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 Betreff des Beitrags: 60er T2 20 Mann - Ebenenbrecher Bastion
 Beitrag Verfasst: Fr 10. Jun 2016, 21:16 
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Abominus

Raid Composition:
- 2x Tanks (1 Justicar, 1 random)
- 1x Defiler
- 1x Puri
- 2x Chloro (LBV, 1 per tank) | 2.7 update: can also use physician
- 2 AOE Healers
- 1x Bard
- 1x Pyrochon or BM
- 10x ST DPS (preferably; Paragon, Warpest, Lock, Shaman, Sin)

General Instructions:
The fight has 2 major phases; The miniboss platform phase and Abominus phase.
The miniboss platform phase is there to show you the mechanics of each miniboss that you will have to deal with, altogether, when you make it to Abominus platform.

There are 3 mini bosses: Zor'zyx (interrupt guy), Tor'krik (calamity guy) and Ix'lor (pillar guy). Keep their nicknames written in the parenthesis in mind, it will help you when you reach Abominus phase.
Each one of them owns a platform which you will have to finish twice before you complete the miniboss phase.
First time you visit each miniboss you will see a few mechanics and second time some more.
Also, first time you visit each miniboss you stay on their platform until they are DPS'd down to 69% and second time until they are killed. Don't worry tho, they will be resurrected once you reach Abominus' platform!

As said, once you reach abominus platform you will have to deal with Abominus mechanics plus all 3 minibosses damage and mechanics together.

Platform order is always the same: Zorzyx (100%) -> Torkrik (100%) -> Ixlor (100%) -> Zorzyx (69%) -> Torkrik (69%) -> Ixlor (69%) -> Abominus

~ ~ MINIBOSS PLATFORMS ~ ~

> Zor'zyx: (interrupt guy)

Basic Mechanics:

Deafing Blast:
> Blue cast will happen every 6 seconds. You need 2 interrupters to deal with it.
If it goes through the raid takes damage and everyone is silenced (which usually leads to lack of healing and deaths)
Lithic Ablation: (hopping - tank burst)
> Cast ability on the tank that has agro. Hits the primary target hard and jumps to additional players within 20 meters of the first target. The more players there are within 20 meters of Lithic's blast the more times it will jump from one to another and kill people.
Cascade Reaction: (Spread Mechanic)
> Warning Cast; At the end of the cast each player receives a purple circle around them that explodes shortly later, dealing a considerable amount of damage to themselves and whoever is inside their circle.
> Players needs to spread out on the platform evenly to avoid killing each other. It's also very important that you do not spread near the tank that's receiving Lithic Ablation unless you have a puri aware of the situation and ready to shield you.
> Additionally, whenever you have to return to that platform be it next pull or next week, it helps a lot to memorize a spot you will always be going to so that your raid gets used to quickly finding open space to spread.

Sub 69% Mechanics:

Waves:
> 2 sets of waves (in the shape of a cross) will spawn on your tank's position and cross the platform. You need to dodge them or they will knock you off the platform and you won't be ress-able anymore.
> As soon as each set of waves spawn on the highest threat tank, he needs to move to dodge them too otherwise they will knock him off the platform.
> Tank can also place themselves in an angle to force only 1 out of 4 waves per set to cross the room.
Meteor:
> A huge red circle will spawn around a random player. This circle will begin to contract until it disappears dealing damage that has to be shared with other players and healed through by your AOE Healers.

Details:

Meteor:
> On Zor'zyx platform, if you are standing far from middle somewhere at the edge of the platform that there are not many people near you it's necessary that you run in melee (middle) in case you get the meteor. If not you will die to not sharing the meteor damage and very likely kill a couple of players who stood in your circle since there were not enough people to soak the damage.
Wave/Meteor + Cascade timings:
> Sub 69% you will have to deal with Wave, Meteor and Cascade pretty much at the same tiime. There's a little tip which will help you spread out in time and safely:
- Cascade will always come shortly after a Wave (sometimes it's Wave -> Interrupt -> Cascade) and right after the Meteor's circle has contracted so much that there's one more clip before it disappears. So usually you will see Wave inc -> Meteor almost gone -> Cascade being casted -> At the end of the cast meteor has vanished and Cascade circles have applied to the raid. Knowing this will help you be prepared and not caught by surprise.

> Tor'krik: (Calamity guy)

Basic Mechanics:

Tank Debuff: (Hammerfist Blow)
> Each time this ability is cast on a tank it applies a stacking debuff that increases damage taken.
- Tank swap at 3 stacks.
Add: (Fractured Diamond)
> A portal will spawn somewhere at the edge of the platform and an explosive add will come out heading towards Torkrik. You have to either kill Torkrik or kill the add before it reaches him, otherwise you will all die to the explosion.
> The add can be slowed down by Assassin poison or Shaman cooldown.
> Depending on your raid DPS first time you go on Torkrir platform you can ignore the add and kite the boss a bit until he's pushed to 69% while 2nd time you go to his platform you will generally have to kill 2 adds and push.
Meteor:
> A huge red circle will spawn around a random player. This circle will begin to contract until it disappears dealing damage that has to be shared with other players and healed through by your AOE Healers.

Sub 69% Mechanics:

Calamity: (Exploding crystals)
> 6 seconds channel. Spawns 3 explosive crystals on top of each player which will explode and deal raid damage at the end of the channel (standing on a crystal kills you instantly)
> Crystals will be applied within the first 4 seconds of the channel. Therefore, you need to stack up and let the crystals be placed until Calamity channel is at around 30% left and then move out for the last 2 seconds of the channel and counter the raid damage with some bursty AOE heals.

Details:

Stacking up & Add spawn timings:
> As soon as you get to Torkrik's platform sub 69% you need to stack up for Calamity.
> Right after Calamity an add will spawn which needs to be killed while Torkrik is being kited away by the tanks.
> Right after you kill the add you must place the boss in the middle and everyone stack up waiting for next Calamity.
> After that Calamity a new add should be out that needs to be dealt with.
> After the add is dead given that you got enough raid DPS you can stand wherever you want (as long as you don't die to meteor) and quickly kill Torkrik.

> Ix'lor: (Pillar guy)

Basic Mechanics:

Tank Debuff: (Stoneslash)
> Same exact debuff as Torkrik's "Hammerfist Blow".
- Tank swap at 3 stacks and make sure the tank without stacks from Torkrik picks up Ixlor first when you jump into his platform.
"Sand" Ground AOE:
> A ground AOE that spawns on top of a player dealing damage and knocking back whoever stays in it. Simply move out of it.
> If your melee DPS stands anywhere closer than "max melee" distance from the boss then it's very likely the sand ground AOE will spawn on top of the boss and you won't be able to melee DPS him until the AOE is gone.
Stand at MAX MELEE distance!!!
Reflect: (Luminous Blast)
> Ixlor prepares to throw a one-shot ability on a player whose name will be announced in the middle of the screen "Ixlor prepares to hurl a blast of magical energy at X".
- You need to have a chloro with dominator sub-soul in order to apply reflect on that player.
> Never use Reflect with Natural Conversion. It will reflect the spell back on Ixlor and Conversion will heal him for a few millions of HP
Breath: (Sandstorm)
> Ixlor prepares to breath at the direction or a player whose name will be announced > Raid has to stack up at max melee range in front of the boss. The player chosen by the breath has to run behind the boss so that the breath won't hit the raid.
> If you are standing too close to Ixlor while breath is being cast you will get hit by it and die. That's why "max melee" is mentioned.
> If you run behind the boss with the breath make sure you are on the move when the breath begins or you will be caught by it and risk dying.

Sub 69% Mechanics:

Pillar: (Graviton Bomb & Unstable Shard
> A pillar called "Unstable Shard" and a bomb called "Graviton Bomb" will spawn in the room. You must LOS the bomb behind the pillar before the bomb reaches the ground and explodes.
> The pillar will gain stacks over time dealing more and more AOE damage to the raid. You must Switch & Nuke the pillar as soon as it's up while AOE healing before the damage becomes to high for your healers to handle.
> Again, killing the pillar is No#1 priority.
Meteor:
> A huge red circle will spawn around a random player. This circle will begin to contract until it disappears dealing damage that has to be shared with other players and healed through by your AOE Healers.

