There is a -based tank in this fight.
A kiter is required, typically done by a Tempest, Druid, or Scourge.
Mobility is highly valuable in this fight for the many mechanics.
Condition damage is generally preferred.
The commander should mark through to match the diagram below.
The tank is determined by so you need to beat the rest of the squad, but the fight does not require high . hits the squad like a truck but does very little damage to the tank.
Unlike most bosses, he does not walk all the way towards you. If you are trying to give your squad boons, you need to walk forward until you’re touching the edge of his hitbox.
If there is a (Lesser) directly behind in the standard tanking spot, move a bit so the squad can stand behind him.
The tank can do green 3 (G3) but it will cause to be confused and spin around like the do.
A kiter is required and will do Green 2 (G2). There is moderately high ticking arena damage so the kiter needs to self-sustain. You are on your own for the entire pre-event but can rejoin the squad for most of the main fight. The standard classes are , , or . Other classes are viable but can be more difficult. The class needs to have ranged attacks, self sustain, condi cleanses, and be able to offer support to the main squad.
When learning to kite, you can request that the squad does not use the speed orbs that throws out. They are helpful to get away from if your skills are on cooldown or to get to your greens. can take to get when dropping out of , can use or , and can use for .
The goal of the kiter is to aggro the so they stay off the group. stay alive for 15 seconds and aggro to whoever hit them first. This includes AoEs that have been placed on the ground. They cannot be killed. If you successfully get their aggro, a message pops up on screen saying " is fixated on you." and the border around your icon in the squad UI is highlighted red.
are incredibly stupid and slowly spin in circles, shamble over to you, spin around if you change direction, stop moving, and are just generally confused. Use this to your advantage so you can maintain distance. The AoE around them will you in seconds so always keep some distance.
During pre-event, spawn every 10 seconds. During the main fight, spawn every minute around the xx:25 mark. You can remain with the group the rest of the time during the main fight. If you are unable to rejoin the group during (Greater), be prepared to condi cleanse and heal yourself.
If there are fixated on you when you do your Greens, you can use or to put distance between yourself and the . When you go up, it follows you as if you were still on the ground. Avoid letting the sit on top of the while you are doing Greens.
The objective is to keep the alive so they can finish their ritual and defeat .
There will be 3 main things to watch out for - , , and Greens. The main group will be dealing with the , while a dedicated kiter handles , and 3 assigned people will handle Greens. are small spiders that continuously spawn throughout the fight. These can kill a so always kill these as you pass by them. can be healed easily by the squad’s healer.
Enforcers - “Skeletons”
are large skeletons that look like Steve from the Halloween Labyrinth. They walk toward the nearest and are immune to hard CC. They take less damage from conditions so an entirely condition-based squad will be much slower to kill them than a power squad.
do a lot of damage; //block the small orange cone in front of them.
They spawn in the four corners of the room. Red orbs travelling from throne indicate where they will spawn.
Messengers - “Golems”
are large that spawn every 10 seconds from red orbs floating from throne. They spawn around the room in between the symbols.
Kiters keep the off the group; this is usually done by a Tempest, Druid, or Scourge. stay alive for 15 seconds and aggro to whoever hit them first. This includes AoEs that have been placed on the ground. They cannot be killed. If you get their aggro, a message pops up on screen saying " is fixated on you." and the border around your icon in the squad UI is highlighted red.
have a large orange AoE ring around them, dealing heavy damage to anyone touching it. Standing in one will you within seconds.
throws orbs around the middle of the arena that grant . Unless the kiter says otherwise, leave the orbs to them. If you need to deal with (Bomb) or a Green, use an orb if you absolutely will not make it otherwise.
Every 30 seconds beginning at 9:30 on the timer, attempts to grab a . A large green AoE spawns around it and closes after 5 seconds. The player inside is sacrificed instead of the and is split from their soul. Flying into the middle instantly kills you. If there is not a player there when it closes, will kill the and then the entire squad.
The player is lifted into the air and must collect 5 orbs within 15 seconds in order to reunite with their soul. There are 2 buffs on your bar: one is counting down from 15 and one is counting up to 5 orbs that you collect.
There are many small, 1 medium, and 1 large orb (there isn’t a huge difference in size). There is always a large orb clockwise from the starting position that should be picked up. Picking it up prevents the from spawning during the main fight.
The medium orb spawns randomly so don’t bother looking for it. Picking up a medium orb stops a from spawning. Some kiters prefer that medium orbs are not picked up so it doesn’t throw off their routine. If you do pick one up during the main fight when is off his throne, let the kiter know.
There are orbs floating above and below the plane that you are on. They are a lie. You cannot change your vertical level like you can on the Eater of Souls Statue. Only focus on getting the orbs on your level.
