In P1, do not soak 2 Conquers in a same combo; you'll die and get mind controlled.
In P1, the room is constantly bombarded with beams. The raid needs to dodge while soaking the Conquers.
After losing a stack of Oath, an ethereal ghost spawns that only you can see. Face it before it fades, or get another stack of Oath.
In P2, any player hit by a portal's beam deals damage to the raid based on damage taken from the beam.
In intermission 1, the Nexus-Prince gains a massive shield on both platforms.
Make the small adds charge through the Nexus-Prince adds to break their shields.
In P3, you must spawn each star on a different axis. If 2 stars collide, it's a wipe.
If you shoot 2 missiles at the same star, it's a wipe. When a star is hit, it rotates in the other direction instead of disappearing.
In P1, if a player dies, they are mind-controlled by the boss.
In P2, the tank who's hit by the dragon's beam deals damage to the raid proportional to the damage taken from the beam.
In P3, the stars now orbit around the platform, making dodging their rings of spikes even harder.
It's also harder to hit them with the missiles from the boss and his ghosts. Failing to hit a star with a missile deals near-lethal damage to the raid.
Fight with 5 phases that unfold as follows: P1 - P2 - Intermission 1 - P2 - Intermission 2 - P3
In P1, the boss applies 3 stacks of Oath to the raid. Remove them before the phase ends or you're mind-controlled.
P2 is very short. Hit the boss and his dragon and dodge beams.
During intermission 1, split the raid in half. Each half takes a portal to a platform and kills all the adds.
When the raid returns to the main platform, it's a short P2 again.
During intermission 2, nuke the boss' dragon. Any health remaining on the dragon heals the boss in P3.
In P3, targeted players spawn a star. Drop them evenly on the edges of the platform.
Aim missiles from the boss and his ghosts at the stars. Other players need to dodge.
After killing his dragon, P3 starts and you fight the boss alone.
Drop the rifts evenly on the edges of the platform; they turn into big purple stars.
Aim the boss and his ghost's missiles at the stars to prevent damage and to destroy stars.
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Targeted players go to assigned locations
via a Weakaura. Rifts spawn and pull the raid for 5s.
Raid stays in center to prevent damage and resist pull.
The boss and 5 ghosts each pick 1 player. The boss always picks the tank.
After 10s, they jump on their target, dealing massive damage to all players, reduced by distance.
The tank takes extra Physical damage and gains a 40s vulnerability to this and Starkiller Swing.
A rift spawns where each player was hit, pulling the raid toward it for 5s.
If rifts are spread around the platform, they counter each other’s pull. If they’re all on the same side, good luck.
If you touch a rift, you die.
On Mythic, the spawn location of each star is crucial.
Each player's star will be assigned to a world marker via a Weakaura.

Each star must spawn on a different axis; if any star collides with another, the raid dies.
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Dodge the rings of spikes.
It's hard; focus solely on dodging.
After pulling the raid for 5s, each rift turns into a star: a giant ORBITING purple spiky orb. If you touch them you die.
Each star sends a ring of spikes around the platform. The ring moves farther from its star each time.
With 6 rings spawning from 6 different directions, it's difficult to dodge, and dodge you must.
At some point, the rings spawn so far away from their star, outside the platform, that you no longer need to dodge.
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Aim 1 missile at each star or the raid dies.
Stars hit starts rotating in other direction.
Other players dodge the missiles.
The boss and 2 ghosts each pick 1 player. The boss always picks the tank.
After 6s, they each shoot a missile at their target, dealing massive damage to them and anyone in the trajectory.
The tank takes massive Physical damage and a 40s vulnerability to this and Galactic Smash.
Hitting a star with a missile DOESN'T destroy it on Mythic; it makes it rotate the other direction. Each star must spawn on a different axis to avoid colliding.
If a missile fails to hit a star, the raid dies. If 2 missiles hit the same star, the raid dies.
The boss casts this twice after each Galactic Smash.
When a tank is targeted by Galactic Smash or Sarkiller Swing, they take extra Physical damage and a 40s vulnerability to both abilities.
The boss rotation is 1 Galactic Smash then 2 Starkiller Swings, before starting again. Tanks must swap after each ability.
Both tanks will play both abilities.
Instead of casting Galactic Smash a 4th time, the boss quickly fills the platform with rings of spikes.
The rings start on the outside of the platform and converge toward the center, quickly covering the platform and killing the raid.
Players hit by Galactic Smash and Starkiller Swing also get a powerful 8s DoT.
Use a defensive CD when targeted by either ability.
When a tank is targeted by Galactic Smash or Sarkiller Swing, they take extra Physical damage and a 40s vulnerability to both abilities.
The boss rotation is 1 Galactic Smash then 2 Starkiller Swings, before starting again. Tanks must swap after each ability.
Both tanks will play both abilities.
Players hit by Galactic Smash and Starkiller Swing also get a powerful 8s DoT.
Use a defensive CD when targeted by either ability.
Instead of casting Galactic Smash a 4th time, the boss quickly fills the platform with rings of spikes.
The rings start on the outside of the platform and converge toward the center, quickly covering the platform and killing the raid.
After coming back from Intermission 1 and replaying a short P2, Intermission 2 starts.
The boss is immune and starts a 30s channel on his dragon.
When the channel ends, the boss kills his dragon and heals himself for the amount of HP left on the dragon.
Hit the dragon to get it as low as possible so the boss has less HP in the last phase.
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Hit the dragon so the boss
heals himself as little as possible.
The boss becomes immune and channels for 30s on his dragon, dealing heavy raid-wide damage.
