Home Guides Qadim
Check out our new features to join and advertise groups for raids, fractals, and more.
Visit Groups

Qadim

In Numbers
19,268,760
1374
240
Unknown
780

Intro

Half of this fight is spent fighting creatures and half is spent actually fighting . Part of the group will go into the lamp to free the creatures in it, one person will keep occupied, and the rest of the group will fight the evil creatures has under his control.

This fight has many moving parts (literally) and requires a solid ability to perform mechanics. The group will be split up for large portions of the fight and many mechanics have tight timing so you must be comfortable with your role.

The platforms move and rotate during the fight. If you fall off, you bounce back up but take damage for each bounce. The platforms also have a small gap between them once the fight begins, so jump to avoid falling down. When an orange triangle on the platform begins expanding, the platform will disappear when the triangle reaches the edges.

are strongly recommended for this fight because of the stolen skill . They can either steal off of at the beginning of the fight or the group can bring one or both of the in from the pre-event. Starting the fight locks the door behind them so they can’t escape. Don’t take the platform across or they might come along for the ride and have to be killed.

A is recommended if the group does not have high enough DPS to skip and they do not want to kill .

Tanking

Tanking is proximity-based. Phases 1, 3, and 5 are the only ones with creatures from the menagerie and are the only ones that require a tank. High and condi cleanses are recommended. Being familiar with the attack pattern is helpful with knowing where to stand and when.

Phase 5 requires an additional tank for the which does not require , just a knowledge of the attack pattern and good placement.

Kiting

A kiter is required for this fight. is immune to damage outside of his burn phases so the sole job of the kiter is to keep on his platform and kill the before they get to him. Each that reaches gives him one stack of . Each stack makes him deal 20% more damage and attack 2% faster. This is usually done by a . It can also be done by a or but is less common.

When learning how to kite, a personal healer can go with the kite. Having two players next to causes issues with fixation so the healer should only help for a few pulls until the kiter gets the hang of it.

Kiting is difficult because of paying attention to the while avoiding the shockwave and meteors. Don’t be surprised if it takes several pulls to get the hang of it and make sure to count autos!

The kiter remains on the platform with in phases 1, 3, and 5 while the rest of the group is doing lamp/fighting one of creatures. During phases 2, 4, and 6, the kiter rejoins the group to fight .

: Always stay on one of the blue sections near the corner of the triangle. , a , then use . The only movement required is across the gold line to the other blue section for . You can while kneeling.

: Stay in the blue sections near the corner of the triangle. Use longbow skills, , and . The only movement required is across the gold line to the other blue section for .

: Sprint in circles. Drop in front of and use shade skills. Scepter skills take time to use without so start casting a skill as soon as you’re lined up with a .

See Phase 2 (Qadim 100%-66%) for full descriptions of all attacks. If properly positioned, the only attack that is relevant for the kiter is and .

(Knockback): puts his arms in front of him and conjures flame balls that he throws at the player. They track with your position so they need to be . He follows it up with a shockwave. When he brings his arms together, to the adjacent blue section and continue your rotation.

(Meteor): At the end of his attack pattern, a small red AoE appears at your location. It drops a meteor 2 seconds later. out of it and move to the next platform. Immediately after the meteor drops, the platform is on has an expanding red triangular AoE that destroys the platform when it is filled. On the next platform, continue your rotation as normal until the group kills the creature.

Attack Pattern:

  • (Auto) x2
  • (Knockback)
  • (Auto)
  • (Fire Lines)
  • (Auto) x2
  • (Knockback)
  • (Auto)
  • (Fire Lines)
  • (Auto) x4
  • (Meteor)
  • Simplified Version: Auto, Auto, Knockback, Auto, Fire Lines, Auto, Auto, Knockback, Auto, Fire Lines, Auto x 4, Meteor, move to new platform, repeat.

    Lamping

    2 lamp-goers are needed to release the creature inside of menagerie. This is usually done by a or . are good for their bursty cleave damage and are good because of and cleave. It is possible to send just a single person into the lamp, but it is slower and less safe to do so. Because there is now an extra person with the main squad, the squad will be ready for lamp before it is done.

    You enter the lamp in the NW corner and make your way through a 4x4 grid with 16 rooms. The optimal path through the lamp is always the same and can be memorized. In case you forget or do not have a graphic to reference, always choose the room with the lowest level enemies. E.g. if a room has elites and another has veterans, choose the room with veterans.