Details:

Pillar + Sand AOE combo:
> A few seconds after pillar spawns there will be a "sand ground AOE" placed in the raid. Therefore, if the pillar is really close to your raid and you run immediately behind it to LOS the bomb you will most likely get the ground AOE on your LOS position and be knocked out to the open --> Die by the bomb.
> When Pillar spawns, switch DPS and go close to it but do not LOS before you see the sand-aoe on the floor. As soon as it's there LOS the bomb!
Stacking & max melee:
> Once again, stacking together and staying at max melee distance from the boss really helps sand-aoe being placed properly and players who have to run with the breath do it without killing anyone.
Breath + Meteor:
> There's a rare occasion in which the player who gets the Breath also has the meteor. In that case, he has to run behind Ixlor but at the same time stay close enough to him to make sure the raid is still inside his meteor's effect (and its damage is being shared).
Meteor during transition to Abominus platform:
> It's often that you will get a meteor right before you need to jump to Abominus platform. In that case, your raid except the tanks need to stay together once you land on Abo's platform until the meteor is gone (normally melee DPS, Range DPS/Healers and Tanks split into 3 camps on Abo's platform)
Dying before transition:
> If you die right before transition to Abominus platform you can no longer be ress'd and your body will be teleported at the starting area. Be careful and don't die to silly stuff right before transition.

~ ~ ABOMINUS PLATFORM ~ ~

> Miniboss inherited mechanics:

Once you hit Abominus Phase all 3 mini-bosses will be resurrected one by one always starting with Zorzyx followed by either Ixlor or Torkrik.
Each one of the minibosses will inherit only two of their previous mechanics, 6 in total which are the following:

Zorzyx: Lithic Ablation
Zorzyx: Interrupt (with the only difference that it now comes every 12 seconds instead of every 6)
Torkrik: Tank Debuff - Swap mechanic (Hammerfist Blow)
Torkrik: Calamity
Ixlor: Reflect (Luminous Blast)
Ixlor: Pillar (Graviton Bomb)

> Abominus mechanics:

Eye:
> This is a small circle aoe that follows a player around and will kill whoever stands in it for 2-3 ticks. Kite it around.
Drones:
> 2:30 minutes after you transition to Abominus platform he will cast "Barrage" a raid wipe mechanic that can only be avoided if you stack between 2 Drone-crystals (see bellow).
> You can ignore this mechanic altogether if you have enough DPS to "pin" Abominus down to 5% before the 2:30 mins mark.
Drones:
> Drones are adds that will follow whoever has agro on them and cast a frontal cone ground AOE that deals heavy damage if not dodged.
> Upon death Drones will drop a Crystal that protects players from half a Barrage effect.
- If you fail to pin Abominus you will need to kill 2 drones on top of each other and stack in between two of their crystals to survive Barrage.
- If you can Pin Abominus then simply ignore them until Abominus is at 5% and then switch and kill them asap so that you won't have to deal with them anymore (so you can focus on mechanics and killing the minibosses in the correct order instead).
> Drones stop spawning once Abominus is pinned.

> Soft Enrage mechanics: (killing minibosses)

Whenever a mini boss is dead on Abominus platform it will come back shortly later as a "Manifestation of the Hive" (ghost) and keep using its abilities but less often.
Additionally, Manifestations are not getting much damage (90% dmg reduction) so you don't bother with them other than tanking.
Abominus will also gain a few extra abilities which define his soft enrage.

> Killing 1 miniboss: No changes on Abominus
> Killing 2 minibosses: Abominus starts throwing some big round electric fields on the ground which expand whenever a player stands in them or passes through them. They can expand to infinity so be careful.
> Killing all 3 minibosses: Abominus goes into enrage and also casting an ability that deals more damage the more player there are next to each other so you will have to spread out.

Ideally, you want to kill 1 mini boss then take the other 2 very low to like 5% and kill them together -> Nuke abominus last 5% before you wipe.

> Tactics:

First of all let's set some coordinates:
- Abominus is standing at the top of the platform.
- Left and Right is defined by looking at abominus.
- So, Vertical goes Bottom, Center, Top & Horizontal goes Left, Middle, Right.

There are going to be 4 "camps" your raid needs to be placed. Those are:
- Abominus camp: Top Left, Abominus Melee camp
- Ranged camp: Center Left, Healer + Ranged DPS camp
- Miniboss camp: Bottom Left, Miniboss melee camp (+melee tank)
- Ranged Tank camp: Bottom Right, where your justicar stands and placing the waves.

> All melee DPS start at Abominus camp until Abominus is pinned down to 5% HP. Whenever an eye spawns on your camp you just strafe to the right until it's gone and then you return to your camp.
> All ranged DPS and Healers start at Ranged camp and stay there for the full duration of the fight only moving in case of Pillar, Calamity, Waves or Eye - always return back to your position after you deal with the mechanic that forced you out of it.
> Melee tank needs to stand at the Miniboss camp at all time, only moving when a mechanic is happening but generally trying to stay there.
Additionally, once Abominus is pinned all the melee DPS need to swap from Abominus camp to the Miniboss camp and stand behind the minibosses there. Same deal here, if you are pushed out by mechanics always come back right after.
> Justicar tank stands at his Ranged Tank camp so he can place waves there, always goes back if forced out and tank swapping Torkrik when needed.

Overview:
Once you are at Abominus platform Melee Tank, Justicar (ranged) tank, Melee DPS and Healers/Ranged_DPS go to their camps. Place banners at the ranged camp.
Use raid CDs and stick to your camps until Abominus is down to 5%. Dodge Eye and Waves. You have 2:30 mins to do it before Occular Blast.
Drones should be picked up by the melee tank at miniboss camp.
Zor'zyx (rupt guy) is always coming first so you need to assign someone on rupt duty, 1 rupter is enough.
Pillar or Calamity guy will come next. Depending on who's the 2nd miniboss prepare for Calamity or Pillar.
> Calamity: Generally, stand on your ground for 2-3 sec when calamity starts and then move all together (from all camps) towards the Middle-Center of the room. You do it so you can place all Calamity Crystals together and away while having your entire raid bunched up for maximum capacity of AOE heals (making sure no-one is out of range)
> Pillar: LOS behind the pillar and leave either one full Dominator mage (Arresting Presence) or a Tempest/Warlord warrior DPS (no permission to die) to deal with the interrupt on Zor'zyx while you are LOS'ing behind the pillar for the bomb.
- Important! While the Pillar is up all other mechanics will be stalled and put in a Queue.. This means that you wont have to deal with Eye, Calamity, Drone attacks and Waves while being LOS behind the pillar, HOWEVER, as soon as the Bomb is gone all these mechanics that have been sitting on Queue will trigger.
You have to spread out, heal and return to your camps as soon as the bomb is done or you will die to Eye and Drone attacks mostly.
Once Abominus is at 5% (pinned) all melee switch to the Miniboss Camp and nuke the Drones. You want to get rid of them since they are easy to kill, can be annoying with their ground AOEs and no more will spawn since Abo is pinned.
After Drones are dead mark as N#1 and nuke Ixlor (rupt guy).
- Getting rid of Ixlor first is very important because this will reset his timer for pillar which means if he casts a pillar every 1 min, when you kill him he needs time to resurrect and then another 1 min to cast a pillar.
- Also, the pillars that spawn after Ixlor comes back as a Manifestation are not followed by a bomb. That means you still have to kill them before you die to stacks+AOE damage but you don't need to LOS which makes movement and healing much easier.
Once Ixlor is dead you need to burn Zorzyx and Torkrik but remember you will have to kill them together. You don't have to worry about their HP% difference, just make sure you kill them together.
- If Pillar comes when those two are down to ~5% simply ignore the pillar, finish them off, kill Abominus.
After both minibosses are dead, spread out and nuke Abominus.

That's all. You just need focus, discipline and think ahead for example when moving from Pillar back to camp if Waves or Calamity are also about to come. (you might have to delay your group movement for a bit, deal with mechanics and then resume)

Class Details:

Purifier:
On Abominus Platform you are mostly healing whichever tank is tanking 2 of the 3 minibosses at a time. Ixlor will always be on Justicar tank and Zorzyx always at your melee tank. So basically whoever is tanking Torkrik needs your focus of shields and heals.
If you can keep an eye of Ixlor's Lithic Ablation on tank you should use your Symbol within 3 sec of the impact so you can have it reapplied by your passive talent.
Yolo heals and AOE shields should mostly be used during Calamity. Yolo heals can also be used if both your tanks are going down and you can't handle it.
During Calamity your mages are mostly busy covering up some AOE heals to the raid which means your tanks are vulnerable and you need to keep an eye on them.
Rite of the Forge should be used mostly during a Pillar to the tank that is taking the heaviest of damage.
Unstable Conflagration is your big CD for Abo's platform, if played properly you wont really have to use it.
When you see "eye" spawning always expect the worst from your co-raiders, throw Symbols on those who might forget to move and call their names on TS to wake them up.
Always check and keep Laten Blaze up on tanks.

Defiler:
On Miniboss Platforms you are generally just doing DPS.
On Abominus pltforms you start by doing DPS on Abominus and after all 3 minibosses have spawned you need to patch up for your Puri whenever that's needed. In general, you will have to do quite a lot of spot healing on the tanks during that phase but the best defilers are those who will also be able to keep a DPS rotation going on the minibosses.
30% link on melee tank, 20% link on Ranged tank.
Feedback is shit. Don't ever use it during Calamity or in general. All you manage to do is to consume your stacks of foul growth off your tanks.
Unstable Transformation should be used mostly during or right after a Pillar usually on the melee tank. Use it with some good judgement.

