Fight with 5 different phases that unfolds as followed: P1 - P2 - Intermission 1 - P2 - Intermission 2 - P3
In P1, the boss applies 3 stacks of Oath the the raid. Get rid of them before the phase ends or you're mind-controlled.
P2 is very short, you hit the boss and his dragon. Dodge the beams.
During intermission 1 split the raid in 2. Each half takes a portal to a platform and kills alll the adds there.
When the raid comes back to the main platform after killing the adds, it's a short P2 again.
During intermission 2, nuke the boss' dragon. Any health remaining on the dragon heals the boss for P3.
In P3, targetted players spawn a star. Drop them evenly on the edges of the platform.
Aim the boss' and his ghosts' missiles at the stars. Other players need to dodge.
Merci à Dégno-KirinTor (EU) pour la traduction française.
In P1 you fight the boss alone. Get rid of the 3 stacks of Oath he applies to the raid at the start.
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, noone is mind-controlled.
EVERYONE
Heavy damage on pull and the boss
applies 3 stacks of Oath on the raid.
6 s channel at the start of the fight by the boss that deals heavy damage, pushes back the raid, and applies 3 stacks of Oath to all players.
Get rid of the stacks by soaking one of the ability of the boss' tank combo.
TANKS
Tanks can't soak the same ability twice.
Tanks need to taunt between abilities.
3 times during P1, the boss launches a combination of 4 attacks on the tanks.
The combo has 2 different abilities: Conquer (A) and Vanquish (B).
The combo has 4 different possible patterns:
- ABBA
- AABB
- BAAB
- BBAA
Tanks can't soak the same ability twice during the same combo.
Tanks need to react and taunt fast.
Ability A of the combo:
Circle aimed at the tank that deals massive Physical damage to the tank. Also deals heavy Magical damage split between players hit.
Players hit lose 1 stack of Oath and take 50% more damage from Conquer for 20s.
In Normal, players except the tanks, can easily soak both Conquers in each combo.
TANKS
Tanks aim cone away from the raid.
Dodge the cone.
EVERYONE
Dodge the laser beams.
Maser beams constantly cross through the platform, dealing massive damage to anyone hit;
You need to dodge those beams while playing the tank combo.
EVERYONE
Dodge the laser beams.
Maser beams constantly cross through the platform, dealing massive damage to anyone hit;
You need to dodge those beams while playing the tank combo.
EVERYONE
Don't go near the dragons on the
edges or they swipe at you.
Ghosts of the boss' dragon are standing all around the edges of the platform.
If you get too close to them, they swipe at you and deal heavy damage to anyone close.
It's very easy to get pushed back by a claw into a dragon and die.
8 s DoT applied on a few players. When it fades, it also deals damage to the raid.
After the 3rd combo of 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.
8 s DoT applied on a few players. When it fades, it also deals damage to the raid.
After the 3rd combo of 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.
Phase 2 happens twice. Once after Phase 1, and once 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.
EVERYONE
Don't stand in the circle in center
and don't get knocked off the platform.
EVERYONE
Marked players explode next to each other
on the edges of the platform to spawn portals.
EVERYONE
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 beams and rotate.
The raid needs to play opposite the portals to dodge them easily.
EVERYONE
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.
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.
EVERYONE
ivide raid in 2. Each half goes to their portal.
Use extra-action button to travel to add platform.
Boss flies away on his dragon and both become immune.
On either side of the platform, 2 portals become active. Divide the raid in 2, each half takes a portal and goes to a platform on the side to kill 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.
EVERYONE
Focus DPS on the Manaforged titan add
before it explodes. Dodge the projectiles.
On both platforms there's 1 Manaforged Titan add.
Focus this add in priority. If it reaches 100 Energy it explodes and kills you.
It also shoots projectiles on the platform, dodge them.
EVERYONE
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.
You also need to interrupt them.
On both platforms there's a group of Shadowguard Reaper adds.
They blink on random players, dealing them some damage and applying them a 8 s DoT.
Pack them, CC them and kill them.
On both platforms there's a group of Shadowguard Reaper adds.
They blink on random players, dealing them some damage and applying them a 8 s DoT.
Pack them, CC them and kill them.
After coming back from Intermission 1 and replaying a short P2, Intermission 2 starts.
The boss is immune and starts a 30 s channel on his dragon.
When the channel ends, the boss kills his dragon and heals himself for the amount of HP left on his dragon.
Hit the dragon to get it as low as possible, so the boss has less HP at the start of the last phase.
EVERYONE
Hit the dragon so the boss
heals himself as little as possible.
The boss becomes immune and channels for 30 seconds on his dragon, dealing heavy raid-wide damage.
When it 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, Phase 3 starts.
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 destroy stars.
EVERYONE
6 targetted players spread evenly on edges of platform.
Rifts spawn and pull the raid for 5 s.
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 10 s, they jump on their target, dealing massive damage to all players, reduced by distance.
The tank takes heavy extra Physical damage and gains a 40 s vulnerability to this and Starkiller Swing.
A rift spawns where each player was hit, pulling the raid toward it for 5 seconds.
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.
EVERYONE
Dodge the rings of spikes.
It's hard, focus solely on that.
After pulling the raid for 5 s, each rifts turns into a star, a giant purple spiky orb. If you touch them you die.
Each star then starts sending a ring of spikes on the platform. The ring moves a bit further from its star each time.
With 6 rings spawning from 6 different directions, it's very hard 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.
EVERYONE
Aim missiles at stars to destroy it
and prevent raid damage.
Other players dodge the missiles.
The boss and 2 ghosts each pick 1 player, the boss always picks the tank.
After 6 s, they each shoot a missile at their target, dealing massive damage to them and anyone in the trajectory.
The tank takes heavy extra Physical damage and gains a 40-second vulnerability to this and Galactic Smash.
Aim the missiles at a star to destroy it. Each missile that misses a star deals heavy raid-wide damage.
The boss casts this twice after each Galactic Smash.
When a tank is targetted by Galactic Smash or Sarkiller Swing, they take extra massive Physical damage and a 40 s vulnerability to both abilities.
The boss rotation is 1 Galactic Smash then 2 Starkiller Swings, before starting again. Tanks need to 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 towards the center, quickly covering the entire platform and killing the raid.
Players hit by Galactic Smash and Starkiller Swing also get a powerful 8 s DoT.
Use a defensive CD when targetted by either ability.
When a tank is targetted by Galactic Smash or Sarkiller Swing, they take extra massive Physical damage and a 40 s vulnerability to both abilities.
The boss rotation is 1 Galactic Smash then 2 Starkiller Swings, before starting again. Tanks need to swap after each ability.
Both tanks will play both abilities.
Players hit by Galactic Smash and Starkiller Swing also get a powerful 8 s DoT.
Use a defensive CD when targetted 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 towards the center, quickly covering the entire platform and killing the raid.