    When you reach the champion in the SE corner, say “lamp" or ping your mount skill several times if you are not in comms. This lets the lamp-breaker know to break the lamp and let you out. The lamp is usually broken by the . The player with a beam of light has a giant green AoE that you must stand in to return to the platform

    When you come out of the lamp, you are floating in the air. To quickly return to the ground, use your Special Action Key.

    Phase 1 (Hydra)

    The group splits into 3: the kiter goes to on the west platform, 2 lamp-goers go into the lamp in the center, and 7 DPS remain on the east platform to fight the .

    The kiter starts the fight by going onto the furthest west platform either by running or using a mount.

    As soon as starts talking, boon givers should start giving the group , , , and so the lampers have boons. Lampers run or teleport to the large green AoE in the center of the platform so they get pulled into the lamp.

    The tank stands inside of the hitbox on the NW side to bait Hydra into jumping onto the correct platform. They should stay far enough away from the center of the hitbox so doesn’t turn and attack the squad. The squad should stay on the edge or just slightly inside the hitbox so they can get boons from the tank. If they go too far, the will turn because it has proximity tanking.

    Whenever moves platforms, the hitbox teleports players standing in it after 3 seconds. It cannot be blocked, but can be .

    Attacks

    has 3 attacks:

  • (Auto) - deals damage and gives 4 stacks of , 2 stacks of , and .
  • (Breath) - deals damage, , and gives 2 stacks of , , and .
  • (CC) - calls down a swarm of meteors on all players if a of 1,500 isn’t broken within 2 seconds.
  • Attack pattern:

  • (Bite) x2
  • (Breath)
  • (Bite) x2
  • (CC)
  • (Bite) x2
  • (Teleport/Jump)
  • (Bite) x2
  • (Breath)
  • Teleport inside of hitbox
  • (Bite) x2
  • (CC)
  • Repeat
  • Simplified version: Bite, Bite, Breath, Bite, Bite, CC, Teleport, repeat.

    When the lampers say “lamp" or ping their mount skill several times, someone needs to break the lamp. It has very little health and can be broken by anyone, but the usually does it. If there is a up, finish breaking it before opening lamp.

    When the friendly is ported up from the lamp, it damages 80% of the evil health bar. The squad can either get it to 80% before the good is ported up, or they can finish off the last few percent once the good has done its damage.

    Split Phase 1 (Pyres)

    There are 3 Pyre Guardians: , , and . is to the NW, is to the east, and is to the SW.

    If the group is power-based, only kill . If the group is condition-based, kill . If the group is split between power and condition, kill both and with subgroup 1 killing and subgroup 2 killing . Make sure the kiter is in subgroup 1 so they don’t have to run across.

    If you are killing both pyres you will want to send your power classes to the pyre and your condition classes to .

    If the group is bringing and/or a , have them bring portals. Drop it at feet before going to the .

    Kill the Elementals while waiting for orbs to spawn. Jump on the blue orbs to get to the platform with the on it.

    When the is almost dead, drop the exit portal. The group can take it to immediately appear at .

    Stability Pyre

    Killing the pyre is always an option but not necessary if the group can deal with it another way. If the group has enough DPS, the will not appear. If the DPS isn’t high enough, a (), (), or () is required.

    If the group has no way to deal with or avoid the or gets, you must kill the pyre.

    Phase 2 (Qadim 100%-66%)

    The group needs to stay tightly stacked. Avoid the large orange AoEs from the as they shoot flame balls across the platform. Do not stand in hitbox. Do not stand on thick gold lines. Blue patches are always safe. The gold section close to the vertex of the platform near hitbox is safe, but don’t stand on the lines or move into his hitbox.

    Attacks

  • / (Auto): lifts up his arms to conjure that he throws at the players, inflicting 1 stack of , then follows it up with in front of him. The slash does 10 stacks of and 2 of .
  • (Hitbox): standing in hitbox does damage every second.
  • (Fire Lines): standing on thick gold lines deals damage.
  • (Knockback): shockwave attack that and applies .
  • (CC): begins channeling and his unlocks. If it is not broken within 7 seconds, he and damages.
  • (Shockwave): does a pirouette, brings his maces above his head, and slams them into the ground. When his maces are above his head, it sends out a shockwave indicator. When he slams his maces down, it sends out the actual shockwave. at the moment his maces touch the ground (depending on ping). The attack will instantly you if it is not or blocked. Can be jumped over or (jump timing is extremely tight so is recommended).
  • Attack Pattern:

  • / (Auto) x2
  • (Knockback)
  • / (Auto) x2
  • (Fire Lines)
  • (Shockwave)
  • / (Auto) x2
  • (Knockback)
  • / (Auto)
  • (Fire Lines)
  • / (Auto) x4
  • (Shockwave)
  • (CC)
  • During his attacks, 3 spawn at the edges of the arena and walk towards . They each babysit a group of 3 . The cannot be damaged or CCed while they are in the AoE of the .