Chloros:
On Miniboss platforms you can stay AOE heals. On Abominus platforms you need one chloro synth per tank.
Chloros with dominator subsoul are responsible for reflects.
When dealing with Calamity or Pillar guys on whatever platform you need to keep your ruin, 5 stacks of nature's touch and flourish ready to burst aoe heals. The best chloros will be able to switch between veils for Calamity without losing a tank while on Abominus platform.
For the rest of the time when Calamity and Pillar are not coming soon your Ruin, Nature's touch etc are your best friends while moving to dodge Waves and Eyes.
Symbiosis is a good CD to stabilize your tank HP right after a pillar or a calamity after spending a lot of time LOS'ing, AOE healing or doing other things that put your tanks in danger.

Physician VS Chloro:
With 2.7 Physician can be used to replace a chloro. Use the Physician spec with the Powercore.
Toggling between AOE smart heals and ST heals only takes 1 GCD compared to switching veils.

Liberator/Warden:
You are the main AOE healer. That means you need to stand somewhere that you can always cover your whole raid with your heals.
Most AOE healing comes during; Calamity, Pillar and when soaking a Meteor.
Imo, Liberator is a better option than warden as he can also spot heal players and help with tank healing. Also has better defensive CDs and infinite resources (no mana problems)

Raid and personal CDs:
DPS Specs with 1 min CDs need to take into account the platform swaps. Don't waste them if you don't have enough time to make full use of it. Raid Cooldowns should also be used in the same fashion.
There's no cookiecutter about when is best to use what, you need to figure this out depending on your raid composition. In general though you want to have Orchestra, Flaring Power and WGs (or their equivalents) ready for Abominus platform.
Also some specs like Paragon have stacks of buff that refresh whenever you are attacking something. Obviously, when you have to jump from one platform to another these stacks may drop or get close to falling off. If possible, refresh them before this happens to maximize your DPS.

Justicar & Waves:
There are always 2 sets of waves. One will spawn on you with a 45 degrees angle and the next one will spawn as a cross on you. To dodge them you need to move forward right before the first set of waves lands and diagonal right before the 2nd set of waves land.
Also, the way you placed yourself (the direction you are looking at) will determine which way the waves will head towards. If you are good at it you can always place the waves in a way that there will never be 2 waves sliding through your entire raid.

Inyr'Kta

Raid Composition:
- 2x Tanks
- 1x Defiler
- 1x Puri
- 2x Chloro (LBV, 1 per tank)
- 1x Bard
- 1x Pyrochon
- 5x Warrior DPS with at least 0 in Warlord
- 1x (at least) Assassin for crit debuff
- 2x Bladedancers for AoE
- 4x Other ST dps

General Instructions:
This encounter consists of two phases that are rotating; Boss phase and Beam phase.
Further Bellow I will explain all mechanics in detail along with advanced tactics and tips to consider, however, it is very important that people reading this guide with zero experience with the encounter understand the baseline of it.

Therefore, I'm splitting the encounter in the following milestones for which I will give some general instructions:
Boss Phase A: 100% - 80%
Beam Phase 1
Boss Phase B: 80% - 55%
Beam Phase 2
Boss Phase C: 55% - 30%
Beam Phase 3
Boss Phase D: 30% - Kill

Boss Phases:
During Boss-Phases you will have to deal with a few basic mechanics: Fissures, Crystals, DOT (on tank). Additional mechanics will be added after every Beam Phase tho.
> Boss Phase A: Includes only the basic mechanics so you're pretty much burning the boss and placing crystals at the edges (tanks doing a simple tank swap on DOTs).
This Phase should last around 1 minute, doing it bellow this means you have enough ST DPS to kill Inyr before enrage and doing it in more than, say, 1:10 means you'll probably be hitting enrage.
> Boss Phase B: Includes basic mechanics from "A" plus having one Add alive (given that you killed 1st add right at the end of Beam Phase 1) which means you now also have to deal with Add shield, Add interrupt and Double tank swaps (swap boss -> swap add). Additionally, you will have to kill the add before "B" is over and cleanse yourselves from Crystal-stacks.
> Boss Phase C: Same as "B"
> Boss Phase D: Same as "B" & "C" with only difference that Beams from "3" now continue comiming hence you need to run to the safe spots, pull fissures there and be creative enough to run crystals to the edges without getting yourself locked out.

Beam Phases:
During Beam-Phases you will have to deal with a few basic mechanics: 2 Adds, Add Shield, Add interrupt.
All Beam Phases look alike "mechanic-wise" with the only difference being which way beams are coming from.
> Beam Phase 1: Beams are spawning at the top and heads towards the bottom. If you keep your raid near the bottom you can then move left and right to position yourselves in the safe-gaps.
> Beam Phase 2: Beams are spawning both at the top and the bottom coming towards the middle. The best way to deal with this is to position your raid around the center of the room and then run through the gap of a beam that is coming from the top, turn around, find the gap of the beam approaching from the bottom, run through, turn around and repeat.
There are times, the run from one gap to another will be too long (ex. gap being left side of a top beam followed by gap being right side of a bottom beam) in which cases you have to go through gaps of the same side twice - Two Tops or Two Bottoms - otherwise you wont make it.
> Beam Phase 3: You will have cross-beams. You just need to find the spot where the gaps of both beams align and go stand in the "safe gap" over there. Beam Phase 3 will not stop even when the boss comes back and will last till you wipe or the boss is dead. Keep in mind that while standing in a safe-gap there's little to do to dodge inyr (during her burrowing) therefore it's extremely important that you didn't give her too many stacks during the previous Beam Phases 1 & 2.
After you successfully dodged crossing beams, head back to the center of the room and dodge boss / prepare for next beams crossing.

Now that you have a General Idea of how the encounter looks, let's have a look at the mechanics:

Mechanics:

