Fight with 5 phases that unfold as follows: P1 - P2 - Intermission 1 - P2 - Intermission 2 - P3
In P1, the boss applies 3 stacks of Oath to the raid. Remove them before the phase ends or you're mind-controlled.
P2 is very short. Hit the boss and his dragon and dodge beams.
During intermission 1, split the raid in half. Each half takes a portal to a platform and kills all the adds.
When the raid returns to the main platform, it's a short P2 again.
During intermission 2, nuke the boss' dragon. Any health remaining on the dragon heals the boss in P3.
In P3, targeted players spawn a star. Drop them evenly on the edges of the platform.
Aim missiles from the boss and his ghosts at the stars. Other players need to dodge.
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 to destroy stars.
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6 targeted players spread evenly on edges of platform.
Rifts spawn and pull the raid for 5s.
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 10s, they jump on their target, dealing massive damage to all players. Damage reduced by distance.
The tank takes extra Physical damage and gains a 40s vulnerability to this and Starkiller Swing.
A rift spawns where each player was hit, pulling the raid toward it for 5s.
If rifts are spread around the platform, they counter each other’s pulls. If they’re all on the same side, good luck.
If you touch a rift, you die.
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Dodge the rings of spikes.
It's hard; focus solely on dodging.
After pulling the raid for 5s, each rifts turns into a star: a giant purple spiky orb. If you touch them you die.
Each star sends a ring of spikes on the platform. The ring moves farther from its star each time.
With 6 rings spawning from 6 different directions, it's difficult 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.
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Aim missiles at stars to destroy them
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 6s, they each shoot a missile at their target, dealing massive damage to them and anyone in the trajectory.
The tank takes heavy 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 targeted by Galactic Smash or Sarkiller Swing, they take extra Physical damage and a 40s vulnerability to both abilities.
The boss rotation is 1 Galactic Smash then 2 Starkiller Swings, before starting again. Tanks must 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 toward the center, quickly covering the platform and killing the raid.
Players hit by Galactic Smash and Starkiller Swing also get a powerful 8s DoT.
Use a defensive CD when targeted by either ability.
When a tank is targeted by Galactic Smash or Sarkiller Swing, they take extra Physical damage and a 40s vulnerability to both abilities.
The boss rotation is 1 Galactic Smash then 2 Starkiller Swings, before starting again. Tanks must swap after each ability.
Both tanks will play both abilities.
Players hit by Galactic Smash and Starkiller Swing also get a powerful 8s DoT.
Use a defensive CD when targeted 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 toward the center, quickly covering the platform and killing the raid.
After coming back from Intermission 1 and replaying a short P2, Intermission 2 starts.
The boss is immune and starts a 30s channel on his dragon.
When the channel ends, the boss kills his dragon and heals himself for the amount of HP left on the dragon.
Hit the dragon to get it as low as possible so the boss has less HP in the last phase.
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Hit the dragon so the boss
heals himself as little as possible.
The boss becomes immune and channels for 30s on his dragon, dealing heavy raid-wide damage.
When the channel 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, P3 starts.
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.
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Divide raid in 2. Each half goes to their portal.
Use extra action button to get to the platform.
Boss flies away on his dragon and both become immune.
Two portals spawn on opposite sides of the platform. Split the raid in half. Each half takes a portal to a platform and kills the 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.
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Focus DPS on the Manaforged titan add
before it explodes. Dodge the projectiles.
Both platforms have 1 Manaforged Titan add.
Prioritize killing this add. If it reaches 100 Energy it explodes and kills you.
It also shoots projectiles on the platform; dodge them.
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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.
Both platforms have a group of Shadowguard Reaper adds.
They blink on random players, dealing damage and applying an 8s DoT.
Group them, CC them, and kill them.
Both platforms have a group of Shadowguard Reaper adds.
They blink on random players, dealing damage and applying an 8s DoT.
Group them, CC them, and kill them.
P2 happens twice: once after P1 and 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.
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Don't stand in the circle and
don't get knocked off the platform.
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Marked players explode next to each other
on the edges of the platform to spawn portals.
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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.
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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.
In P1, you only fight the boss. Get rid of the 3 Oath stacks he applies.
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, no one is mind-controlled.
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Heavy damage on pull and the boss
applies 3 stacks of Oath to the raid.
At the start of the fight, the boss channels for 6s and deals heavy damage, pushes the raid back, and applies 3 stacks of Oath to all players.
Remove these stacks by soaking one of the abilities in the boss' tank combo.
TANKS
Tanks can't soak the same ability twice.
Tanks need to taunt between abilities.
Ability A of the combo:
Circle aimed at the tank that deals massive Physical damage. Also deals heavy Magic damage split between players hit.
Players hit lose 1 stack of Oath and take 50% more damage from Conquer for 20s.
On Normal, players (except the tanks) can easily soak both Conquers in each combo.
TANKS
Tanks aim cone away from the raid.
Dodge the cone.
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Dodge the laser beams.
Maser beams constantly cross the platform, dealing massive damage to anyone hit.
Dodge the beams while doing the tank combo.
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Spread behind the raid.
Players hit are knocked in direction of the line.
Don't get knocked into dragons.
Shortly after the combo ends, 2 successive waves of players are marked by giant claw-marked lines.
Then players marked and any player hit take 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. Move the boss to a new part of the platform afterwards.
Do not get pushed back into the dragons on the edges of the platform!
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Don't go near the dragons on
or they'll swipe at you.
Ghosts from the boss' dragon stand around the edges of the platform.
They swipe and deal heavy damage to anyone who's too close.
It's very easy to get pushed back by a claw into a dragon and die.
8s DoT applied to a few players. Upon expiration, it deals damage to you and the raid.
After the 3rd combo in 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.
8s DoT applied to a few players. Upon expiration, it deals damage to you and the raid.
After the 3rd combo in 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.