Home Guides Qadim the Peerless

Qadim the Peerless

Updated May 6, 2022
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is the same Djinn as from Mythwright Gambit. He has harnessed the power of pylons to protect him. The pylons must be destroyed so can be defeated.

A tank is required for this fight as well as 3 kiters. If the tank is new, a [sc:198]Heal Scourge[/sc] can be the N pylon kiter. They can bring staff to drop , and use for condi cleanse and for barrier to keep the tank healthy.

All four special roles have to use the special action key (SAK). You can activate it as soon as it appears or you respawn, you do not have to wait for the fight to start. Make sure to only use it once. If there’s a red glow in the middle of your special action key, you’ve turned on your and using it again will turn it off.

Tank

The aggro mechanic is the first player to cross the center circle with the (SAK) turned on. As soon as the SAK is available, turn it on immediately and never turn it off.

The recommended class for tank is due to extended blocks; however, classes such as with a lot of are also doable. If new to tanking, the tank should have as much as possible. Condition cleanses are extremely important

The tank’s job is to keep facing between the pylon and orb drop location to avoid hitting the pylon kiters. Move as little as possible except to go between the two tanking locations.

To keep aggro, the tank needs to have their special action key activated which will create a red line, or “tether”, to . This “bad tether” applies the effect, applies , and reduces outgoing damage by 25%. and condition cleanses are important for the tank to stay alive. It looks identical to “good tethers” but is red

There are two main attacks to be aware of:

  • (Auto Attack) - A cone with massive range that targets every player in its range with a barrage of attacks. White circles also appear on the ground underneath the players. Each hit deals damage and applies . Block this entirely or use a combination of and heal and cleanse
  • (Road) - A very long road rolls out like a carpet in the direction the tank is standing. It lasts for 20 seconds and deals heavy damage to players inside the road.
  • Attack pattern:

  • (Cone/Circles) x 3
  • (Road) (Cone/Circles) x 3 (Road) (Lightning) Repeat.

    Attack pattern (common names): Cone/Circles x 3, Road, Cone/Circles x 3, Road, Lightning, repeat.

    On (Lightning), picks a random player and turns his attention toward them until the attack is over. You’re off the hook for tanking during this attack.

    Pylons/Kiting

    is invulnerable while tethered to any of the pylons so the kiters must keep the pylons tethered. You can only tether as long as (SAK) is active so always turn it on the moment you respawn or when it is first available.

    There are three pylons - each of these need a kiter. or are the only classes that can kite as they can self sustain the damage from (ticking damage from being tethered), have ranged damage, and have a ranged teleport for the orbs.

    and/or () and () are recommended to help self sustain.

    and are used for the teleport.

    If the tank is new, a [sc:198]Heal Scourge[/sc] can be the N pylon kiter. They can bring staff to drop , and use for condi cleanse and for barrier to keep the tank healthy.

    Players tethered to the pylon have (good tether) effect, which grants , , , and every second. Each effect applies a stack of to , increasing his damage taken by 5% per stack.

    (Orbs) is the main mechanic for pylon kiters. Every 5% (except at 80% & 60%), launches an orb at one of the three locations. It lands on the ground 4 seconds later. Pylon kiters can teleport underneath where the orb will drop, pick it up by waiting for the orb to land, and then teleport back to their pylon. The orb is transferred to the pylon the moment the player re-enters the circle around the pylon.

    If you are out of the pylon AoE for more than 5 seconds, will reclaim the pylon and it must be CCed.

    Groups typically catch clockwise. On the first pull, the orb will always drop at NE and will then continue counterclockwise from there. It remains on a global location so on the next pull, it will drop at the next location from where it left off last time.

    If the orb hits the ground with no player to catch it, it explodes (BUT DOES NOT DISAPPEAR) and deals raid-wide damage as well as applying to the entire squad. is a DOT (Damage Over Time) that lasts for 15s.

    The orb continues slowly moving towards , applying increasing stacks of vulnerability to everyone as long as it remains on the ground. If the orb touches , he deals extremely heavy damage to everyone from .

    If the kiter is or otherwise unable to get the orb, someone else besides a kiter or tank should touch the AoE, picking it up. It does not matter if you don’t have ranged DPS. The squad will wipe if no one grabs the orb. Take it to the matching pylon and turn on (SAK). Anyone else in the pylon AoE should turn off their . You cannot turn off for 5 seconds so you need to stay in the pylon AoE until it’s off and the kiter is able to kite again. You can then turn off and the kiter can turn theirs on.

    If the orb touches an (anomaly), it will explode and deal raid-wide damage. The orb can also tether to an instead of the player if it is closer to the centre of the orb drop location when it lands. This is just bad luck on timing and there’s nothing that can be done in the moment to prevent it.