Fissures:
> 5 Fissures will spawn around the boss on Fixed positions (following "Earthen Fissures" cast by Inyr).
Those Fissures function like bombs and they have a timer on them. They need to be killed before they explode. 1 Fissure exploding deals heavy damage to the raid and stuns everyone for two seconds leaving tanks vulnerable to damage (since healers cannot react).
> The best way to deal with these fissures is to have 2 Bladedancers to AOE them. However, they will spawn away from each other which is why you need 5 warriors with a Warlord subsoul to pull the crystals on top of the boss.
> When you enter Inyr's room, facing her, assign warrior pulls like this: One for the fissure that spawns "Back-Left", one for "Back-Right", one for "Front-Left", one for "Front-Right" and one for "Middle".
Personally, I make a warrior raid group and put the warriors in an order. From Top to Bottom: (1) Back-Left, (2) Front-Left, (3) Middle, (4) Front-Right, (5) Back-Right. This helps my warriors memorize what they are pulling and the raid-lead to monitor fissures in case a warrior is running out or dead.
> Apart from DPS warriors with WL subsoul another viable option is to have a VK warrior tank to take over one crystal or just be backup. VK warrior tanks are also useful during last phase where fissures must be pulled in the "gap" between two beams.
> Sub 30% there will be only 3 Fissures spawning instead of 5 which leaves extra space for "chain-pulling" the fissures by warriors to "better" spots.
Crystal (debuff): Highest Priority Mechanic!
> Inyr will apply a debuff on a player. This debuff will deal damage over time, hitting softer for the first two ticks and much harder from then on.
To get rid of it, the player must run to the edge of the platform (room) and click the reactive ability that appears in his screen. Doing so will drop a crystal with a ground aoe around it which will two-shot anyone inside it.
> Dying while carrying a crystal-debuff results in dropping a crystal with a much much bigger ground aoe around it.
Those crystals/AoE will stay active through the whole fight which turns this into a "Space Management" mechanic.
> Also, placing the crystals at the edge of the platform and always in a line - never in multiple rows - can determine a wipe from a kill since during the last phase there will be beams crossing each others and leaving only one safe "gap" for the raid to stand in. Imagine what happens if someone yolo-dropped a crystal just right there. Disaster!
> Players who receive a crystal MUST stop whatever the F. they are doing and run-drop the crystal properly. The ticks of the debuff get pretty nasty, so, waiting for an extra GCD cos you wanted to "deeps" is only stressing your healers (tanks may die in the meantime) and risks a crystal being dropped in the middle of the raid.
Obviously, Puri needs to shield you and Defiler needs to HoT you but that's all you get. Pop personal defensive CDs, speedbuffs and go place them.
> Tip: During the last 30% you will have to deal with Beams and Crystal-debuffs at the same time. There is only one safe spot and limited time to get in there.
If you are carrying a crystal you have to be quick and creative. Don't go to the safe gap straight away. Instead, run early through one Beam opening, place the crystal at the edge and run back in through the other Beam opening to stack up with the rest where the safe "gap" will be. Don't just drop crystals wherever, with some bad RNG next safe gap will be where u dropped that crystal and cause your raid to wipe.
> Last but not least, if you have a special role in the raid and you need to run for a crystal you should inform your raid about it. Chloros, Puri, Bladedancers specifically as there might be need for some backup heals or AOE dps.
Crystal Stacks (self stacks - blue stacks):
> Crystal Stacks are build over time -raid wide- and they increase your damage taken. Having up to 6-7 stacks is pretty safe and manageable till 8-9 stacks. More than this will probably cause one of your tanks to die since they will also be receiving increased damage by all sources.
> In order to remove these stacks you need to step inside the green AoE that spawns when an add dies.
Million shards:
> Inyr will occasionally cast "Million Shards" which will deal AoE damage to the raid. The more crystal stacks the raid has the more damage this AoE will deal.
Adds:
> Adds spawn during Beam Phase. They swing for about 12-15k damage on the tanks which is a considerable amount of damage especially during Boss Phases and when they critically hit.
> Interrupt: Adds will occasionally cast a wipe spell which must be interrupted. You will have to utilize ranged interrupts as there will be times the raid will be running and dodging beams.
> Shield: Adds will occasionally shield themselves. As a result they cannot be interrupted until the shield is broken which means you need to control their shields properly.
> Green AoE: Upon death, adds will spawn a green aoe which is removing the crystal-debuff stacks from whoever steps in the green area. You will only get 2 adds per Beam phase and there will be 3 Beam phases in total which makes it 6 adds in total.
That means, you must kill the adds in a way that will allow you to keep your stacks low.
Generally, that means one add must die right after beams are over and boss is back (which will also reduce the stress on tanks-healers compared to having 2 adds and a boss to tank) and the other add must die either when the raid has 5 crystal-stacks if at that time Inyr has too many stacks herself (will explain that in a bit) or when the raid has about 8 crystal-stacks if everything is normal.
Remember that if you are running a crystal to the edge, it's higher priority to run the crystal than get cleansed. You will be able to survive 12 stacks with some care from your healers until next add is dead but you wont be able to recover from a misplaced crystal in the raid.
Boss Stacks:
> During Beam Phase Inyr will "Burrow" and start swarming around the room randomly. Each time a player is touched by her during her "burrow" will apply a stack of buff on her, making her hit harder.
Having up to 20 stacks is manageable. For a kill you'd like to have less than 10. Over 30 stacks will be stressing your tanks and healers a lot (If for any reason Inyr has 30+ stacks then you should be killing adds faster to reduce incoming damage by tanks - at 5 blue stacks as said above).
Tank DOT
> This is a tank swap mechanic. Well, it can be done with 1 tank and Puri-Sent-Defiler-Chloro on it + CD rotation but it's risky and not recommended for quick progress. Also, using 1 tank is a DPS gain only if the DPS you are getting instead of a 2nd tank is good, otherwise, the extra WG from the 2nd chloro will compensate for the loss.
> This DOT will last 15 seconds and it will hit tanks for an increased amount of damage per tick. Last 2 ticks are the ones that hit the hardest and good shielding, CD usage and reactive healing are required.
> DOT will be applied by the boss on the active tank. Active tank is the one that tanks both the Add and the boss.
As soon as the DOT is applied on one tank the other one needs to taunt off the boss which is the 2nd greatest source of tank damage after the DOT and before the ADDs.
8 seconds later the same tank will have to pick up the Add too since the tank with the DOT is experiencing the last 7 hard hitting seconds of the DOT and you don't want to have anything else on it at that time.
Beams:
> There are 3 Beam phases coming at 80%, 55% and 30%
> First beam phase has single beams coming from the top to the bottom only therefore your movement will be only in the direction of left and right.
> Second Beam Phase has beams coming both from top and bottom. Your raid needs to stand around the middle of the room and run through the gaps of a beam coming from top then one coming from the bottom and so on.
There will be times tho that the gap of a top-beam is far left while a gap from the next bottom-beam is far right. In that case, you need to run through the gaps of two top-beams or two bottom-beams because trying to dodge in the normal top-bottom-top-bottom fashion is kinda impossible - The gaps are far away from each other and the run is extremely long to make it before you get crashed in between beams.
> Third Beam Phase has beams crossing each other which means you need to find the "safe spot/gap" as you may want to call it. Third phase's beams will stay active until you wipe or kill the boss which means you will have to deal with Beams + Boss + Fissures + Adds all together.
For that reason, getting rid of the adds as early as possible is recommended and occasionally switching to fissures to assist your ~melee-range~ BDs is necessary.
Remember that VK tanks are also extremely useful for that phase since they can pull Fissures that are left behind crossing beams into the safe gap where the raid is.

Advanced Tips & Tactics:

~ DPS ~

The DPS check is pretty tight and your main concern as a raid is to maximize your ST DPS which means two things; (1) Get the minimum amount of AoE/Healing you can make it with and (2) Stack buffs and debuffs.

With this in mind, while a Harbarchon is better than a Pyrochon for AOE, Pyrochon will offer you 2x Lava Fields which is more useful towards a kill. Likewise, Shammans have strong cleaving but you don't wanna use GCDs doing AoE instead of pushing your ST.
In other words, 2x Bladedancers should be able to do is with the ONLY moments other people will have to "pad" AOE being if one of your bladedancers is dead or running away with a debuff-crystal.

DPS SPECS:
(note: link specs)
> Warriors should be generally playing either 61Para/8Temp/7WL or Tempest/Warlord.
- Temp/WL provides high sustained ST, good survivability, passive AOE, a pull and doesn't suffer much from disconnects.
- Paragon will give you better bursts, lined up with raid CDs along with better mobility and higher output bellow 30%, however, Tempest/warlord might be a more suitable spec for progression.
- If you have a 6th warrior in your raid it is a Raid DPS Gain to get 61para/10Ch/5Temp for Armor Debuff in the raid.

> Rogues should play either 61-Assassin or NB/Sin.
- Sin will give you a better output during static dps bursts while NB/Sin will keep up due to better melee disconnect management, target switching and bellow 30% damage boost.
- 2x Bladedancers are responsible for bursting down Fissures with AOE, Breaking add Shields and interrupting add casts since they have a ranged interrupt (backed up by the tanks and some DPS with ranged rupt). They must also be able to call it out if they have to run away to place a crystal-debuff and Fissures are active or coming at that time.

> Mages should play Harbinger if DPS.
Harbinger provides a good amount of AOE if a Bladedancer has to run out and assist on the Fissures is being requested. In addition, Harbingers have Blademark which is an extremely powerful cooldown in this encounter since it can be used to burn down an add while DPSing the boss.
Bugs: The only downside of Harbingers in this encounter is that if you receive a crystal-debuff during your EA form you will not have a reactive ability therefore not be able to drop the crystal. You need to be aware of that and cancel your EA + ask for some extra heals if that happens.
Interrupt: Harbingers have a ranged interrupt. You must assign them as interrupters for one of the two adds which you will find to be extremely useful especially during beam phases (since the whole raid will be running).

> Clerics should play Shamman if DPS.
- As shammans you want to maximize your ST dps and only pad your AoE if BDs die, run out or fissures are pulled in late for various reasons (Last 30%).
Interrupt: You have a ranged interrupt as well. Assign yourselves on one of the two adds and use it especially during the beam phases that raid needs to move and sometimes adds stop where they are to cast.
- Defiler is pretty useful spreading DOTs on Fissures and Adds, don't neglect that.

DPS CD MANAGEMENT:

As said, the encounter splits into 2 phases; Beam (add/running) phases and Boss (burn) phases.
In order to kill the boss before Enrage you need to maximize DPS on Inyr'Kta. Adds will have to die too, however, it's fairly easy to do so, passive cleaving while doing Fissures will contribute to that.

Therefore, you must save or line-up all your DPS CDs for Inyr "burn" phases. Using them on the adds is a poor choice and in some cases will only make it harder for the tanks to keep agro since they also need to move a lot and dodge beams hence less uptime building threat.

~ TANKING ~

As explained before, Inyr can be done with 1 tank (+ Puri, Sentinel, Defiler, Chloro) or 2 tanks (+Puri, Defiler, 2 Chloros). Both tactics are viable but having 2 tanks is more "fail-safe" and equal raid DPS due to 2nd Wild Growth.
It might as well be a matter of setup, we never had many clerics in raid so we preferred going with 2 tanks.

TANK DAMAGE:

Tank damage comes from 3 Sources and is enhanced by 2 factors:
> The Sources are: Boss, Adds and DOT
> The Factors are: "Burrow" Stacks on boss and "Crystal" Stacks on the tanks.

