dps: Burn summoned elites quickly: Demented Brood (~2.58M HP Spider Daedra) deal aggressive sweeping cleaves, while Hollow One (~2.5M HP) charges players within 15 meters and applies severe vulnerability debuffs.
All: The spiral descender pulls the entire group toward it and snares everyone, then fills an area around itself that explodes. Heal up, hold position, and block the explosion; running is unnecessary and can cost more than standing still.
Dps: A red mist briefly surrounds the spiral descender and strikes six group members for heavy damage. Keep the group's health high enough that an unlucky hit is not fatal.
Healer: A red mist briefly surrounds the spiral descender and strikes six group members for heavy damage. Keep the group's health high enough that an unlucky hit is not fatal.
Tank: The spiral descender applies a damage-over-time effect to whoever holds its attention that continues even through a full block or shield. This cannot be prevented, only healed through.
Tank: Block the spiral descender's heavy attack. Dodging it enrages the creature instead.
All: The spiral descender attacks in a short series of frontal cone strikes while also sending area effects outward in every direction. Stay out of both the cone and the spreading effects.
Dps: Once no other adds remain nearby, the spiral descender summons three spiral shalks and a spiral incarnate, with a second wave possible about twenty seconds later. The shalks explode when reduced to very low health, so kill them at range where possible.
Tank: Once no other adds remain nearby, the spiral descender summons three spiral shalks and a spiral incarnate, with a second wave possible about twenty seconds later. The shalks explode when reduced to very low health, so keep them away from your position.
Hard Mode: Activate the Challenge Banner near Exarchanic Yaseyla before engaging (Veteran only; achievement: Mage Protector).
All: Yaseyla hurls chains at three group members, pinning them in place and inflicting bleeding. Break Free quickly; anyone who does not is pulled to her after a couple of seconds and still takes the bleed.
All: Yaseyla tosses a growing number of bombs that leave burning areas lasting about twenty seconds. Anyone standing in one is set alight, and the resulting burn can spread to nearby players, so give the bomb areas room.
Healer: Yaseyla freezes the closest player without taunt inside a block of ice. The frozen player must be healed to full within eight seconds or they die; from the fifty percent health threshold onward, two players are frozen at once.
Tank: Frost Bomb targets the closest player to Yaseyla who does not have taunt on her, so hold position rather than standing unnecessarily close to the rest of the group.
Tank: Block this frontal cone attack; it shreds the target's armor for several seconds.
Dps: Yaseyla fills the ground around her and then hurls knives outward, dealing enough damage to kill a non-tank outright if unprepared. Move out of the area or dodge it, especially if it lines up with a Frost Bomb.
Healer: Yaseyla fills the ground around her and then hurls knives outward, dealing enough damage to kill a non-tank outright if unprepared. Move out of the area or dodge it, especially if it lines up with a Frost Bomb.
Tank: Block Yaseyla's heavy attack. Dodging it enrages her instead.
All: At set health thresholds, Yaseyla calls in a wamasu and several archers. Shift focus to the adds rather than continuing to push her health down; the wamasu summoned here charges far harder than the trash version, and in Hard Mode can kill even a tank outright.
Dps: The summoned archers channel a shot that kills its target, even a tank, if left uninterrupted. Interrupt every cast; designating a dedicated interrupter for this fight is worthwhile.
Healer: The summoned archers channel a shot that kills its target, even a tank, if left uninterrupted. Interrupt every cast; designating a dedicated interrupter for this fight is worthwhile.
Dps: At sixty and thirty-five percent health, invisible Horrors tether themselves to the archers and four portals open around the arena. Step into a portal's green ring to gain Vanton's Clarity, which lets you see and kill one Horror before Agony prevents you from using another portal for two minutes; split the group into two four-person teams ahead of time so each threshold has fresh players available.