When the channel ends, the dragon dies and the boss heals for the dragon’s remaining HP.
Burn the dragon (it takes 100% extra damage).
After the channel, P3 starts.
Phase 2 only lasts 35s. After the first Phase 2, the first intermission starts.
2 portals activate on either side of the boss' platform. Boss is immune. Divide the raid into 2 groups.
Each group takes a portal and goes to a new platform with adds. It's the same adds on both sides.
Kill them quickly, more or less at the same time. Then come back for a 2nd P2.
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Divide raid in 2. Each half goes to their portal.
Use extra action button to get to the platform.
Boss flies away on his dragon and both become immune.
Two portals spawn on opposite sides of the platform. Split the raid in half. Each half takes a portal to a platform and kills the adds.
The 2 platforms have the same exact adds.
Use the extra-action button when near the portal to use it.
Players who stay on the main platform take constant heavy damage.
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Focus DPS on the Manaforged titan add
before it explodes. Dodge the projectiles.
Both platforms have 1 Manaforged Titan add.
Prioritize killing this add. If it reaches 100 Energy it explodes and kills you.
It also shoots projectiles on the platform; dodge them.
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Dodge the rotating beams and
interrupt the Nexus-Prince add.
On both platforms there's 1 Nexus-Prince add. They do the same thing.
They channel rotating beams around them, dodge them. Interrupt their casts.
They spawn with a massive shield. Aim the small adds' charge at them to break it quickly.
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When targeted, aim charges through
the Nexus-Prince to break its shield.
Dodge the charges.
Both platforms have a group of Shadowguard Reaper adds.
They target a player and charge through them, dealing heavy damage to anyone hit.
Aim the charge through the Nexus-Prince's shield to deal massive damage to it.
These adds are immune to CC while charging; you cannot cancel them.
Both platforms have a group of Shadowguard Reaper adds.
They blink on random players, dealing damage and applying an 8s DoT.
Group them, CC them, and kill them.
Both platforms have a group of Shadowguard Reaper adds.
They blink on random players, dealing damage and applying an 8s DoT.
Group them, CC them, and kill them.
P2 happens twice: once after P1 and after the first intermission. It's a short phase.
In P2, the boss climbs atop his dragon and you hit both.
Spawn the portals on the same side of the platform and dodge the beams.
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Don't stand in the circle and
don't get knocked off the platform.
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Marked players explode next to each other
on the edges of the platform to spawn portals.
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Tank mitigates beam's damage.
Raid dodges the beams shot from the portals.
The dragon shoots a massive beam at the tank that deals massive Magic damage.
The portals spawned by Netherbreaker also shoot the same beam and rotate.
The raid needs to play opposite the portals to dodge them easily.
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Spread behind the raid on the edges of the platform.
Don't get knocked off the edges.
Similar to P1:
Players are marked by giant claw-marked lines.
Then players marked and any player hit takes heavy damage and are pushed back in the direction of the lines.
It also leaves claw marks on the ground that deal damage if you stand in them.
In P1, you only fight the boss. Get rid of the 3 Oath stacks he applies.
Tank combo has 2 different abilities: one needs to be mass soaked to remove the Oath stacks.
After the 3rd combo, players with remaining stacks are mind-controlled and P2 starts.
If the boss triggers P2 by dropping to 50% HP, no one is mind-controlled.
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Heavy damage on pull and the boss
applies 3 stacks of Oath to the raid.
At the start of the fight, the boss channels for 6s and deals heavy damage, pushes the raid back, and applies 3 stacks of Oath to all players.
Remove these stacks by soaking one of the abilities in the boss' tank combo.
If you die in P1 with stacks remaining, you are mind controlled by the boss.
TANKS
Tanks can't soak the same ability twice.
Tanks need to taunt between abilities.
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Split raid into 2 groups. Each
half soaks 1 circle each combo.
Ability A of the combo:
Circle aimed at the tank that deals massive Physical damage. Also deals heavy Magic damage split between players hit.
Players hit lose 1 stack of Oath and take 500% more damage from Conquer for 20s.
In Mythic, no one can soak both Conquers in a single combo. Split the raid in half; each group soaks in turn.
TANKS
Tanks aim cone away from the raid.
Dodge the cone.
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Bait the beams away from the boss
to soak the Conquers without
having to dodge too much.
Maser beams constantly cross the platform, dealing massive damage to anyone hit.
The beams are targeted at a fixed player's position. Bait them away from the boss.
Dodge the beams while doing the tank combo.
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Spread behind the raid.
Players hit are knocked in direction of the line.
Don't get knocked into dragons.
Maser beams constantly cross the platform, dealing massive damage to anyone hit.
The beams are targeted at a fixed player's position. Bait them away from the boss.
Dodge the beams while doing the tank combo.
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Don't go near the dragons on
or they'll swipe at you.
Ghosts from the boss' dragon stand around the edges of the platform.
They swipe and deal heavy damage to anyone who's too close.
It's very easy to get pushed back by a claw into a dragon and die.
8s DoT applied to a few players. Upon expiration, it deals damage to you and the raid.
If you die in P1, you're mind controlled by the boss.
After the 3rd combo in P1, the boss casts Invoke the Oath and transitions to P2.
If you still have a stack of Oath by then, you're mind controlled by the boss.
8s DoT applied to a few players. Upon expiration, it deals damage to you and the raid.
If you die in P1, you're mind controlled by the boss.
After the 3rd combo in P1, the boss casts Invoke the Oath and transitions to P2.
If you still have a stack of Oath by then, you're mind controlled by the boss.