    A should use to get the off the . Drop before the shockwave and then immediately use after dodging the shockwave. should throw to help kill all of the elementals. If done properly, no will make it to .

    If the group does not have a or is struggling to use the pull properly, the squad can split into 3 and go kill the groups of Elementals.

    Once hits 66%, the group will split up again as they did at the beginning of the fight. Kiter goes to platform (they can leave early if needed), lampers stay at center for lamp, and squad moves back to platform that they fought on.

    need to move shades out of the center, need to shatter clones, and should put their pet on passive so they don’t kill the lamp.

    Phase 3 (Apocalypse Bringer - “Destroyer")

    Stack in the middle of the triangle. Once the spawns, immediately and then move out of hitbox.

    3 Reapers of Flesh spawn after the first . They do heavy damage so deal with them immediately by and cleaving.

    The tank stands inside of the hitbox on the north side. They should stay far enough away from the center of the hitbox so the doesn’t turn and attack the squad. The squad should stay on the edge or just slightly inside the hitbox so they can get boons from the tank. If they go too far, the will turn because it has proximity tanking.

    Whenever moves platforms, the hitbox teleports players standing in it after 3 seconds. It cannot be blocked, but can be .

    Attacks

    has 3 attacks:

  • (Auto) - three incrementally large AoE cones in a row that and damage. Can be sidestepped or .
  • (Shockwave) - large gold AoE on the ground that sends out a shockwave when the stomps its foot down. Can be jumped over or .
  • (Shockwave) - many gold AoEs on the ground. jumps into the air and sends out a shockwave when it lands and explodes the AoEs. Can be .
  • (CC) - gains a . The squad has 3 seconds to break it or it summons a baby at every player’s location.
  • Attack pattern:

  • (CC)
  • (Auto) x2
  • (Shockwave)
  • (Auto) x2
  • (Shockwave)
  • (Auto) x2
  • Teleport underneath
  • Repeat
  • Simplified Version: CC, Auto, Auto, Shockwave, Auto, Auto, Shockwave, Auto, Auto, repeat.

    If the isn’t dead by the time it stands up after being hit by the , you will need to immediately CC.

    When the friendly is ported up from the lamp, it damages 80% of the ’s health bar. The squad can either get it to 80% before the is ported up, or they can finish off the last few percent once the has done its damage.

    Split Phase 2 (Pyres)

    This split phase is almost exactly the same as Split Phase 1. The will be located one platform counterclockwise from their position in Split Phase 1.

    Phase 4 (Qadim 66%-33%)

    This phase is identical to Phase 2 ( 100%-66%). The platforms have adjusted slightly and there is a gap to the west of the center.

    When phases, need to move shades out of the center, need to shatter clones, and should put their pet on passive so they don’t kill the lamp.

    Phase 5 (Wyverns Matriarch and Patriarch - “Mat and Pat")

    The group will split up for the final time. The entrance to the lamp is slightly offset to the SW, but still near the middle. The kiter immediately heads off to the western platform before it starts to move away. The tank for , , a lamp breaker (sometimes , sometimes DPS), and 1-3 people immediately head off to the NE platform before it moves too far. If you are too slow to make it, wait for the blue orbs to appear to jump across. You should end up in the NW corner.

    Lamp (33%)

    There are 2 very dangerous rooms in this lamp. The lamp team can consist of anywhere from 2-6 people. 6 people is the max as there needs to be 2 tanks for the , the kiter, and the lamp breaker. It is highly recommended to bring someone with . Bringing a minimum of 3 people into the lamp is also highly recommended. It can be done with only 2, but it will be much harder. The faster the lamp is done, the faster the group can rejoin with the wyvern team and the sooner the kiter can be done.

    The second to last room has veteran molten alliance that can be generally annoying. There is a veteran molten protector that should be interrupted before it can shield the other adds. The easiest way to deal with this room is and then cleave fast.

