

The Dark Animus is defeated by managing Anima transfers to the correct Golems at the correct times.
Start by killing Anima Golems to empower Massive Anima Golems, aiming to kill as many Golems as fast as possible (except a few that are kept alive) to prevent The Dark Animus from gaining too much Anima from Siphon Anima.
Healers need to manage position swaps through dispelling Matter Swap and keep overall raid healing high in answer to permanent DoTs.
Avoid Slams and Fonts, help your tank with Rings, and avoid being interrupted by Jolts.
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The room is filled with inactive Anima Golems of various sizes.
They cannot act or use abilities without Anima. Anima capacity depends on the golem; the bigger ones can hold more.
Defeating an Anima Golem causes the Anima it had to transfer to the closest golem with enough room.
TANKS
WATCH YOUR DEBUFF STACKS
Massive Golems slam the ground, dealing massive Fire damage to the tank and all players within 9 yards.
Also increases damage taken by further Slams for 25 seconds.
Tanks can either immune stacks off or rely on one of the other tanks to help them drop stacks.
DISPEL
AROUND 5 STACKS
Debuff linking a player and their furthest ally, try to bait by standing far away to avoid swapping tanks.
This should be dispelled at 5 stacks so that each player takes 50% of their maximum health, as it increases from 0 to 100% over 10 seconds.
When this is removed, they will swap places.
When two Small Anima Golems are close, they link together and gain 250% increased attack speed and damage done.
They also gain 30% movement speed and are immune to slows.
Everyone but the tanks should only take one add max to prevent this.
When two Small Anima Golems are close, they link together and gain 250% increased attack speed and damage done.
They also gain 30% movement speed and are immune to slows.
Everyone but the tanks should only take one add max to prevent this.
Golems are Evasive, reducing damage taken from AoE 90%.
You need to single target DPS them down.
When Dark Animus activates, it starts draining Anima from all active golems, empowering itself and enabling new abilities.
As Animus gains Anima, it unlocks various mechanics and accelerates toward Full Power.
The Dark Animus periodically drains 1 Anima from all nearby golems.
The fewer golems alive, the less Anima is drained.
As Dark Animus gains higher Anima, he unlocks new abilities.
Make sure to control the rate he gains Anima through the fight to the most dangerous mechanics for as long as possible.
IF ASSIGNED
SOAK AN ORB TO CREATE ESCAPE ROUTE
At 25 anima, Dark Animus summons rings of anima orbs around the tank.
If the tank takes one of the orbs, they will take 200% increased melee damage for 15 seconds.
A player with an immunity (Like Cloak of Shadows or Anti-Magic Shell), or a melee player, should take one of the orbs so the tank can escape the circle.
IF DEBUFFED
MOVE AWAY
At 50 anima, players with Touch of the Animus will start to be infected with Anima Font, causing them to splash anima around them every second.
Enemies hit by this anima will take massive Fire damage.
At 75 anima, The Dark Animus releases a blast that deals Arcane damage to the entire raid and interrupts spellcasting.
Raid cooldowns should be used to cover this Jolt that comes roughly every 25 seconds.