Boss swings for ~25k
Adds swing for ~12-15k
DOT ticks for less at the start and up to 80-90% of tank's HP at the end.

Burrow Stacks are those applied on boss when Inyr runs over players during Beam Phases. Ideally, You want to have 0-5 stacks after Beam Phase 1 and less than 15 after Beam Phase 2. Having 15-20 stacks on Inyr makes her hit harder but is still manageable. However, over 30 stacks on the boss makes her swings hit the tanks extremely hard and may result in tank death.

Crystal stacks are only dangerous after 8, however, if the boss has too many "burrow" stacks already then you want to kill an add and cleanse those stacks earlier, around 5-6.

TANK SWAPS:

In order to contain Tank Damage properly you need to split the above sources in a way that both tanks take equal damage and kept alive by the chloros. (Puri contributes more through Shielding aka increasing effective HP)

Ideally you want one tank to have the DOT and the other tank to have Boss + Add.
Although, taunts are on a 8 seconds cooldown hence mob swapping has to happen progressively.

Therefore, let's say 1st tank has Boss+Add on him. At this point he receives the DOT which lasts 15 seconds and ticks harder and harder..
Now the 2nd tank taunts Boss off the 1st which means 1st tank has DOT+ADD ( = low ticks + 12k swings) while 2nd tank has Boss ( = 25k swings).
As soon as the taunt is off-CD, the 2nd tank will taunt the add off the 1st tank too. Now 1st tank has DOT ( = high ticks) while 2nd tank has Boss+Add ( = 12+25k swings).
When 2nd tank receive the DOT, the 1st tank will have to do the same thing.

~ HEALING ~

Inyr is a Tank-Healing Heavy encounter with just a little AoE needed from time to time which is not enough to need an AOE Healer. Other than Tank Healing all you will need is CD rotation and spot healing on the people who are running Crystals.

HPS SPECS:

Purifier:
As Purifier you need to remember that since you have 2 MT Chloros in this setup you are mostly useful for your Shields & Sign of Faith (7% mitigation).

> Flashover: The tank with the DOT is the one that will need a significant increase in its effective HP which means Flashover is one of your best friends to be used with a Symbol on that tank.
> Symbol Reapplication: Also, remember that whenever a Symbol is consumed 3 seconds after its application it is automatically reapplied so you can exploit this mechanic by shielding the DOT'd tank before the damage ticks.
Symbols Reapplication is also very useful when it comes to people running out with a Crystal. If done after the first tick you are effectively shielding that player for the 2nd and 3rd ticks that are quite bigger.
> Feed the Flames: Don't forget the most basic. Symbols apply an 20% increased healing buff on the target. Keep it up on both tanks at all time and exploit it to spot heal players after shielding them (heal will also proc Caregivers' Blessing on your target so.. win win!)
> Fiery Will: Casting Fiery Will for the last ticks of a DOT is also a better choice. This is because Fiery Will lasts for 30 seconds while DOT lasts for 15 seconds which means you will be able to pretty much cover 3 DOTs every 4.
> Burnout cleansing: On top of that, ST heals may remove "burnout" which is a good reason to prioritize the tank carrying the DOT a bit more.
> Touch the Light + Ward of Scorching : A Great -instant- Shield/Heal to throw on tanks. Stacks with Flashover and Fiery Will. Also applies Caregivers' Blessing. Perfect for Beam Phases that you spend most of your time running.
> Latent Blaze: Make sure LT is always up on both tanks and reapply on CD if it isn't. The biggest value of latent blaze comes out when your target has "Feed the Flames" buff from a Symbol and you have "Fiery Will" and "Flashover" activated.
Ofc, you will need Touch the Light to reapply LT so only use the above combo (TTL+WoS) only if LT is up on both tanks and it doesn't look like a reapplication is on the way.
> Gathering & Flame of Life: Since there's not much AOE damage going on in this encounter unless for some reason the raid has too many Crystal stacks I would only use these two abilities if i could expect that they will also proc on both my tanks, therefore, giving me some extra room to breath, spot heal or manage other CDs.
> Rite of the Forge: Probably the best CD to throw on the tank with the DOT. Most suitable for situations when your other tank is getting smashed hence you RotF the tank with the DOT (fiery will if needed) and you switch to the tank with the boss+add.
> Spiritual Conflagration: Imo, it's debateable how aggressively this cooldown should be used, on which tank and under which conditions. Personally, I'd keep it as an "Oh-Shit!" button in case something extreme happens like; One tank dies and the other tank has DOT + Boss + Add.

Ofcourse, the tank with the Boss+Add can also take high swings and chloros alone might not be enough to top tanks quickly during damage combos so don't neglect it completely, your shields and occasional wards or spot heals can be life-saving.

> Beam Phases:
- During Beam Phases your MT chloros are almost useless. That's because everyone is on the move which makes it impossible to channel void life. Therefore, most they can do is Bloom, Essence Surge, Corrosive spores, Withering Vine, Ruin and occasionally building up a few stacks towards making Nature's Touch an instant.
- Puri will suffer too, much less tho. You still have powerful Symbols applying "Feed the Flames" and followed by spammable Healing Breath & Healing Flare. Also, TTL+WoS to top a tank and Fiery Will (and Flashover) to carry you through most of the beam phase.
Your instant spot heals also apply Caregivers' Blessing, your heals apply Sign of Faith by default and you can get stacks of Ward of Fire to cast it instantly if needed.

Chloromancer:
As a Chloro you will spend most of your time MT healing and occasionally throwing a few spot heals to people who are running the Crystals.

> Bloom/Essence Surge: Use those aggressively, either on tanks or on people who are running with the crystals if they don't have HoT's.
> Resurgence: Best used on Crystal Carriers. If used with Hideous Reconstruction from Defiler you might not have to use your blooms on the runners.
> Ruin/Nature's Touch: Keep those saved preferably to counter heavy tank damage. It's one of the biggest heals on demand you can get as chloro so you want to use them right after ticks of DOT or Boss+Add swings on the other tank.
> Corrosive Spores: Pretty much part of your rotation. However, if delaying it for 1-2 seconds will line it up with Fissures then it definitely worth timing it.
> Withering Vines: Lower priority in your rotation, however, it's a very good "proactive" ability used when things appear to be stable healing-wise and it's paying off when bursts on tanks happen and every little tick of healing matters. Basically, keep it up unless you can't spare the GCD.
> Wild Growth: WG is one of the most Raid DPS Contributing active CDs in game right now. Lining it up with Lava Field and Orchestra is a must. Also, there's little to no reason throwing your WG during a Beam Phase since it's Inyr that holds the DPS checks.

Beam Phase as a chloro is a bit hectic. You barely have enough time to stand still and channel void life so you will mostly be patching up for the Puri and the Defiler who do most of the job healing the tanks on the move.
You have: Bloom, Essence Surge, Resurgence, Corrosive Spores, Withering Vines, Ruin and Nature's Touch (5 stacks). Whenever you have a chance you need to channel Void Life to get another instant Nature's Touch ready.

Defiler:
Imo Defiler is one of the most versatile and contributing roles especially when it comes to encounters like this.

> Hideous Reconstruction: Best used on a Crystal carrier. If it's used with Resurgence from Chloros additional spot heals won't be needed. It's also helpful to keep up on tanks while running during the Beam Phases.
> Loathsome/Ghastly Restoration + Explosive Growth: Most of the times you will be DPSing. However, you might have to use Loathsome/Ghastly Restoration to either top the tanks or spot heal someone who's running a Crystal late.
- If a Chloro has to run with a Crystal it's up to the defiler to fill in his shoes until he's back. In that case, while your first Loathsome/Ghastly will have 3 stacks of Foul Growth built through your links the next Restorations won't have FG on them. It's up to your judgement to say if you should apply FG (with explosive growth) and chain it with Ghastlies & Loathsomes or spam the later two without FG stacks.
- During the Beam Phase you will also have to spam heals on the tanks to patch for chloros.
> Pain Transmission + Unholy Nexus: Those are very powerful AOE abilities and should be lined up with Fissures or to passively burn down the adds.
- With some experience into the encounter you can use Unholy Nexus shortly before the add builds its shield for Marrow Harvest trigger while shield is up. Min-maxing but still..!
> Unstable Transformation: Should mostly be used after beam phases when Inyr is up with 1 or 2 more adds at the same time. Then whichever tank has Inyr will probably get smashed. Be ready to UT them.
- Otherwise, unstable can be used to save a mal-healed tank during DOT damage and in extreme situations on a crystal runner who was too late to move (instead of having him dying in the middle of the raid and wiping you)

RAID FRAMES:

Smart positioning of raid members in groups might help you a lot monitor what's going on and react faster to unfortunate events.
What we do in <Apotheosys> is this:
- Group 1: Tank 1, Tank 2, Defiler, Puri, Random DPS
- Group 2: MT Chloro 1, MT Chloro 2, Archon, Bard, Random DPS
- Group 3: Bladedancer 1, Bladedancer 2, 3x Shaman/Harbs or Random DPS
- Group 4: Warrior 1,2,3,4,5

Group 1 is the "Main Tank" group.
Group 2 is the "Active Buff" group so our support and chloros can talk in party chat about the way they're going to apply buffs and debuffs. On top of that, Tank 1 (group 1) is next to Chloro 1 (group 2) and so are Tank 2 & Chloro 2 which allows the Puri and the Defiler to easily see when a Chloro is running with a Crystal and patch for them.
Group 3 is the AOE group with the 2 BDs on top to make it easier to see if one of them is running a Crystal during Fissures and backup is required.
Group 4 is the Fissure Pull group which allows the Tank/Raid to see if a backup pull is needed due to a warrior running a Crystal or being dead.

