Ce combat compte beaucoup d'adds et se déroule ainsi : P1 - Transition - P1 - Transition - P2
En P1, le boss invoque un écho de lui-même qui copie ses sorts. Regroupez-le avec le boss et tuez-le.
En P1, le boss active 2 pylônes dans la salle. Ils invoquent des orbes qui essaient de les atteindre. Tuez les orbes avant.
Après 2 min 30 s, la transition démarre et dure jusqu'à ce que vous ayez détruit les pylônes. Le boss est invulnérable en P2.
Quand les pylônes ont été détruits, le boss est étourdit et prend 100% de dégâts en plus pendant 12 s. Puis la P1 recommence.
Après la 2nd transition ou quand le boss tombe à 15% PV, la P2 commence.
Tuez le boss avant que le trou noir ne vous attire et vous avale. Tuez les orbes avant qu'ils n'atteignent le trou noir.
Merci à Dégno-KirinTor (EU) pour la traduction française.
Tuez vite l'écho que le boss invoque, il copie ses techniques.
Le boss active des pylônes invulnérables pendant cette phase.
Les pylônes ciblent des joueurs qui invoquent des orbes.
Invoquez les orbes ensemble, contrôlez-les et tuez-les avant qu'ils n'atteignent un pylône et explosent.
EVERYONE
Soak with the tank to split damage
and kill the boss's copy.
Incantation de 5.5s sur le tank qui explose et inflige des dégâts magiques massis partagés entre les joueurs touchés.
Puis un écho du boss apparaît à l'emplacement du tank.
Restez sous le boss. Les joueurs en mêlée absorbent pour partager les dégâts. Tankez l'écho et tuez-le. Il lance les même sorts que le boss.
Pendant la première P1, le boss invoque son écho 2 FOIS.
Pendant la seconde P1, il ne l'invoque qu'UNE SEULE FOIS.
EVERYONE
Dodge the orbs from the pylons.
The boss channels a beam on an inactive pylon and activates it, causing it to shoot orbs across the room that must be dodged.
If a copy is alive, it also channels on an activated pylon, forcing it to shoot orbs as well.
The boss activates both pylons during the phase.
EVERYONE
Marked players stack under the boss.
CC the orbs and cleave them down.
Don't let them reach a pylon.
Once a pylon is activated, it remains active throughout the phase.
Activated pylons periodically mark 3 players. After 4s, they each spawn an orb that moves toward that pylon.
Spawn the orbs under the boss, CC them, and kill them. If they reach the pylon, they explode and deal massive raid-wide damage.
EVERYONE
Dodge the circles.
Dispel players hit.
The boss applies a 45s stacking DoT on the tank.
Swap every 2 or 3 stacks.
After 2 min 30s, Intermission starts. The boss knocks the raid back and becomes immune.
Quickly kill the pylons before the raid takes too much damage. 2 additional adds also spawn.
When the pylons are destroyed, boss is stunned and takes extra damage for 12s, then P1 starts again.
At the end of the 2nd Intermission, P2 starts.
EVERYONE
Destroy the pylons. Don't touch the giant
column of energy in the center of the room.
After 2 min 30s in P1, the boss knocks the raid back, becomes immune, and flies above the console in the room.
He also summons a giant beam of energy in the center of the room. Don't touch it.
The pylons lose their shields; destroy them to end the phase.
EVERYONE
Dodge the beams.
HEALERS
Kill the pylons. Use defensives and healing CDs.
TANKS
Tank and bring the elementals near the pylons.
Focus the pylons and cleave the elementals.
A few seconds into the phase, 2 adds spawn in the center of the room that must be tanked.
Bring them near the pylons to cleave them. They spawn with a small shield and deal increasing damage to their target.
It's normal if they're still alive by the end of this phase.
DODGE
Dodge the circles
EVERYONE
Boss is stunned and takes extra
damage when Intermission ends.
After the 2nd Intermission, or when the boss drops to 15%, P2 starts.
The boss pushes the raid back toward the entrance of the room.
The wall opposite the entrance turns into a giant black hole.
Kill the boss before the strength of the black hole becomes too strong and you get dragged into it and die.
EVERYONE
Black hole's strength grows. Kill the boss
before you can't counter it and get swallowed.
At the start of P2, the boss pushes the raid back toward the entrance of the room.
The opposite wall becomes a giant black hole, marked by a purple line on the ground.
If you cross that line, you die.
The black hole constantly pulls players toward it and its strength increases the longer the phase goes. Kill the boss before you can no longer resist.
EVERYONE
Spawn the adds under the boss, CC them and kill them.
Don't let them reach the black hole.
Very similar to P1:
The boss marks 3 players who take heavy damage for 4s. They each spawn an orb that moves toward the black hole.
Spawn them stacked up under the boss and against the wall.
If they reach it, they deal massive raid-wide damage. CC orbs and kill them.