All: In Hard Mode, Yaseyla flings shrapnel at the entire group at eighty and fifty-five percent health, then on a roughly fifty-second cooldown from twenty-five percent onward. The damage ticks for about ten seconds and can be dodged, blocked, or shielded, but it is a heavy heal check regardless; stay stacked for healing when it goes out, and clear the portal mechanic at sixty percent before pushing her to the fifty-five percent threshold.
Hard Mode: Activate the Challenge Banner near Archwizard Twelvane before engaging (Veteran only; achievement: Dream Destroyer). Requires Exarchanic Yaseyla's Hard Mode to already be cleared earlier in the same run.
All: Twelvane sends a series of icy effects fanning out from herself for a few seconds. Anyone caught is frozen in place for several seconds, though dodging breaks it early.
All: Twelvane channels a ring of fire around herself for about seven seconds. Commit to staying either outside or inside the ring for its duration.
All: Twelvane summons lightning fields that follow whichever player is closest to them, with damage that ramps up quickly the longer someone is caught in one. Designate at least one player to kite the fields away from the group rather than letting them settle under the stack.
All: Rings of ice appear at several players' locations and remain in place. Crossing one slows and damages you, so route around them rather than through them.
Tank: Twelvane's heavy attack can kill a non-tank outright, so hold taunt and expect to take the hit yourself.
Dps: A small area appears around your location shortly after Lightning Rod Slam lands and detonates after one second. Step out of it before it goes off.
All: Twelvane sends streams of fire outward from herself in a rotating pattern. Stay aware of your position relative to her as they sweep past.
Dps: Twelvane periodically summons fire simulacra that lob weak fireballs at random players. Their damage is minor and they burn away on their own, so they can be ignored or killed as convenient.
All: Once Twelvane falls or an Ascendant Avatar dies, every player receives a star sign above their head and fifteen seconds to reach the matching stone pad. Move to your assigned pad immediately; failing to arrive in time is fatal.
All: Inside the control pathway, crystals light up one at a time in a specific order, then go dark before rising again. Break them with a ranged light attack in the exact order they first lit, within about ten seconds, or the sequence restarts.
All: An elemental aspect of Twelvane occupies each pathway room and attacks whoever first enters it. It cannot be killed; focus on the crystal sequence and avoid its attacks rather than engaging it.
Tank: The Chimera's Chain Circuit leaps from the tank to the closest group members in turn, hitting six players in Veteran and Hard Mode. Swap taunt to a designated damage dealer just before it fires so the circuit connects to them instead of the main tank.
Dps: If you are the designated taunt for Chain Circuit, take the hit deliberately and keep some distance from other players so you do not chain extra damage onto them.
Tank: In Hard Mode, anyone hit by Chain Circuit's follow-up burst gains Circuit Charge for thirty seconds; being hit by Chain Circuit again while it is active is fatal. Plan the taunt swap so the same player is never targeted twice within that window.
Dps: Do not stand near the current Chain Circuit target if you already carry Circuit Charge from an earlier hit, since a second hit while it is active is fatal.
Tank: Arctic Blast leaves a pool of ice under you that stacks a damage-taken debuff on anyone standing in it. Once you know the timing, drop the pool away from the group rather than under yourself by habit.
All: Lightning strikes every player and leaves a small area around each of them that detonates a couple of seconds later. Spread out so the detonations do not overlap.
All: The Chimera breathes fire toward the tank while a meteor falls on every other player, each leaving behind a crater that lingers for the rest of the phase. Block or dodge your meteor, then move it as far from the group's working area as possible before it lands.
Tank: An Ascendant Avatar spawns roughly every thirty seconds. Taunt it away from the Chimera and keep it alive rather than letting it die early, since killing one sends the four closest players into its control pathway immediately.
Dps: Avoid finishing off an Ascendant Avatar unless the group is ready to lose players into its pathway; let the tank manage its health instead.
Dps: The Chimera returns to stone after ninety seconds if it is not killed first, restarting the control pathway sequence. Push damage accordingly rather than pacing the fight as if the Chimera will simply stay out.