POSITIONING:

Positioning is very important. Inyr doesn't cleave. Adds don't cleave either.
Therefore, the best place to stand is all stacked up in between Inyr and Adds. The reason is as simple as warriors being able to pull Fissures in that position and Bladedancers being able to AOE all targets together (otherwise a fissure or an add might be too far away to be reached by melee AOEs)

When you are moving through the gaps you should also move together as a raid. We usually mark the defiler since he's the most mobile (DOTS, instant heals) during Beam Phase and he works as a reference to where we should be heading towards.
Tanks also play a catalytic role in the raid moving properly during Beam Phases. Usually if tanks slack behind, the DPS has the tendency to slack as well resulting in mass wiping on beams or getting hit by boss, adding a gazillion stacks on her.

KEEP STACKS LOW!:

People usually underestimate how important keeping Inyr stacks low is.
As said, 30+ stacks will stress your healers/tanks to their limits and most of the times you will end up wiping to tank deaths.
In fact, take a look at most Inyr kills so far, Inyr was pretty low on stacks.

Whenever you move through a gap (during Beam Phase) you must turn your camera around and look at the boss.
Next thing to consider is how to get through the next gap without running through Inyr. 95% of the times this is pretty easy to achieve and the only reason people are failing is because they don't pay attention (usually they are just being lemming following the marked guy).

It's only during last 30% that you can be excused for giving Inyr stacks and that's only when you are standing in the safe gap and Inyr passes through that position at the same time (not much you can do, dont panic run on beams)

Warden Thrax

Raid Composition:
- 2x DPS tanks
- 1x Puri
- 1x Chloro
- 1x Bard
- 1x Pyrochon (double LF)
- 14x DPS, maximum ST over 15 seconds specs.

Mechanics:

Suppression:
> Small yellow ground AOEs will spawn near random players and start chasing them. They deal heavy damage to whoever steps into them.
> If a suppression is near you take a few steps out and see if it's after you. If yes then you can either kite it in circles or kite it outside of melee. In both cases, don't keep it or bring it to the melee.
> There are cases in which you are standing on a platform and many suppression block your way. THERE IS NO RUSH! Just go close to a ledge at the side and once they cripple towards there make your way through an opening.
Tectonic: (Yellow)
> A huge yellow bubble will spawn around the boss. You must run to a safe platform and out of it before it turns red. Failing it is a one-shot.
> You can only return back in the main platform after the red is gone.
Rockslide:
> It's a Conic breath Thrax will channel while spinning around.
> Deals damage and knocks players back which might result in them getting knocked off the platform.
> If you get knocked you can instantly use a blink or a charge to prevent getting falling off the platform.
> If it spawns on you, strafe immediately to the right. Rockslide will not become active straight away. You have about 1.5 seconds to react.
> If you don't have chains run around the boss at melee-range. (so that u don't get killed by people running chains)
> If you have chains run around the boss at middle-range. (so that you don't kill people with your chains)
> If you go too close to the boss you will take damage by a small ground aoe around his feet (it's there so that you cant run through the boss and cheese this mechanic)
Knockback:
> Always comes after Rockslide.
> Knocks everyone back and deals damage.
> You must make sure you get knocked back to a "safe" platform. The easiest way to know if there's a safe platform behind you is to watch at the opposite side of the room from where you are standing and if there's no platform there or there's a platform with a small yellow bubble on top of it (which means it's about to despawn) then the platform behind you will be safe for the knockback.
> Position yourselves for knockback when the cast is around 50% because in many cases the platforms will swap in and out while Thrax is casting the knockback.
> Stand fairly close to the boss to get knocked.
> Do not stand in front of people with chains. Chained people have reduced traveling time when knocked which makes it very likely you will cross their chains mid-air during the knockback.
Chains:
> 2 or more people are chained to each other. Chains cannot be solved and they will deal heavy damage to anyone who crosses them.
> As soon as you are chained to someone you must meet each other and stay close. Run immediately but don't yolo through everyone recklessly.
> When you are chained in a row with 3 or more people (rare situation) you need to remember that crossing chains urself will also kill you.
> If you have the chain debuff but there's no chain graphic between you and any other player then it's a fake. In other words, you are not chained - it's a troll debuff.
> Generally, chained people need to move together. When doing Rockslide take the mid-range ring and leave melee for those without a chain.
Greater Tectonic: (Beams)
> All platforms will disappear and players need to run to the ledges.
> DO NOT JUMP WHILE RUNNING TO THE LEDGES - you will be caught into a hyperjump and probably end up falling in empty space.
> While on a ledge JUMP whenever a beam "telegraph" appears on your ledge in order to dodge the beam.
> There will be 4 beams at a time of which you need to dodge just 2.
> After the 4th beam strafe and stay on the respawning platforms.
> Beams come at 70% and 50%
Frenzied Strike:
> Heavy Boss Attack. Happens when tanks are not in melee and gives Thrax stacks of damage buff.
Execution:
> Comes at the last 10% of the fight and cast lasts for 15 seconds. If you don't kill Thrax before the cast is complete everyone explodes.

General Instructions:

Until Thrax is down to 13% your DPS is irrelevant. Doing a mediocre 16k dps is just fine as long as you can stay alive to burn during that last 10-13%.
Enrage timer is 6 minute so you need 260k raid dps to get to the last 10% before enrage.
It's a survivability fight.
After 30% start saving all your CDs for the last 10%. Use crit pots if you have to (for last 10%)
After 30% use all your raid resses to get valuable DPS up if possible.
If you died and got ressed the safest moment to accept it is right after Knockback.
Last 50% can pretty much be solo-tanked. Therefore if one of your tanks die at that point just save your ress for someone else.

Script:

Another nearly 100% scripted encounter. All mechanics except some suppression and some chains will always come in the same order.

Suppression > Yellow > Rockslide > Knockback > Suppression > [Beams] *unless you are slow with DPS then you may have rockslide+knockback first.
Suppression > Rockslide > Knockback > Suppression > [Beams] *unless you are slow with DPS then you may have rockslide+knockback first.
Suppression > Rockslide > Knockback > repeat until [Execution]

Proteus

Raid Composition:
- 1x Cleric Tank
- 1x Defiler
- 1x Puri
- 2x Chloro (LGV)
- 1x Bard
- 1x BM or Archon
- 13x max ST DPS (Tempest is OP)

Tactics:

This encounter is mostly about controlling Add/Tentacle population and applying maximum ST burst DPS to burn Proteus when 6 Harpoons are applied.

Proteus is immune to all damage (or rather having an 90% reduction on him) and cannot be tanked. Instead, he will chose a random player and run after him. This player must kite Proteus at the edge of the room and away from the rest of the raid (or give heads up if for any reason he needs to go near the raid with the boss).
Going close to the boss will cause damage to you (around half your HP per tick) and being killed by Proteus will give him a stacking speed buff.

While keeping Proteus in safe range have the cleric tank to pick up all spawning adds around the center of the room and about 7 DPS to nuke them down. Constructs nullify tank's armor and crit for 50k, they must be killed on sight and you should never have 2 up at the same time (2 means you must CD your tank, 3 means tank will most probably die).
Hunter adds drop Harpoons that are used to "hook" Proteus. 2 Players (preferably support or defiler) should pick the Harpoons up, hook the boss and attack them to the pillars.
After 5th Harpoon, DPS on adds must ignore Hunters and finish Constructs off since there's usually gonna be a 6th harpoon being dropped down by some dying hunter. The rest of the Hunters will despawn as soon as the boss goes into burn phase.
Make sure to give heads up and countdown (3,2,1!) before applying the 6th Harpoon and forcing Proteus on a burn phase for 15 seconds.

During burn phase all raid and personal DPS CDs must be lined up and all debuffs applied.
If your spec has buildup time u can apply your buffs on Proteus during countdown so that you can start your burst by the time he's fully hooked.