    For each orb on a pylon, the kiter gets , a buff that lets them share their tether - including (good tether) and - with players who have active. makes the player do 5% more damage. The kiter needs to stand right on the edge of the pylon AoE or the subtether needs to stand near the kiter to be in range. Stay away from the tank so you don’t get a bad tether. Subtethers can create their own subtether, for a total of 4 tethers per pylon (the kiter gets one to start with and then collects 3 orbs throughout the fight).

    Attacks

    (Auto Attack) - A cone with massive range that targets every player in its range with a barrage of attacks. White circles also appear on the ground underneath the players. Each hit deals damage and applies .

    (Road) - A very long road rolls out like a carpet in the direction the tank is standing. It lasts for 20 seconds and deals heavy damage to players inside the road.

    (Lightning) - A random player (INCLUDING the tank and pylon kiters), is targeted by with a triple lightning attack. There is a gold border, “ding” audio notification, and an orange circle underneath their feet. They should move away from the group without going near the orb drop locations or the kiters. The first circle is small and can be walked out of. The second circle is larger but can still be walked out of. The third circle is massive; you must use a to make it out in time. All circles can be blocked or instead.

    Attack pattern:

  • (Cone/Circles) x 3
  • (Road) (Cone/Circles) x 3 (Road) (Lightning) Repeat

    Attack pattern (common names): Cone/Circles x 3, Road, Cone/Circles x 3, Road, Lightning, repeat.

    Phase 1 (100%-80%)

    To start the fight, players need to walk inwards past the pylon. Watch out for (Sharks) - an electric current in the shape of a shark fin that travels along the white lines of the arena whenever controls at least one pylon. It deals damage and applies and 2 stacks of to any player it touches. It is only active in the beginning and whenever controls a pylon.

    Each of the pylons have 1000 . The squad splits into 3 groups to CC the pylons. Typically the tank and N pylon kiter go to N and the other 8 players are split evenly among the other two pylons (make sure there’s a kiter at both).

    If the isn’t broken by the time the AoE reaches the center, uses and kills everyone.

    Once all 3 are broken, becomes targetable and sends out (Shockwave), a shockwave that knocks players back. He has a large orange AoE in the center that expands. When it reaches the edge of the ring, dodge inwards. It can be , blocked, or use .

    The tank should stand in two spots: in the NNE between N pylon and NE orb drop and in the NNW between N pylon and NW orb drop. This keeps (Cone/Circles) and (Road) off the kiters. If covers the orb drop location, the kiter will when they get their orb.

    Orbs are dropped at 95%, 90%, 85% and rotate counterclockwise.

    Attack pattern:

  • (Cone/Circles) x 3
  • (Road) (Cone/Circles) x 3 (Road) (Lightning) Repeat

    Attack pattern (common names): Cone/Circles x 3, Road, Cone/Circles x 3, Road, Lightning, repeat.

    Special Phase 1 (Fires / Pylons 80%)

    At 80% all players are lifted into the air for 5 seconds with a huge white circle underneath them before dropping to the ground and placing a fire field called (Fires). The fire fields become active 4 seconds later and deal extremely heavy damage that kills almost instantly. They remain for the rest of the fight.

    There are many ways to drop fires. If there are 2 fires stacked, an (Anomaly/Anom) that is CCed in the fires will die. The most common pattern is referred to as “pug fires”. Players drop their first fire clockwise, halfway between their assigned pylon and orb pickup spot, then the second fire is dropped counterclockwise in the same relative spot. There are “semi-hardcore” and “hardcore” strats which can vary from group to group. Semi-hardcore is becoming more popular and is pictured above. If the commander doesn’t specify, assume they are using pug fires. If they are doing semi-hardcore, they will assign players to drop locations.

    reclaims the pylons and uses (Knockback) - a shockwave centered on himself and the pylons. Standing near the center circle or in the pylon AoEs will cause a that can put players in (Fires).

    Pylons need to be CCed again so can be damaged. uses (Shockwave) again. Be careful not to be into .

    Phase 2 (80%-60%)

    This phase is identical to Phase 1 (100%-80%) with two additional mechanics: and (CC).

    Entropic Distortion - “Anomaly/Anom”

    At 75% an (Anomaly/Anom) spawns with 400 and walks towards the nearest pylon. Anomalies spawn every 40 seconds clockwise, and are typically CCed by the . These Anomalies are easily dealt with by breaking their bar while in a stack of 2 (Fires). Otherwise they need to be killed by the squad to prevent them from channeling the pylons or . While channeling, the Anomalies gain stacks of , and at 10 stacks they explode, dealing massive damage from .

    that spawns S or NE tries to channel the SW pylon and the NE channels N pylon.

