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Mursaat Overseer

Updated Mar 16, 2022
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Intro

is the second boss of Wing 4. It has 1 pre-event before its arena. The boss fight has 4 phases, with each phase changing spike patterns. However, no new mechanics are added.

You use the following Masteries and mounts:

  • Masteries: None.
  • mounts: N/A (released before Path of Fire).

uses for tanking. The tank is usually a . As doesn’t attack, no extra or damage-mitigation skills are needed.

2 squad compositions:

  • (more common) No or . Bring condition-cleanses like .
  • (less common) 2 or for two 5-man boon generators (). No other sources are needed, but an source is still needed.

The 3 special-role players must be able to quickly use their SAK (special action key) during the fight, for using their special skills.

3 special roles, given by interacting with beams of light before the fight:

  • : Gives you , making you the tank for . Ground-targeted SAK removes damaging tiles.
  • : Enemy-targeted SAK removes from and .
  • : Ground-targeted SAK that creates a bubble, giving non- players over 5 seconds.

As has a very long cooldown (basically usable once for the fight), there are 3 strategies for using :

  • When too many spawn at the same time.
  • When there are no safe areas after reaches 25%.
  • When a pre-determined spiked tile appears, to avoid moving. Make sure that your squad knows which set is being protected!

While optional, helps a lot to control .

(Envoy II) : Use the before the fight, be affected by , and then survive the fight.

Pre-Event: Removing Rubble

After killing , glide west, and then go up the path.

At the end of the path, talk to Glenna.

On the left side of the hall, wait at the rubble blocking the hole, so the pre-event progress changes.

  • If no one goes to the rubble, then no one can loot the Shovel!

Go to the end of the hall, and then down the stairs.

In the tunnel, take the Shovel.

Return to Glenna. Use Dig on the rubble blocking the hole.

  • (optional) Use between the Shovel and rubble.
  • (hidden chest) Use Dig on the Dirt Pile near the stairs.
  • Use to reduce Dig's cooldown.

Continue to use Dig until the rubble disappears.

Go through the hole to arena.

Boss: Mursaat Overseer

You start in the room surrounding the inactive .

  • Stack at , so you don't move (to avoid spikes) for as long as possible.

To begin the fight, 3 players use the beams of light, activating .

  • Take last, when the squad is near .
  • You have 6 minutes to kill , or it enrages (+200% outgoing damage, like from damaging tiles and ). also can't make damaging tiles non-damaging.

Phase 1 (100% to 75%)

During the fight, stand on safe tiles to avoid damaging floors and instant-kill spikes. Kill slowly-moving enemies to delay their transformation into powerful enemies.

has:

  • tiles: The yellow-lit tiles cause pulsing damage. makes them safe brown tiles.
  • spikes: The translucent green spikes instantly kill you when they shoot up after 5 seconds. They fill tiles in patterns. prevents the instant-kill.
  • : They spawn at the west side of the arena, and slowly move to the east. When they touch brown tiles, they turn yellow. When they "die", they stop moving until they regenerate. When they reach the east side, they transform into .
  • : After transforming, move to the squad. When they touch brown tiles, they turn yellow. Their aura increases mechanic damage, pulses damage, and inflicts conditions. When they die, they explode for heavy damage.
  • : Every ~20 seconds, a random or gets a yellow shield. While it has , it doesn't take damage. removes the shield.

Fight on safe tiles.

  • (Claim) As the tank, you move so that the squad fights on spike-free, non-damaging center tiles, while using .
  • (Claim) Move so it's next to another center tile. When you move to the other tile, AoEs that cover both tiles still hit at its new location. (For example, if you're on , then be next to .)
  • can be on any tile.
  • Move to tiles with no spikes.
  • As doesn't attack, it's safe for the tank to stack with the squad.

To make safe areas, Claim uses on the 4 marked tiles in the arena's center, making yellow tiles brown.

