This stage is all about positioning. There will be large poisn AOE spawning in characteristic points (north, west, east, middle). Look closely where i go, there is a red flower growing there, its “Power Flower”, THE safest spot in whole arena. If you stand on it, no AOE will reach you (excluding ofc monster attacks). Derp, missclicks… Ok, so as i mentioned because of spawning AOE and our safe spot the fight will be pretty much stationary. This means chaining and keeping adds together will be here more important than anywhere else. These Dragonclaw Hedge Wizards will channel AOE bomb attack. Interrupt them either by bash or just chaining them in (if they cast it from distance). Wamas priority kill. It has frontal attacks so face him away from group.
Hedge Wizard chanelling attack from distance, chain him in to interrupt… too late 🙁 See the green mist, gigantic AOE spawning in middle of room. They will do that during whole fight. If someone sees it they should inform group and tell them “poison mid, north, west, east”. Stranglers will be spawning at fixed locations. They need to be killed to proceed to next round. Usually one of DPS players goes there to kill them, sometimes all it takes is to drop ground aoe and some dots. Poison keeps spawning, strangler needs to die before round advances. While dps take care of stranglers tank can group enemies for AOE nuke, position wamasu etc. Nereids, another priority kill. They also can be chained to group.
Watch out for AOE attack that sticks to one player, dont harm your group. Pre boss adds are intense with poison spreading in multiple places. Tho notice our “power flower” always being a safe spot. Its a challenge to spot Hedge Wizard in fumes of poison chanelling his attack but if you do chaining him in will interrupt it. Boss fight. Generally easiest strategy is to kill one boss after another, focus mage because they are annoying ones, moving where they want. Also, often there are adds spawns tied to specific boss HP% so burning two at a time will give you more trash to fight. Speaking of annoying mages, this here moves whenever he wants. You can try to kite him with LOS but sooner or later he will streak away so fight needs to follow him. His Lightning form + Liquid light AOE combo is deadly threat even for tank -> don’t stand in red.
For these add + boss phases its good when healer have nova saved up or both dps have ultis up to at least quickly get rid of trash. Its important to release them when all adds are grouped, not sooner. Notice, poison middle, poison east and power flower is still safe spot, thats the place we want to be. Mages will cast all sort of mini attacks, empowering alies etc. a lot of them is bashable. Including Nak’tah’s boss attack. Next arena, dunmers, kwamas and slavers. Important mechanic is that during fight slavers will become stationary, attach beam to one of players that follows them around. And after few seconds whenever player stands, a shadow copy of slaver will spawn that will constantly do AOE attacks.
Whoever gets beamed should stack on wall so the shadow spawns away from where we fight. Shadows wont move so we can ignore them for rest of fight and use to generate ulti in between rounds. There is nothing interesting going on beside slaver mechanic that I explained already. As a tank you want to bash House Dres templars to stop healing, its good if you taunt all the slavers that spawn during fight so they get cleaved with other monsters. This is the slaver i talked about. They hooked onto our groupmate. And after while we have a shadow slaver just doing AOE attack.
Its near wall so we leave it alone. Thats a bad negate, we dont want anything inside it. Netches can be interrupted, same with mages that cast fear. As opposed to previous round, there is not much of enviromental hazard in here so fight can be taken anywhere in arena, you should usually stay near where monsters spawn but sometimes its easier to walk few steps into middle to some stray mage, rather than chain them in. Bashable Netch attack. Ok, im not gonna lie. This is by far most boring boss fight. She doesent have much HP but her shield, she spams it all the time and its like 5% of her HP. Neverthless, during whole fight there will be two slavers up at all time. If you kill one they will respawn. Its best to just focus boss. Tank will be taunting them so they are staying near boss and get cleaved with AOE.
Neverthless, during whole fight there will be two slavers up at all time. If you kill one they will respawn. Its best to just focus boss. Tank will be taunting them so they are staying near boss and get cleaved with AOE. Neverthless, during whole fight there will be two slavers up at all time. If you kill one they will respawn. Its best to just focus boss. Tank will be taunting them so they are staying near boss and get cleaved with AOE. This is her magma shell. It will do AOE damage around her.
As a tank you just eat that damage. At same time, everybody needs to remember to move to a wall if they are being beamed so the shadows spawn away from fight. This boss fight will be mobile, she has wide range of DK abilities like eruption, molten armor, standard that are all AOE. The ones that are placed on ground, we will be moving here away from it step by step. Same if she ends up surrounded by Slavers. This is what i talked about, slaver shadows everywhere, boss now casts eruption. We need to move a little bit away from it. Ocasionally she will be casting pertify/stonefist attack that can be interrupted. Yeah, because how boss needs to be moved around, the fight takes longer cause of DPS loss with reapplying ground aoe etc. cant do much about it. Meanwhile more adds….
As found on Youtube