    Poisoned Power - “CC”

    Beginning at 70% and occurring whenever feels like it after (Road), he will use (CC) and gain a and start channeling one of the pylons. That specific kiter and all subtethers no longer gain boons, and instead gain the debuff - making them do 10% less damage and giving , , and increasing stacks of and every second. Players need to quickly CC to stop this mechanic. If his isn’t broken with 10 seconds, he reclaims the pylon and it must be CCed again.

    Orbs are dropped at 75%, 70%, and 65%.

    Attack pattern:

  • (Cone/Circles) x 3
  • (Road) Sometimes (CC)
  • (Cone/Circles) x 3
  • (Road) Sometimes (CC)
  • (Lightning)
  • Repeat

    Attack pattern (common names): Cone/Circles x 3, Road, sometimes CC, Cone/Circles x 3, Road, sometimes CC, Lightning, repeat.

    Special Phase 2 (Fires / Pylons 60%)

    This phase is identical to Special Phase 1 (Fires / Pylons 80%).

    If doing pug fires, drop (Fires) counterclockwise from your assigned pylon.

    Watch out for (Shockwave).

    Phase 3 (60%-40%)

    This phase is identical to Phase 2 (80%-60%) with one additional mechanic: (Arrow / Purple Jump Orbs).

    (Arrow / Purple Jump Orbs) - randomly points an arrow at a player (including tank and kiters) and throws 3 spaced out electric attacks at them. The player has a gold border around the screen and a red arrow that tracks with them. This attack can be , jumped over, , and blocked. If you opt to jump, do it as soon as he lowers his arms.

    Getting hit by the attack causes - getting hit a second time . A third hit will result in death. If any of the attacks land, will get .

    The targeted player should move away from the group and not stand in front of a pylon kiter. If the player gets hit by any of the 3 attacks, it explodes and deals damage in a large radius.

    Attack pattern:

  • (Cone/Circles) x 3
  • (Road) Sometimes (CC)
  • (Cone/Circles) x 3
  • (Road) or (Arrow/Purple Jump Orb) Sometimes (CC)
  • (Lightning)
  • Repeat

    Attack pattern (common names): Cone/Circles x 3, Road, sometimes CC, Cone/Circles x 3, Road or Arrow/Purple Jump Orb, sometimes CC, Lightning, repeat.

    Orbs drop at 55%, 50%, and 45%.

    Special Phase 3 (40%)

    At 40% does (Dash) and rushes towards the N pylon to destroy it. Players in his way will get and damaged. He will drop on the pylon - a larger version of (Fires). Everyone - including tank and pylon kiters should move to the edge of the fire at the N pylon and use to continue attacking. Conversely, players can , , or block when they see him put his arms down after spinning.

    then teleports back to the middle and uses (Knockback). If group DPS is very high, he can be phased directly into using on the SW pylon.

    Pylons need to be CCed again. does not do (Shockwave) after.

    N pylon kiter can now stack on squad. They should turn off (SAK) unless trying to subtether.

    Phase 4 (40%-30%)

    There are no more orbs so kiters no longer have to leave their AoE.

    (Anomaly/Anom) now spawns every 30 seconds. The NE goes to the N pylon now.

    (Lightning) frequently hits the ground, indicated by small orange AoEs. You can just walk out of them.

    tether to tank now spreads to a maximum of 3 nearby players and applies (bad tether). It can only be applied if their (SAK) is activated.

    Special Phase 4 (30%)

    This phase is identical to Special Phase 3 (40%) except he destroys the SW pylon.

    Phase 5 (30%-20%)

    has an additional bad tether which gives him and every 6 seconds. Quickly boonstrip to avoid players killing themselves. One of the kiters should activate their (SAK) and stand on the side of the arena with the tank to avoid additional subtethers and keep (bad tethers) off the group.

    The NW (Anomaly/Anom) walks toward instead of a pylon. There will likely not be a (Fires) in its way so the squad needs to CC and kill it.

    Special Phase 5 (20%)

    This phase is identical to Special Phase 3 (40%) except he destroys the SE pylon.

    Phase 6 (20%-0%)

    activates everyone’s SAK and locks it with a small to all players - only works for this specific knockback.

    The first person to walk in is fixated so let the tank walk in first. If baiting bad tethers (which is recommended), let the other 2 baits walk in first.

    If you are not baiting a bad tether, stay on the South side of or else you will spread to the entire squad, making everyone deal 25% less damage.

    no longer uses (CC) since there are no more pylons.