  • changes 1 damaging yellow tile into a safe brown tile.
  • removes the yellow tiles, but not the green spikes!
  • Make sure to in the tile’s center, not the edge! Targeting the edge sometimes fails, or changes the wrong tile!
  • If a is about to transform into a , after it’s turned the safe area yellow.

To avoid instantly dying, move out of tiles with green spikes, or use .

During the fight, green translucent spikes shoot up into metal spears, instantly killing players in their tiles. To avoid them, stay outside of their tiles, or use .

The spike patterns change as health decreases.

  • Until 25%, and are usually safe.

While fighting , remove , "kill" , and kill .

Use on enemies with .

Every ~20 seconds, a random enemy gets a yellow shield. While it has , it doesn't take damage.

Use to remove it.

  • Make sure to quickly use , so its cooldown is ready before the next !

"Kill" to delay their transformation and make sure that they don't transform at the same time.

4 spawn at the arena's west side. They slowly move to the arena's east side.

  • When they move, they make brown tiles beneath them yellow.
  • cannot be killed, only temporarily stopped.
  • When they "die", they stop moving until their health regenerates to 100%.

Use to control the , so they reach the east side at different times.

When reach the east side, they transform into .

Use on yellow center tiles, kill , and use if needed.

  • When they move, they make brown tiles beneath them yellow.
  • move to the squad.
  • They have an aura (+25% damage from mechanics) that stacks with multiple .
  • The aura pulses damage, , , and .
  • When reach 0%, they curl up and explode, causing heavy damage. Have high health, or use or blocks.
  • After die, new spawn, moving after a few seconds.

Use on yellow tiles, avoid green spikes, shielded enemies, "kill" , kill , and DPS to 75%.

Phase 2 (75% to 50%)

Phase 2 is the same as Phase 1, but with different spike patterns.

DPS to 50%.

Phase 3 (50% to 25%)

Phase 3 is the same as Phase 1, but with different spike patterns.

DPS to 25%.

Phase 4 (25% to 0%)

Phase 4 is the same as Phase 1, but with different spike patterns.

Unlike the previous phases, there’s a spike pattern with no safe areas in the 2x2 center.

When dies, the fight ends.

Summary

Pre-Event: Removing Rubble

  • After , glide west.
  • At the end of the path, talk to Glenna. Wait at the rubble on the left side of the hall, so the pre-event's progress changes.
  • Go to the end of the hall, and then down the stairs. In the tunnel, take the Shovel.
  • Near Glenna, use Dig on the rubble until it disappears.

Phase 1 (100% to 75%)

Before fighting, place raid markers on the 2x2 center tiles. and players use the beams of light. When everyone's ready, the player uses the final beam of light to start the fight. Stay in safe areas, "kill" , kill , and DPS to 75%.

  • the 2x2 center tiles, so they're all brown.
  • Stand in brown tiles, not yellow-lit tiles.
  • Avoid instant-kill green-spiked tiles unless is used.
  • "Kill" to temporarily stop them from moving.
  • Kill when they transform from .
  • / with .

Phase 2 (75% to 50%)

The same as Phase 1, but with different spike patterns. DPS to 50%.

Phase 3 (50% to 25%)

The same as Phase 1, but with different spike patterns. DPS to 25%.

Phase 4 (25% to 0%)

The same as Phase 1, but with different spike patterns. DPS until it dies.

  • One spike pattern has no safe areas in the 2x2 center.

Common Mistakes

  • Missing a , keeping you from stopping the or killing the .
  • Letting too many turn into at the same time.
  • Killing when squad health isn’t high, or there are no blocks or to avoid the explosion.
  • Standing in yellow tiles when there’s a nearby brown tile, taking unnecessary damage.
  • Not leaving a green-spiked tile, dying to the spikes.

Common Names

  • = MO
  • = scout
  • = soldier
  • green spikes = spears

Authored by Zephyr
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