Right after burn phase switch and finish any active Constructs before doing anything else.

Other than this you will need a group of 5 people to deal with Tentacles.
There are 2 types of Tentacles; Toxins and Thrashers. Thrashers will spawn a red bubble on nearby players that deals damage and knocks back. Toxins deal AoE damage to 10 players in the raid and having many of those alive makes it extremely hard for the chloros to keep everyone alive.

The fastest way to kill Tentacles is by bringing "swirlies" to them which will freeze them and increase damage taken by all sources.
Swirlies spawn out of Proteus body and each one of them follows a random player who has to kite them to non-frozen tentacles without bringing them through the rest of the raid that is dealing with the adds. Swirlies are moving ground AoEs and they will do high damage to anyone they run into.

It is very important to properly manage swirlies.
Active swirlies will disappear when Proteus goes into burn phase while tentacles will not despawn but keep spawning instead.
Therefore, you will always have less swirlies than tentacles which can easily lead you to be overwhelmed if they are not managed properly.
As a result, players who kite swirlies must make sure they freeze tentacles with them that are not frozen already. If a tentacle nearby is already frozen look for another one. If there is none then keep kiting your swirly until a new tentacle spawns.

Coordination of players over Proteus position, Harpoons done and Position of Tentacles is very important to successfully finish this encounter.

Mechanics:

Constructs: (Big Adds)
> Reducing tank's toughness to zero. Can crit for 50k damage and thus they must be focused down. > Having 2 up at the same time is extremely risky. Having 3 up at the same time is most likely a wipe.
> They will not despawn during burn phase.
Hunters: (Small Adds)
> Spawn often and must be picked up by the cleric tank.
> Upon death they drop a harpoon on the ground which must be picked up by the assigned people and placed on the boss.
> They will despawn during burn phase. Therefore, when 5 harpoons are applied you can pretty much ignore them till 6th harpoon is placed too.
Harpoons:
> Dropping from Hunters. 2 players, preferably support or defiler must pick them up from the ground, target Proteus, click the reactive to hook him and then go "tie" the chain to an orange pillar.
> To tie a harpoon on a pillar after hooking it on the boss needs you to go behind the pillar. The pillar will change from orange to blue.
> If you run too far away from the boss the chain might break so make sure you don't fuck up the 6th harpoon while you are counting down and everyone is ready to pop all CDs.
Thrashers: (Tentacles)
> Spawn red bubbles that knockback and deal damage to nearby players. Can be annoying and dangerous.
> Freeze them with swirlies if possible and have the tentacle assigned DPS'ers dealing with them
Toxins: (Tentacles)
> They deal heavy Raid Damage and they are very dangerous. Having multiple of those alive will cause a quick wipe.
> If possible Freeze them and Kill them first (highest priority)
Swirly:
> They spawn from Proteus and they are linked to a random player, following him.
> This player must bring them and apply them to a non-frozen tentacle.
> Make sure you don't waste them on already frozen tentacles.
> If there are no more tentacles keep kiting till you find a new one. rly.
> They deal damage to nearby player so don't force them through the whole raid while kiting them, it's gonna kill people!
> They despawn once Proteus goes into burn phase.
Proteus:
> He is going to pick and chase and random player. He must be kited around the room and away from the rest of the raid.
> Dealing heavy damage to players who step in his hitbox.
> Whenever Proteus kills a player he gains a stack of speed-buff.

General Tips:

If you are assigned to kill Tentacles make sure you don't los the healers or go out of their healing range.
If you are AOE healing as a chloro make sure you don't stand on top of the other chloro and that you two stand in a way so that you can cover the whole room with your heals.
If the Puri has to kite Proteus then just CD the tank and if it's really necessary have a chloro switching to LBV and helping out for a while - which also means more aoe stress for the 2nd chloro who's LGV.

Eggtenders

Raid Composition:
- 1x Cleric Tank
- 1x Defiler
- 1x Puri
- 1x Chloro
- 1x Bard
- 1x BM or Archon
- 14x DPS (either ranged or melee)

*Make sure you bring all available buffs and debuffs; Clinging spirit, Armor and Crit debuff.

Mechanics:

Spiders (small adds)
Small adds will keep spawning. They are not life threatening for the tank, however, they need to be picked up.
Good think about small adds is that the cleric tank can aoe them to generate salvation heals and keep agro on Eggtenders from a safe range.
In case you need to get rid of them keep in mind that the harpoons you pick up in the room will pretty much one-shot them.
Red AoE
Eggtenders will throw a red aoe on top of a player. Simply move out of it.
Eggs
3 Eggs will spawn (every minute or so) in the room. They need to be interrupted and destroyed before they hatch. If they hatch big spider adds will spawn which will most probably kill your tank.
Eggtender Slam
If the tank stands in melee range with the an Eggtender there will occasionally be a body slam around the eggtender which will one-shot everything within the marked area.
Eggtender Breath (Bile)
Eggtender will start spinning around with its toxic breath. Anyone caught by the effect will take heavy damage (2 ticks will kill you).
You can outrange the breath effect at 30+ meters from the boss which makes ranged specs a good option for progression.

General Instructions:

There will be 5 eggtenders all of which must be killed for the encounter to be finished.
Whenever Eggs are up have 5 assigned DPS to take them down (unless you need more) before they hatch.
Whenever you kill an Eggtender and move to the next make sure to reposition yourselves above 30 meters from it if you are playing ranged specs in order to remain safe from its breath.
When 5th Eggtender spawns you may as well completely ignore next set of Eggs and nuke the Tender.
Don't forget to move out of the Red AoE and rupt these eggs!!

Achievement Guides

Inyr'Kta

This will legit end up the hardest fight here, Abominus is much more of a faceroll than it used to be.

Raid Composition:

2 Tanks (Anything works, just don't die to Silicon Sandstorm. Void Knight's with Warlord Subsoul preferred to get more pulls for Fissures.)

1 Physician/Purifier and 2 Chloromancers (Who won't die to Silicon Sandstorm or the Heals are basically all gone.)

1 Bard/Oracle (Preferably Oracle, use the Speed Buff either way.)

1 Archon (Preferably Harbchon, Stormchon works too I guess if you have a problem with Melee during Beams.)

13 Single-Target DPS (Melee is okay if they don't suck at it, also need 1-2 Bladedancers and a couple Warriors with a Warlord Subsoul for Sergeant's Order.)

Silicon Sandstorm: The Beams. These come from varying directions per phase and will require you to run through a small gate in between them or you will die running into them. Sometimes they will turn invisible, but in most cases you appoint a smart person as arrow to follow, so if they die you have no excuses whatsoever.

Fissures: Immediately switch to these and nuke them down, Warriors should be pulling these to the raid to make AoEing them down with a few Bladedancers an easy task. If you fail, then they do damage depending on the number of them alive (2-3 is fine, won't kill anyone but will cause a stun which is bad if you entered a Beam Phase.) so you should ideally nuke them down ASAP.

Beam phases will spawn in between the listed phases, You need to nuke the shields that spawn on both adds and then interrupt both adds, you need to kill one (Marked with 1) and you need to follow the arrow to dodge Beams. (Unless the arrow slips up or just sucks, then use your common sense and dodge it yourself.) You can also use certain teleports to pass through it, but that isn't recommended since they may occasionally screw up.

Always remember to complete Fissures before nuking the boss into a Beam Phase, otherwise you'll be stunned and potentially lose half the raid to the approaching Beams.

Beam Phase 1 (80%): Beams come from only in front, extremely easy, just strafe left and right.

Beam Phase 2 (55%): Beams come from in front and behind, potentially the hardest phase depending on how you're set up. The idea is to run through a gate in front of you and then turn a few degrees either left or right then through the gate behind you. Something like this, which isn't an accurate diagram and the gate spawns do vary, but you get the idea of how it works.

Occasionally you'll panic because you run through a gate on the far right then realise the next gate is on the far left, in this case you just run through another gate in the same direction then turn and run through another two gates, like this. The Beams may not spawn lined up as the diagram shows but you can more or less avoid being sandwiched this way.

Beam Phase 3 (30%-0%): Beams spawn in a cross like this, with a safe spot that they will align at, so the raid should ideally stand there and then run back to the middle to prepare for the next set of Beams. Sounds easy? Well there's two big problems: First is Inyr'Kta doing Shard Swarm cannot be dodged, meaning if RNG hates you she will just run through your safe spot granting her free stacks, this is okay don't just run out and kill yourself but it will be a problem. The second problem is that when she reverts to her boss form, the Beams will continue till the end of the fight, meaning you will need to deal with the Fissures which conveniently spawn as just 3 now instead of 5. I also suggest you nuke the adds down really quickly.

Phase 1 (100-80%): Burn the boss, if you get a debuff + reactive you need to run to the edge and drop the crystal there (This mechanic lasts the entire fight and is essentially the most important one to stop you failing.