    The last room has veteran giants that deal massive damage, , summon adds, and . This room needs or immediate condi cleanses at the very least. Kill the giants quickly before they kill you.

    is at the exit for you to teleport up. Once you teleport to the main platform, turn to your left and take the blue orbs across to the . The tanks might be struggling so be prepared to rez.

    Tanking Matriarch and Patriarch

    3-7 people ( tank, tank, lamp breaker, 0-4 DPS) will go to the platform NE of the center when phases. If you don’t make the jump before the platform moves away, wait for the blue orbs to spawn and use those to jump across. spawns on the SE platform and on the NW platform.

    Typically, the main tank tanks and the / tanks . Anyone can tank as it does not require or condi cleanses. The lamp breaker (sometimes a , sometimes a DPS) will stay at . They need to have adequate CC to break ’s bar. All other DPS who do not go into lamp stay at .

    Attacks

    The wyverns have 3 attacks:

  • (Swipe) - four incrementally large AoE cones in a row that and damage. Can be sidestepped or .
  • (Breath) - large cone of flames that remains on the platform for 10 seconds. Can be sidestepped or .
  • - the wyvern pulls back their right arm and then in front. Can be sidestepped or . Then the wyvern lifts their left arm up and smashes it into the ground. Can be .
  • ( Only) - flaps her wings in the direction of the tank and continuously anyone in the path. Ensure she is facing away from . She is animation locked during this attack so you can step behind her.
  • (Teleport) - jumps to whichever platform the tank is closest to.
  • Attack pattern:

  • (Swipe)
  • (Slash)
  • (Breath)
  • (Swipe)
  • (Slash) x2
  • (CC)
  • (Teleport)
  • Repeat
  • Simplified Version: Swipe, Slash, Breath, Swipe, Slash, Slash, CC, teleport, repeat.

    Attack pattern:

  • (Swipe)
  • (Slash)
  • (Breath)
  • (Swipe)
  • (Slash) x2
  • (Buffet)
  • (Teleport)
  • Repeat
  • Simplified Version: Swipe, Slash, Breath, Swipe, Slash, Slash, Buffet, teleport, repeat.

    Tanking Strategy: Stay near the center of the hitbox and sidestep all attacks. The second part of must be because it tracks with you. the first part of is also recommended as being almost always guarantees becoming by the second part of the attack.

    When is teleported back up, he takes over tanking and does 75% of its health in 3 attacks. Once he does 3 attacks, he repeats this with . After those 3 attacks, goes to and begins kiting him. The kiter is free to leave at this point.

    The lampers should go straight to to help kill. Once it is dead, go to . When is dead, go to on the far south platform.

    Split Phase 3 (Jumping Puzzle and Pyres)

    Go to the platform that is on. Stand in the large blue AoE for , condition cleanses, and heals.

    There are 3 options for the jumping puzzle phase: use a portal to skip nearly all of it, do the jumping puzzle as intended, or do the jumping puzzle mostly as intended while skipping the first jump.

    Portal (fastest option): A can place a portal on the marked location (purple portal markers on the graphic at the beginning of the guide). As soon as the platforms reappear, they can drop the entrance portal on the group. The group can stand anywhere on the platform.

    Mostly intended jumping puzzle (slightly faster but less safe option): Go to the very corner of the platform with your toes hanging off the edge. If you have double tap to on, you will likely fall off. When the platforms reappear, you will be immediately put on the corner of the next highest platform.

    Intended jumping puzzle (slowest option): Wait for platforms to spawn and then jump up the platforms as they rotate. If you’re not positive that you can make a jump, wait until the next corner comes around.

    There are 2 spawned at the top that spit fireballs across the platforms. The to the north is and the to the south is . The same rules apply as in Split Phase 1 (Pyres). Do if you have a condition comp. Do if you can’t out DPS the and you don’t have a (), (), or ().

    Make your way to the top platform where is. Watch out for on thick gold lines.

    Phase 6 (Qadim 33%-0%)

    Attack pattern:

  • / (Auto) x2
  • (Knockback)
  • / (Auto) x2
  • (Shockwave)
  • Move to new corner
  • / (Auto) x2
  • (Knockback)
  • / (Auto) x2
  • (Fire Lines)
  • (CC)
  • Move to new corner
  • Repeat
  • If you need heals, condi cleanses, or won’t be broken in time, go hang out with at the back of the platform in the blue AoE.