Use any combination of 5 small/medium/large orbs (prioritize getting the large orb) to be reunited with your soul and return to the ground. Once you get your fifth orb, you will automatically be put back onto the ground in the same spot you went up in.
Orbs get pulled into the centre and their hitboxes are slightly behind them. Fly slightly behind the orbs to pick them up.
After successfully completing a Green, you are invulnerable for a few seconds (there is no indicator buff). You get the buff for 80 seconds and cannot do the next 2 Greens. If you have the debuff and stand in another Green when it closes, you will instantly die and the will be sacrificed if there is no other player there.
Because of the 80 second cooldown, 3 players are assigned to do Greens - G1, G2, and G3. G1 is usually done by the , G2 is done by the tank in the pre-event and then the kiter during the main fight, and G3 is done by the group , the tank, or the person with . Anyone can do any green, but those are the generally agreed roles.
G1 should clear the reaper every time they run by.
Arcing Affliction - “Bombs”
At 9:00 on the timer, a random player is given (Bomb). During the pre-event, anyone can be afflicted. During the main fight, the tank is immune.
The player selected has a Special Action Key called (SAK), a red timer above their head that fills up, a large green glow around them, an audio “ding” notification, and a notification on screen that says “[player] is afflicted!”.
The general recommendation is to let the 13 second timer run out and go off on its own. During the pre-event it doesn’t matter, but it does alter the timer on the main fight which can cause mechanics to happen at the same time. There are many different strategies for bomb timings, but not blowing early is easiest for new groups. If no bombs went off early, they will line up so the person who gets right before (Greater) will not have to leave.
The bomb has a massive radius. On your minimap there is a clear area around your dot; that is the radius of the bomb. Damage dealt is based on proximity so if you stand next to someone, they will be . Squadmates who are in the foggy part of the minimap are safe from damage.
When you blow up a bomb, try to not have any squadmates within the clear portion of your minimap (the Fog of War). Be aware of surroundings because a dot might be near you, but it could be a Green-goer up in the air. They will not be damaged by the bomb and are immune for a few seconds when they land.
You cannot get a bomb again for 40 seconds because of - a debuff making you immune from the mechanic until the time runs out.
Do not kill your kiter or people doing greens.
Phase 1 (100% - 60%)
At 8:00 on the timer, will get off his throne and walk towards the player with the highest . He has a huge cleave that leaves many orange circles on the ground. It is vital for the squad to stack directly behind to not get cleaved. Standing in the front half of his hitbox counts as being in front of him. Stand directly on the red circle of his hitbox.
Assuming that all large orbs were picked up during Greens, the final will spawn in the corner near the first tanking location. Cleave it down before it reaches the next to . If large orbs continue to be picked up, no more will spawn. If an orb is missed, the next will spawn clockwise from the most recent 30 seconds later.
Greens and (Bomb) continue throughout this phase and there are 3 new mechanics: (Scythe Slam), (Lesser) and (Greater).
Cull - “Scythe Slam”
- At 90% health, turns around and slams his scythe down behind him. There is an orange AoE indicating where it will hit. Cracks come out from the AoE and flash bright green 5 seconds later. Any players standing on the cracks when they flash are for a long duration. uses Cull every 30 seconds.
Death Mark - “Mark/Lesser”
At 7:05, targets a random player, disappears into the ground, reappears at their location, and begins channeling a large orange AoE. When the AoE is fully expanded, green fire appears and any players in the AoE are 1,000 units, separated from their souls, have their boons stolen, and get the hastened demise debuff.
If you are hit, you will only have a few seconds to retrieve your soul before you are killed by the hastened demise debuff. Your soul is a bright white-blue light directly ahead of you.
As soon as disappears into the ground, the group should run to the next tanking spot. Running too soon can cause the AoE to be dropped on one of the Greens. It does not do damage to , but will kill the Green-goer. Dhuum appears near the edge of the AoE, so running behind him is a shorter distance than running in front of him.
The AoE remains for 2 minutes and does massive damage to anyone who touches it, but does not split players from their souls after it is already on the ground.
Greater Death Mark - “Greater”
Every 80 seconds starting at 6:25, dips into the ground and reappears in the middle of the room. All players are 1,000 units, separated from their souls, have their boons stolen, and get the hastened demise debuff.
As soon as disappears into the ground, turn your back to the wall and back up. Stay stacked with the group and run forward as soon as you get . Your character is based on the direction they are facing so having the wall behind you limits how far you will go. The shorter the distance, the shorter the run is to retrieve your soul.
(Greater) deals 20% of your max health and applies 6 stacks of . Healers should use condition cleanses and heal the group back up as soon as possible.