Phase 2 (80%-55%): Same as Phase 1 but depending on how bad your Raid is you might have gained some stacks.

Phase 3 (55%-30%): Same as Phase 2 basically, but RNG may have gained you stacks too.

Phase 4 (30%-0%): Same as Phase 2 & 3 but the Beam Phase continues until the boss is dead (or we meet our unfortunate demise) so yeah, pull crystals, dodge Beams, nuke adds and kill that bug!

The only achievements on this fight are The Rude Sandstorm and End of Concussion. The first one is basically not going to happen without several hours of wiping practise, the second one depends how good your interrupters are but I would imagine they can't be too bad.

Planebreaker Abominus

This fight starts off with Mini Boss platform phases before getting to the Main Boss, where you will also end up fighting all the Mini Bosses in addition to the Boss....Hooray. Mini Bosses are also split into two phases which are % based and have different mechanics included with the ones from the previous phase, I will go over those individually.

Raid Composition:

2 Tanks (Anything works.)

3 Healers (1 Purifier/Physician, 1 Chloromancer and 1 Liberator/Warden.)

1 Bard/Oracle (Preferably Oracle.)

1 Archon (Preferably Harbchon.)

13 Single-Target DPS (6 Melee, 5 Ranged.)

When a Mini Boss Phase has been completed (69% or dead) because Abominus will target the platform you are on and cast a one-shot attack on it, to avoid this you spam jump until you end up jumping to another platform.

Zor'zyx:

Phase 1 (100%-69%):

Deafing Blast: DPS need to interrupt this or you get silenced.

Lithic Ablation: This hits the Tank for a hard amount and anyone close to the Tank will die.

Seismic Wave: Dodge these or knockback, totally bad DPS loss.

Phase 2 (69%-0%):

Cascade Reaction: Spread out very nicely when this is cast or people will die.

Seismic Wave: I had to mention this twice because during Cascade Reaction a Wave can knock you into other players and get them killed. However if it's between running into another player and being hit by the Wave, I'd pick the Wave.

Tor'krik:

Phase 1 (100%-69%):

Tank Mechanics: Swap at 3 stacks.

Phase 2 (69%-0%):

Calamity: Crystals spawn on you, unstack and spread out when the cast is about to finish, HEAVY HEALING. (Calamity will cause heavy FPS lag for some, try to bear with it.)

Add: I forgot it's name but it's the only one that spawns, kill it before it reaches the boss or the raid is dead.

Ix'ior:

This one has no mechanics apart from the Tank Swap for either Phase, you can literally burn past the important ones.

Graviton Bomb + Unstable Shard (Bomb/Pillar): Basically use the Unstable Shard to LoS the Graviton Bomb until it explodes, or you will die. Then nuke the Unstable Shard. Yes I did mention you will skip this with decent DPS, but it will potentially happen during the Abominus Phase anyway.

Tank Mechanics: Same as Tor'Krik, swap at 3 stacks. The difference being this Tank Swap does not persist into the Abominus Phase.

Abominus Phase: All three minibosses will respawn, starting with Zor'Zyx then a random order of the other two, the only mechanics that are inherited are:

Zor'zyx Lithic Ablation + Deafing Blast + Waves, Tor'krik's Tank Swap + Calamity and Ix'ior's Bomb/Pillar Mechanics.

Basically you should aim to get Abominus to 5% as soon as you start, once that happens he is immune till the Mini Bosses die, the next target depends, by the time Abominus is at 5% the second Mini Boss should have just about spawned, if it's Ix'ior nuke that down ASAP. If it's Tor'krik then nuke Zor'zyx then by that time Ix'ior should spawn, nuke him then nuke Tor'krik. Then switch back to Abominus and kill him. Done.

Eggtenders

The slightly harder than Bulf but still in the same category as Bulf raid boss. This fight is really a joke.

Raid Composition:

1 Tank (Anything works.)

1 Bard/Oracle (Preferably Oracle but barely matters.)

1 Archon (Preferably Stormchon because Melee sucks.)

17 DPS (Ranged or you're gonna die.)

Tank Mechanics: Taunt things. Hold aggro. Look smexy.

The most important thing to remember is that Hatchlings are an ignorable add and will not do anything to you. Please focus on the Eggtenders and the Eggs.

Body Slam: The Eggtenders version of Golden Subjugation but with a small hitbox. Just don't play Melee and you're fine.

Eggs: When these spawn you need to nuke them ASAP or big scary adds spawn, they don't really hurt much any more though. But you will want to nuke these for the Eggtimer achievement so do it anyway.

Positioning: You should be standing 28M or further away from the boss or you will be caught up in it's breath which, with enough ticks, can kill you. Since you kind of have no healing to maximise the DPS, you should really pay some attention to this.

Proteus

At the time of writing, this boss is really bugged, so Unstoppable Rampage will one-shot you from infinite range after the first player is Devoured. What this means is, all players need to take this mechanic more seriously.

Raid Composition:

1 Tank (Anything works.)

3 Healers (1 Chloromancer, 1 Purifier and 1 Liberator.)

1 Bard/Oracle (Oracle so much better, but Bard works anyhow.)

1 Archon (Preferably Stormchon.)

14 DPS (ST/AE mixed, but pure ST is recommended if that isn't an option.)

Tank Mechanics: Pick up adds. Hold aggro. You also can't Tank the boss so don't bother trying.

Unstoppable Rampage: Basically Proteus is constantly glaring at different players and chasing them, if he glares at you, you should ideally be letting him chase you around the outer edge of the circle, clockwise or anti-clockwise is not a concern.

Positioning: Tank + Raid should all be in the centre of the room, whoever's currently being chased should be in the outer area of the circle.

Harpoon: Planar Hunters drop Harpoons that give a reactive, target Proteus and click the reactive then run over to a brownish, reddish stump and it will get hooked up here. When all of these are in place, Proteus will be bound and will lose his 90% damage reduction, SO NUKE NUKE NUKE NUKE NUKE!

Crystals: These spawn and randomly follow a selected player in the raid. This player should preferably run this to a tentacle where it will freeze the tentacle and despawn.

Adds:

Planar Hunter: Drops Harpoon, nuke it.

Quicksilver Construct: It can deal a surprising amount of damage if you have enough of them alive, so killing them is a good idea.

Thrasher: This is for the tentacle achievement and since killing things is a DPS' job, why not?

Toxin Excreter: Same rule as the Thrasher more or less.

Warden Thrax

This boss is extremely dependant on personal responsibility so you will need to read and memorise all the mechanics to not fail this. KBM is strongly advised for inexperienced players and especially for first-timers or you will no doubt die.

Raid Composition:

1 Tank (Preferably a DPS-Hybrid of some sort, you are doing almost nothing relevant to Tanking.)

2 Healers (1 Chloromancer, 1 Physician or Purifier.)

1 Bard/Oracle (Preferably Oracle.)

1 Archon (Preferably Harbchon, but Stormchon works if you're more comfortable at range.)

15 DPS (Single-Target, Ranged is lovely since you are mostly on the move but Melee is a valid option still.)

Suppression: Small kinda yellow, kinda green ground AE that spawns near random players, you need to kite this clockwise because it will chase you, if you aren't being chased you should probably get out of the way. This mechanic will always be a problem because it deals damage based on a % of your maximum HP.

Rockslide: This is also % based damage like Suppression, it is a breath that rotates 360 degrees around the boss and can knock you back, usually off the platform if you weren't in the inner circle with the boss.

Chains: Two people are chained together and need to run together, or they take damage. Other people should try not to run into this chain or they will take 600 damage, which is really irrelevant. But it is good practise.

Frenzied Strike: The reason we have a Tank, apart from outer platform phases, the Tank should be within Melee range and take this attack, or Thrax will gain a damage buff which really isn't a good idea.

Execution: During the last 10% of the fight you have 30 seconds, if Thrax finishes casting this ability, the raid will be wiped. This means people MUST take mechanics seriously and stay alive till this point, it's also why surviving is important over your DPS. Oh and there's no mechanics during Execution so there is no excuse for not bursting at max.

Tectonic Transference: The big yellow AE bubble that forces you to the outer platforms.

Greater Tectonic Transference: Stuff to do the Double Dutch Achievement, read and remember this stuff.

Beam Phase: The outer platforms will disappear, leaving only the small pillar platforms. Everybody needs to be here as the main platform is covered in AE, basically Thrax will shoot out a beam to different platforms, you need to time the jump so that you stay in the air long enough for the beam to disappear. This beam is also a one-shot so be careful with your timing, on the last beam you need to run to the side because it will cover every platform and last really really long and the platforms will be back. Yay.

Red AE: As mentioned earlier, the inner circle will be covered in red AE, don't stand in this.

Small AE bubbles: These spawn on the outer platforms in random places, just don't stand in them.


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