    When hits 10%, he teleports to the next platform and starts his attack pattern again. When he teleports, use the blue orbs to get to the other platform.

    On the second platform, a spawns at the back of the platform with its 3 and slowly walks toward . These can be ignored as should be dead before they get there.

    Summary

    Phase 1 (Hydra)

  • Kiter starts the fight. Give boons to lampers before they go to green center AoE. Rest of group stays at .
  • Attack pattern: (Bite) x2, (Breath), (Bite) x2, (CC), (Bite) x2, (Jump/Teleport), (Bite) x2, (Breath), teleport in hitbox, (Bite) x2, (CC), repeat.
  • Simplified version: Bite, Bite, Breath, Bite, Bite, CC, Bite, Bite, teleport, repeat.
  • must be broken immediately. Get to 80%, break lamp when lampers call it, split up for pyres.
  • Split Phase 1 (Pyres)

  • Kill , , and/or depending on team comp and DPS.
  • Phase 2 (Qadim 100%-66%)

  • Stay out of hitbox, off of thick gold lines, and out of large orange AoEs. shockwaves.
  • Attack pattern: / (Auto) x2, (Knockback), / (Auto) x2, (Fire Lines), (Shockwave), / (Auto) x2, (Knockback), / (Auto), (Fire Lines), / (Auto) x4, (Shockwave), (CC).
  • Phase 3 (Destroyer)

  • Group splits up again. Start in center of platform, break immediately, move out of hitbox, and cleave adds.
  • Attack pattern: (CC), (Auto) x2, (Shockwave), (Auto) x2, (Shockwave), (Auto) x2, teleport underneath , repeat.
  • Simplified version: CC, Auto, Auto, Shockwave, Auto, Auto, Shockwave, Auto, Auto, teleport, repeat.
  • Split Phase 2 (Pyres)

  • Kill , , and/or depending on team comp and DPS. Now counterclockwise one platform.
  • Phase 4 (Qadim 66%-33%)

  • Stay out of hitbox, off of thick gold lines, and out of large orange AoEs. shockwaves.
  • Attack Pattern: / (Auto) x2, (Knockback), / (Auto) x2, (Fire Lines), (Shockwave), / (Auto) x2, (Knockback), / (Auto), (Fire Lines), / (Auto) x4, (Shockwave), (CC).
  • Phase 5 (Wyverns)

  • Group splits up again. Send 2-6 DPS into lamp. Bring . Main tank goes to , secondary tank goes to . Lamp breaker and other DPS go to . When lampers return, go to . will take over tanking at , then , then .
  • Attack pattern: (Swipe), (Slash), (Breath), (Swipe), (Slash) x2, (CC), (Teleport), repeat.
  • Simplified version: Swipe, Slash, Breath, Swipe, Slash, Slash, CC, teleport, repeat.
  • Attack pattern: (Swipe), (Slash), (Breath), (Swipe), (Slash) x2, (Buffet), (Teleport), repeat.
  • Simplified version: Swipe, Slash, Breath, Swipe, Slash, Slash, Buffet, teleport, repeat.
  • Split Phase 3 (Jumping Puzzle)

  • Use portals, stand off edge of ’ platform, or wait and do full jumping puzzle. Kill or based on group’s comp and DPS.
  • Phase 6 (Qadim 33%-0%)

  • Stay off thick gold lines and out of hitbox. He will move to different corners after his attack chain. At 10%, he will teleport to the other platform. Take the blue orbs across and ignore the adds that spawn at the back of the platform.
  • Common Mistakes/Tips

  • Breaking the lamp too early. Can be caused by AoEs, having it targeted while attacking, not moving shades, not shattering clones after burn phases, or pets attacking it.
  • Not CCing fast enough. Always CC before rezzing, breaking lamping, or doing anything else.
  • Not the shockwave from (Shockwave).
  • Not the (Rock Golems) during burn phases and not cleaving (Slubs) fast enough.
  • Standing in teleport circles under the , , or .
  • Common names for mechanics

  • = Pyre
  • = Rock Golem
  • = Slubs / Slugs / Worms / Grubs
  • = Destroyer
  • & = Pat / Mat
  • = Shockwave
  • = Fire lines / Flame dance
  • Built with and in Australia, Spain, & Canada
    © 2022 Snow CrowsLegalContact Us