Round One

Position

1st – 4th Wave → In the middle of the arena.

5th Wave → At the Bosses Spawn Position (North Pit)

Dangerous Mobs

Gladiators (Big Shield/Banner on back)

Boss Strategies

Champion Marcauld (Boss) Gladiators and the Boss have to be permanently bashed by the Tank so they cannot cast their healing/protection circle

Round Two

Position

North Pit close to the fire.

Dangerous Mobs

Caster/Archer

For the Tank: When you chain the Casters/Archers in try to dodge roll through them before the chain animation is finished. It takes some practice, but that will result in the Archers/Casters not running back to where they came from. Instead they will run towards your people where you can kill them easily.

Boss Strategies

Stand right at the Gate when the Bosses Spawn. The Caster will run away from you and he will stand at the Fire. Pull the melee to the Mage and kill both. CAREFUL: When the Bosses reach 50% there will be adds spawning.

Round Three

Position

Half East or half West (safe spots from the poison)

Dangerous Mobs

Nereid’s, Wamasus Interrupt Nereid’s

Tank: Don’t stand in the Wamasu’s front AoE

 

Boss Strategies

Use Immovability Pots when the Bosses reach 50% life so the stranglers cannot pull you away.

Round Four

Position

1st Wave → North Pit

2nd – 4th Wave → West Pit

Dangerous Mobs

Enslaver [Spawns: 2nd Wave West Pit (North wall of the West pit; 3rd & 4th wave West)]

Boss Strategies

Focus the Boss down. Ignore the Enslavers they will just spawn again.

Round Five

Position

1st – 2nd Wave → North Pit

3rd – 4th Wave → West Pit

5th Wave → North

Dangerous Mobs

Shadow Casters [Spawns: 2nd Wave North, 3rd & 4th (2nd Spawn) West, 5th North SPAWNKILL; West 3rd Spawn]

Boss Strategies

Pull him to the West Pit after he puts down his Standard of Might. Put all your Ultimates down when the shadow caster spawns.

Round Six

Position

1st Wave → Middle

2nd Wave → North Pit

3rd Wave → South-East Corner of the West Pit

4th Wave → East Pit

5th Wave → Middle of North Pit

Dangerous Mobs

Archers (Spawns are the Positions)

Boss Strategies

BURST!

Round Seven

Position

1st – 3rd Wave → North Pit Spawn kill then left Side of the Eastern altar.

4th Wave → Spawn South-East corner of the North Pit then back to the left Side of the Eastern altar. (One DPS-Player has to move around to clear the Sacrifices)

Dangerous Mobs

All Mobs do insane damage! Be careful!

Boss Strategies

One DPS player clears the first two sacrifices then bursts the boss (Adds spawned by the sacrifices will de-spawn once all the regular adds and the bosses are gone).

Be aware of the enemy Negate Field and the enemy Nova!

Round Eight

Position

1st – 2nd Wave → East Pit

3rd Wave → North Pit

4th Wave → West Pit

5th Wave → North Pit

Dangerous Mobs

Battle Mages, Spheres Kill Fast, dodge uppercuts, Flame, Ice, Ricochet, Waves

Boss Strategies

Burst Boss, At 80% Boss HP Move to the North wall of the east pit (Battle Mage & 2 Dwemer Robots spawn). Kill the Dwemer Robots but be careful to not bring the boss below 40% HP before the robots are dead.

Now pull the boss to the middle of the Arena and burst till 45% HP. Then use Heavy Attacks to charge your resources/Ultimate-Points.

Once the boss is at 40% 4 Dwemer Robots will spawn. Try to burst the Boss as fast as possible. Drop a nova when the robots reach you.

Healer should always stand near the boss to kick him to interrupt the Fire wave.

Round Nine

Position

1st – 2nd Wave → West Pit

3rd Wave → North Pit (spawn kill the 3rd spawn ~8sec after the second spawn)

4th Wave → East Pit (spawn kill 2nd spawn at the North-East corner of the East Pit)

5th Wave → North Pit

Dangerous Mobs

Use the Smiting Dawnbreaker Ultimate to be more efficient at the spawn kills.

Boss Strategies

Kill the Adds near the Boss. Be careful! The bosses HP may not fall under 81% Until the next steps are completed.

1st Step to success: After killing the Adds near the Boss the stronger DD goes down the hole, kills the Add that spawns, then gets ready to spawn kill.

2nd Step to success: Move the boss to the South West corner of the West Pit AFTER she used her bat-swarm and the big void on the ground.

3rd Step to success: Bring the boss to 80% By dropping all your AoE Ultimates on the Boss. Keep one smiting Dawnbreaker Ultimate back. The Boss is at 79% now, and the adds will spawn. One on the East pit and one on the West pit where you are standing at.

4th Step to success: Use your Smiting Dawnbreaker when you see the add’s portal coming up and do maximum DPS on the Add! It has to die within 5 seconds after it comes out of the portal! The DD down in the hole now kills the Add that will spawn down there then moves up. The shield of the melee add that you didn’t spawn kill is now gone and you can kill it and the boss easily!

Final Boss

Starting Positions

Tank starts by the lava river, DDs and Healer walk up the stairs behind the boss and hug the back wall.

 

Boss Strategies

Phase #1: Tank taunts the Boss and takes him over the lava river away from the stairs towards the gate. Doesn’t have to be too far if the rest of the team are against the back wall, just over the lava and a few steps. Tank gets the fire on him, walks back over the lava to the right-hand side burning tree. Rolls out of the fire and helps kill the atronach while the Boss is on the way back.

Phase #2: Once the Boss arrives back you have roughly 80-90 seconds to get him down to 75% health before he puts the fire on you all. If this happens it’s a wipe. (If you continue to wipe on this the tank can take the boss away to the gate again at 80-85% Boss health, and the healer and DPS run to the top of the stairs and wait for the tank to come back then get it down to 75%).

Phase #3: At 75% Boss Health 2 other bosses spawn. The Tank takes the Main Boss and the Melee Boss to one side away from the Mage. DPS and healer focus down the Mage quickly. Once dead the Healer must taunt the Melee Boss and take it to the top of the stairs with the 2 DPS focusing it down fast. The Tank takes the Main Boss across the lava to the gate again and waits for the fire.The Melee Boss can put down a healing circle so the Healer must move the boss out of the Red AOE circle if it is put down. After the Melee Boss is dead the 2 DDs and Healer must focus down the Pyromancers. Watch out for their flamewheel attack.

Phase #4: When the Tank returns from the gate with the Main Boss, after the fire, the Tank keeps him near to the stairs and everyone DPS’s the Boss down to 50%.

Phase #5: At 50% Health everybody drop their Ultimates on the Boss and try to maximize your DPS at that time. The Boss will do a Pull and grip all players towards him. The Tank can use Igneous Shield here (if they are a DK) to protect against other damage while the pull is happening. If the DPS can get the Boss down to 25% before the next bosses come out of the portals then they don’t spawn at all.

Phase #6: If the 2nd round of bosses have spawned then the Tank should keep them to one side of the island and wait for the Nova/Negate combo. Once this happens move the main boss to the other side of the arena and DPS the Main Boss down to 25%. Ignore the other bosses.

Phase #7: At 25% Health the Main Boss does another pull and pyromancers will spawn on the island. If the DPS can quickly kill the closest pyromancer as it spawns it helps a lot for the pull. Full DPS still on the Main Boss all the way down to 0%. If you get fire just before the end then you still need to kill the Flame Atronachs that spawn. If you are quick enough with DPS though you won’t have a last fire and the run will be complete.