Ce combat compte beaucoup d'adds et se déroule ainsi : P1 - Transition - P1 - Transition - P2
En P1, le boss invoque un écho de lui-même qui copie ses sorts. Regroupez-le avec le boss et tuez-le.
En P1, le boss active 2 pylônes dans la salle. Ils invoquent des orbes qui essaient de les atteindre. Tuez les orbes avant.
Après 2 min 30 s, la transition démarre et dure jusqu'à ce que vous ayez détruit les pylônes. Le boss est invulnérable en P2.
Quand les pylônes ont été détruits, le boss est étourdit et prend 100% de dégâts en plus pendant 12 s. Puis la P1 recommence.
Après la 2nd transition ou quand le boss tombe à 15% PV, la P2 commence.
Tuez le boss avant que le trou noir ne vous attire et vous avale. Tuez les orbes avant qu'ils n'atteignent le trou noir.
Le boss active désormais 3 pylônes en P1 au lieu de 2.
Le boss et son écho doivent rester éloignés de 20 m, ou ils deviennent invulnérables et surpuissants.
Vous ne pouvez pas absorber l'invocation de l'écho plus d'une fois. Préparez 3 groupes pour absorber les 3 invocations du combat.
En P1, quand un pylône fait invoquer un orbe à 3 joueurs, il invoque aussi une faille (cercle) à son opposé dans la salle.
À leur apparition, les orbes sont très rapides et invulnérables. Ils doivent traverser la faille pour pouvoir être contrôlés et tués.
En transition, vous devez détruire les 3 pylônes simultanément, ou le raid meurt.
En P2, le boss fait invoquer 1 orbe à 9 joueurs en rapide succession. Gardez les orbes éloignés du boss ou ils deviennent invulnérables.
Merci à Dégno-KirinTor (EU) pour la traduction française.
Tuez vite l'écho que le boss invoque, il copie ses techniques.
Le boss active des pylônes invulnérables pendant cette phase.
Les pylônes ciblent des joueurs qui invoquent des orbes.
Invoquez les orbes ensemble, contrôlez-les et tuez-les avant qu'ils n'atteignent un pylône et explosent.
EVERYONE
Make 3 groups to soak with the tank.
Keep boss and copy far away. Quickly kill the copy.
5.5s cast on the tank that explodes and deals massive Magic damage split between players hit and applies a healing absorb.
Players can only help soak this once. Make 3 groups to soak in turn.
A copy of the boss appears near the tank.
Keep the boss and its copy 20 yds away or they become immune and deal 75% more damage.
In the first P1, the boss does this TWICE.
In the second P1, the boss does this ONCE.
EVERYONE
Dodge the orbs from the pylons.
The boss channels a beam on an inactive pylon and activates it, causing it to shoot orbs across the room that must be dodged.
If a copy is alive, it also channels on an activated pylon, forcing it to shoot orbs as well.
There are now 3 pylons in the room instead of 2. The boss activates all 3 pylons during the phase.
EVERYONE
Don't cross the void circles. Spawn the
orbs right behind the circle so they go
through it on their way to the pylon.
Before making 3 players spawn orbs, activated pylons spawn a void circle opposite them in the room for a few seconds.
Each pylon has a fixed void circle spawn location. DON'T GO THROUGH IT.
Spawn the orbs stacked up behind the circle so they go through it on their way to the pylon.
This removes their immunity and movement speed buff and allows you to kill them.
EVERYONE
Spawn the orbs behind the void circle so they go
through it. Tank the boss in front of the circle.
CC and kill the orbs as soon as they're grouped with the boss.
Activated pylons periodically mark 3 players. After 4s, they each spawn an orb that moves toward that pylon.
Spawn the orbs behind the void circle so they go through it, allowing you to kill them.
Tank the boss "in front" of the circle so the orbs are stacked with it as soon as they've lost their immunity.
You can survive one orb reaching a pylon, but no more.
EVERYONE
Dodge the circles.
Dispel players hit.
The boss applies a 45s stacking DoT on the tank.
Swap every 2 or 3 stacks.
After 2 min 30s, Intermission starts. The boss knocks the raid back and becomes immune.
Quickly kill the pylons before the raid takes too much damage. 2 additional adds also spawn.
When the pylons are destroyed, boss is stunned and takes extra damage for 12s, then P1 starts again.
At the end of the 2nd Intermission, P2 starts.
EVERYONE
Destroy the pylons. Don't touch the giant
column of energy in the center of the room.
After 2 min 30s in P1, the boss knocks the raid back, becomes immune, and flies above the console in the room.
He also summons a giant beam of energy in the center of the room. Don't touch it.
You must destroy the 3 pylons at the same time or the raid dies.
EVERYONE
Dodge the beams.
HEALERS
Kill the pylons. Use defensives and healing CDs.
TANKS
Tank and bring the elementals near the pylons.
Focus the pylons and cleave the elementals.
A few seconds into the phase, 2 adds spawn in the center of the room that must be tanked.
Bring them near the pylons to cleave them. They spawn with a small shield and deal increasing damage to their target.
It's normal if they're still alive by the end of this phase.
DODGE
Dodge the circles
EVERYONE
Boss is stunned and takes extra
damage when Intermission ends.
After the 2nd Intermission, or when the boss drops to 15%, P2 starts.
The boss pushes the raid back toward the entrance of the room.
The wall opposite the entrance turns into a giant black hole.
Kill the boss before the strength of the black hole becomes too strong and you get dragged into it and die.
EVERYONE
Black hole's strength grows. Kill the boss
before you can't counter it and get swallowed.
At the start of P2, the boss pushes the raid back toward the entrance of the room.
The opposite wall becomes a giant black hole, marked by a purple line on the ground.
If you cross that line, you die.
The black hole constantly pulls players toward it and its strength increases the longer the phase goes. Kill the boss before you can no longer resist.
EVERYONE
Spawn the orbs stacked up and against the wall.
Don't let the boss near them or they become immune.
Very similar to P1:
The boss marks 3 waves of 3 players who take heavy damage for 4s. Then they each spawn an orb that moves toward the black hole.
Spawn them stacked against the wall and AWAY from the boss.
If orbs reach it, they deal massive raid damage. CC and kill them before.
If they get within 7 yds of the boss, they become immune and move faster.
EVERYONE
Position the boss and yourself to not
get knocked into the black hole.
Every 50s, the boss deals a burst of raid-wide damage and knocks the raid back.
Don't get knocked into the black hole.
Reposition the boss toward the center to help the raid get knocked against the entrance wall.