    There are 3 bad tethers now, all can spread up to 3 subsequent nearby players and apply (bad tether). Two of the kiters should walk in after the tank but before the other 7 players and bait the extra tethers and stand away from the squad on the North side with the tank. now gains , , , and every 6 seconds in addition to, and on a separate timer from, the and from the previous phase. Boonstrip as soon and as much as possible!

    Anomalies now walk towards because there are no pylons. CC and kill them ASAP. Advanced groups can place fire puddles in the way for the last phase to not have to kill these anomalies, but this can be hard for newer groups.

    Summary

    Phase 1 (100%-80%):

    CC pylons and or (Shockwave). Kiters stay at pylons with (SAK) active and tank stays on N side with (SAK) active. Squad stacks on S side.

    Attack pattern: (Cones) x 3, (Road), (Cones) x 3, (Road), (Lightning), repeat.

    Attack pattern (common names): Cone x 3, Road, Cone x 3, Road, Lightning, repeat.

    Special Phase 1 (Fires / Pylons 80%):

    Everyone is lifted up into the air with a large white AoE. Everyone drops to the ground after 5 seconds and places (Fires). Avoid (Knockback) and CC pylons. Use or (Shockwave). Drop clockwise if doing pug fires.

    Phase 2 (80%-60%):

    Two new mechanics: (Anomaly/Anom) that spawns every 40 seconds and try to channel pylons - CC on top of (Fires); and (CC) that sometimes uses after (Road). CC quickly to stop him channeling the pylon so he doesn’t reclaim it.

    Attack pattern: x 3 (Cones), (Road), sometimes (CC), x 3 (Cones), (Road), sometimes (CC), (Lightning), repeat.

    Attack pattern (common names): Cone x 3, Road, sometimes CC, Cone x 3, Road, sometimes CC, Lightning, repeat.

    Special Phase 2 (Fires / Pylons 60%):

    Identical to Special Phase 2 (Fires / Pylons 80%). Drop counterclockwise if doing pug fires.

    Phase 3 (60%-40%):

    One additional mechanic: (Arrow/Purple Jump Orbs). points an arrow at any random players and throws 3 orbs at them. Jump as soon as he drops his hands.

    Attack pattern: x 3 (Cones), (Road), sometimes (CC), x 3 (Cones), (Road) or (Arrow/Purple Jump Orbs), sometimes (CC), (Lightning), repeat.

    Attack pattern (common names): Cone x 3, Road, sometimes CC, Cone x 3, Road, Arrow/Purple Jump Orbs, sometimes CC, Lightning, repeat.

    Special Phase 3 (40%):

    uses (Dash) and rushes at the pylon to break it. N pylon kiter should get out of his path. Every player stacks on the edge of the fire field he drops and either when he drops his hands or use . uses (Knockback). CC pylons. No (Shockwave) this time.

    Phase 4 (40%-30%):

    There are no more orbs. (Anomaly/Anom) now spawns every 30 seconds. (Lightning) drops constantly. The bad tether to tank can now be extended to 3 other people who have their (SAK) active if they are too close.

    Special Phase 4 (30%):

    Identical to Special Phase 3 (40%) at SW pylon.

    Phase 5 (30%-20%):

    has an additional bad tether that can be extended to 3 other people. One of the kiters should active their (SAK) to bait it and stay away from the group.

    Special Phase 5 (20%):

    Identical to Special Phase 3 (40%) at SE pylon.

    Phase 6 (20%-0%):

    Everyone’s SAK is locked on. There are 3 total bad tethers that can tether to an additional 3 people each. The tank and 2 kiters should bait the bad tethers and stay away from the group. Much boonstrip is needed. Anomalies now walk towards . CC quickly and kill them.

    Common Mistakes/Tips

  • Badly placed (Fires)/ (Road)/ (Lightning) for pylon kiters
  • Kiters not making it to their orb in time
  • Not dealing with (Anomaly/Anom)
  • Getting knocked back into (Fires)
  • Killing friends with (Arrow/Purple Jump Orbs) and (Lightning) mechanic
  • Not rezzing pylon kiters and tank asap
  • Not boon stripping
  • Common Names for Mechanics

  • = SAK
  • = Shockwave
  • = Orbs
  • = Cone / Circles
  • = Roads
  • = Lightning
  • = Lightning
  • = Anomaly / Anom
  • = Arrow / Purple Jump Orbs
  • = Good tether
  • = Bad tether
  • = Electric sharks / Sharks
  • = Fires / Fire drops / Fire puddles / Lava / Magma
  • = Knockback
  • = Dash
  • Authored by Queen
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