Hard Mode: Activate the Challenge Banner near Ansuul the Tormentor before engaging (Veteran only). Requires Archwizard Twelvane and the Chimera's Hard Mode to already be cleared earlier in the same run.
Tank: At several health thresholds, Ansuul banishes whoever holds taunt to the farthest corner of the arena and purges taunt from them. Have a healer or the off-tank take taunt just before each threshold so the main tank is not the one sent away.
Healer: If you are sent away by Manic Phobia, an invisible ring surrounds Ansuul that only you can see; crossing it, or letting her move it across you, is fatal. Kill the essence manifestation that spawns beside you to remove the banishment.
All: At eighty, sixty, and forty percent health, Ansuul fills most of the arena and then reveals an elemental maze. Clear the fill area immediately when it appears, and move through the maze toward the far portal rather than lingering.
All: Moving fire effects in this maze ignite anyone they touch, and the resulting burn can spread between players who stand too close together. The damage is survivable for healers to heal through, but spreading out still limits how far it travels.
All: Stationary poison globs in this maze apply a slowing effect that stacks with every hit. Plan a path around them; repeated contact can reduce you to a crawl.
All: Moving lightning effects in this maze stun anyone they touch. Blocking or dodging on contact halts the effect in place, which the fastest player can use to clear a path for the rest of the group.
All: A portal at the end of each maze leads to a side fight against an elemental aspect of Warlock Vanton; up to four players can enter. Agree in advance on which side of Vanton each player holds position on so mechanics do not stack, and defeat the aspect quickly, since Ansuul will wipe the group if nobody enters the portal in time.
Dps: Starting after the first maze the group resolves, fire-aligned adds spawn continuously around the arena and channel an interruptible barrage at the group. They cannot be chained in, so interrupt them at range or stun them instead of trying to gather them.
Tank: Once lightning mines begin appearing, clear them near the group when it is safe to do so rather than leaving them to accumulate. Their slow stacks with repeated contact, so pace how many you step on.
Healer: Lightning mines apply a stacking slow; help clear them near the group when you are not occupied with another mechanic.
All: A growing poison circle follows a random player, and in Hard Mode two players carry it at once. Stay within the group for healing rather than stepping away, and if two players are affected, stand on opposite sides of the stack so the circles do not overlap.
All: Lightning strikes beneath several players and stuns anyone caught in it, often setting up a follow-on hit from another mechanic. Dodge rolling through the strike avoids both the damage and the stun.
All: Ansuul rings herself with small fire effects and then fills a larger area inside that ring before it explodes. Dodge the explosion, including by dodging into it if needed, since there is little warning before it goes off.
Tank: Block Ansuul's frontal cone heavy attack; a follow-on debuff can linger on whoever is hit.
Dps: Ansuul links herself to a random player with an interruptible channel that kills the target outright if it completes. Interrupt it immediately every time it appears.
Healer: Ansuul links herself to a random player with an interruptible channel that kills the target outright if it completes. Interrupt it immediately every time it appears.
All: A meteor falls on the farthest player, leaving behind a crater that sends damaging bursts outward in several directions. Move the impact as far from the group as possible before it lands.
Tank: At twenty percent health, Ansuul splits into three elemental copies that must all reach zero health at the same time to end the phase. Have one tank hold the melee-capable copy centrally while the other tank manages the two ranged copies, which will retreat from melee range.
Dps: Focus the split copies down evenly rather than burning one down early, since a copy that reaches zero health keeps fighting until all three do.
All: In Hard Mode, a second wall chases the group through the maze from behind. Every player must clear the maze this time rather than only the portal group; touching either wall is fatal.
Tank: After Ansuul's three copies recombine, Manic Phobia returns on a roughly twenty-five second timer rather than a health threshold. Continue rotating taunt through supports ahead of each cast, and prioritize killing essence manifestations quickly so someone is always free to hold taunt.
Healer: Once Manic Phobia is on a timer, expect to take your turn being banished regularly; kill your essence manifestation quickly so you can return to healing.