Immediately after , uses (Suck) to suck players in. He has a moderate-sized orange AoE around him that deals massive damage.
As soon as you retrieve your soul, turn around and start running away from to avoid getting sucked in. Use boonstrips on and use ranged attacks on the at star.
also removes (Bomb) and (Shackles). If you get the bomb <6 seconds before the attack, you can stay with the group and it will be removed.
KITER - Remember to grab the heading to star during .
Phase 2 (60% - 10%)
This phase continues identically to phase 1 with two additional mechanics: (Shackles) and (Cone). All other mechanics and timings remain the same.
Soul Shackles - “Shackles/Split”
Beginning at 60%, the 2 closest players to have their souls shackled together. The tank cannot be selected.
Red text saying “Your soul has been shackled to another” appears on screen, as well as a ding sound effect and a bright blue fire around the players affected by (Shackles).
The two players need to get about 1,200 units away from each other to break the chain. It can be useful for the to bait this and use staff 3 to quickly get away from the other player. Players typically say “throne” or “door/stairs” to indicate which way they are going. Pick a direction and stick to it if you called it first.
You begin taking heavy damage after 4 seconds and one of the says “Your souls are linked! Separate!”. You continue to take damage until the shackles are broken. If one player is , the other one will still take damage until the shackles are broken.
The effect is removed by (Greater) so you can stay with the group if you get <4 seconds before the attack.
Slash - “Cone”
At 30% begins using (Cone). It is a cone shaped attack that pulls and boonstrips while dealing damage. Claws can pull from 1,200 range.
Phase 3 (10%-0%)
At 10%, the fight timer will reset to 1:45. turns , separates all players’ souls from their bodies, and lifts everyone up into the air as if they were doing a green. Get out of the middle of the room or you will die when you are lifted up. Everyone needs to collect 5 orbs within 30 seconds to avoid death. As soon as players are lifted into the air, the commander should pop a ready check.
Once you finish getting your 5 orbs, you will be teleported to the ground in the centre of the room inside a protective bubble created by . When your feet touch the ground, click “yes” on the ready check. If you are dead, click “yes” as soon as the prompt appears. The healer usually holds the ready check.
When everyone is ready, boon-givers should prioritize giving the squad , , , and . While boons are being given, the rest of the squad should sort themselves out so there is one person standing in front of each of the seals. Typically G1 goes to , G2 goes to , G3 goes to , and the other 4 seals are a free-for-all.
When the person holding the ready check has given their boons, they should click “yes”. Everyone runs out to their seal and channels, then turns around and runs back. The arena does heavy damage outside of the bubble so use , heal skills, and movement skills to minimize time spent outside. The seals must all be channeled within 10 seconds of each other so wait until the ready check pops before you run out. If there are fewer than 7 people alive, players with movement skills should channel the extra seals.
When all the seals have been channeled, becomes attackable for 20 seconds. After that time, he will become untargetable again. Conditions will continue to tick so condi builds are strong here. If doesn’t die within the 20-second window, the seal channeling process has to be completed again.
The commander should do another ready check, boon givers should give , , , and , and everyone runs out to channel once the ready check pops. This process is repeated until is dead or the timer runs out, whichever comes first.
Kiter keeps off group. G1, backup G2, and G3 will do their Greens. Squad kills around the room. Bombs should be blown up away from group and kiter.
Phase 1 (100% - 60%):
Don’t stand in hitbox or on orange AoEs. Blow bombs away from kiter and group - don’t blow early unless a different strategy is agreed upon by group. Avoid cracks on the ground. Run to the next tanking spot as soon as disappears into the ground to avoid (Lesser). Turn around and back up to the wall as soon as disappears into the ground for (Greater). Cleanse condis, heal, and retrieve your soul. Boonstrip and clear from star during (Suck). G1 should clear from star every time they come back from their green.
Phase 2 (60%-10%):
Run towards door or throne if you get (Shackle) and call out which way you are going. Avoid large orange cone from .
Phase 3 (10%-0%):
Get out of the centre of the room when hits 10%. Collect 5 orbs and say “yes” to ready check when you are back on the ground. Stand in front of a seal while boon givers give , , , and . Run out to seal, channel, run back in, hit until he dies.
Common Mistakes / Tips
Missing a green
Standing in hitbox, in front of him, or in orange AoEs during auto attacks
Not boonstripping during (Greater)
Not breaking shackles quickly
Exploding a bomb near other players
Letting star die to
Not stacking properly for Greater and forgetting to cleanse
Not going together to break seals and forgetting to preboon at 10% phase
Common Names for Mechanics
Greens = G1, G2, G3
= SAK (Special Action Key)
= Scythe Slam
= Lesser, Dip