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Cell Haunter Strategy

Boss Mechanics:

This is the first boss of the instance and is fairly easy. It has several adds you should dispose of right away and than concentrate on boss’ abilities.

Magic Missile – A basic projectile attack that cannot be avoided, but deals neglible damage.

Ice Tornado – A moving tornado of frost damage that leaves frozen ground in its wake.
You can dodge-roll out of the way to mitigate its direct effects.

 

 

 

Shadowrend

Boss Mechanics:

He has several high damage abilities and knowing their mechanics is the key to defeating this boss swiftly.
Tail swipe – 360º AoE with a warning animation and telegraph.
Shadow clone – The boss creates a shadow clone of itself.  The clone does as much damage as the boss,
Charge and devour – The boss charges a random group member knocking them on the ground and starts devouring them (and their health) very quickly.

 

 

 

Angata the Clannfear Handler

Boss Mechanics:
There are a lot of adds you need to dispose off in the beginning of the fight.
The first priority is to eliminate the cryomancers, two on each side of the room.
They cast ice tornadoes and protective ice walls.
DPS should each engage different enemies so no member of the group is targeted by the whole room.
The tank should try to pick up the melee skeletons on the way to taunting the boss.
Once the adds are dealt with you only have to kill Angata.

 

 

 

Skeletal Destroyer

Boss Mechanics:
Summon skeletons – He summons three regular skeletons that are easy to defeat, but can be annoying to a healer.
Have one DPS concentrate on killing them.  If the skeletons are not killed fast enough, they will self-destruct near a player.
Ground stomp – He starts an animation with lifting his leg and a red circle appears around him.
Cleave – The boss will cleave players in front of him, precluded by a cone indicator
.  The tank should keep the boss turned away from allies and hold block for this attack.

 

 

 

High Kinlord Rilis

Boss Mechanics:
Healing orbs (“feasts”) – Two orbs will periodically spawn from Rilis’ original starting altar.
They float towards him and heal him when they reach him, so one or both DPS players should destroy the orbs before then.
Ghost fire – Rilis will summon pools of blue ghost fire where players are standing.
This is a highly damaging ground AoE and all group members should evacuate the circles as soon as possible.
Magic bolt – Rilis will turn to a random player, pull back his left arm, and fire a magic bolt projectile.
This can single-shot kill DPS with low health or resistances if it is not blocked or dodged, and it also knocks players back.
Heavy blow – Following the ghost fire attack, Rilis will heavy attack his target (hopefully the tank).
This attack is precluded with the yellow sparkle indicator, and the player must block this or suffer knockback and heavy damage.
Monster-Set Helm

Shadowrend

Maw of the Infernal

Boss Mechanics:

Fire pool – Places a pool of fire at his target’s feet, which deals minor damage and debuffs resistances.
Fire breath – Targets a random player with a conal fire breath attack.  Best to dodge out of the way.

 

 

 

Keeper Imiril

Boss Mechanics:
Draining orbs – The two braziers at the back of the room will spawn blue floating orbs with damage-over-time effects underneath.  The orbs will relocate throughout the fight.
Flee and add waves – The boss will run into an orb and disappear.  She will be replaced with a pile of adds, a different type each time she disappears, starting with banekin, then winged matriarchs, and finally clannfear.

 

 

 

Sister Vera and Sister Sihna

Boss Mechanics:
Harvester attacks – Both Sisters demonstrate the usual harvester attacks, notably an interruptible channeled cast that should be bashed or at least absorbed by the tank.
Self shield – A golden shield will form around the midsection of one Sister at a time.
Players should attack the Sister without the shield as it cannot be broken, and only goes away on a timer.  The shield will swap Sisters after 20 seconds or so, and players should move attacks to the other.

 

 

 

High Kinlord Rilis

Boss Mechanics:
Curse bubble – The boss will choose a player at random and encapsulate them in a bubble, tinted either blue or red.
The player will be disabled and rise up to the ceiling before the bubble pops and the player falls to the ground with a corresponding blue or red curse applied.  This curse slows movement and debuffs the player’s attacks.

Healing orbs (“feasts”) – Two orbs will periodically spawn from Rilis’ original starting altar. They float towards him and heal him when they reach him, so one or both DPS players should destroy the orbs before then.

Daedroth adds – Along with the feast orbs, the boss will summon a Daedroth add.  The daedroth should become DPS priority after the feast orbs are eliminated, as they have a conal fire breath attack and a stomp that generates three ground-based fireballs that can knock players down.

Ghost fire – Rilis will summon pools of blue ghost fire where players are standing. This is a highly damaging ground AoE and all group members should evacuate the circles as soon as possible.

Teleport – The boss will occasionally teleport a third of the way across the arena.  He will follow-up the teleport with a summon of the feasts and the daedroth add.

Heavy blow – Following the ghost fire attack, Rilis will heavy attack his target (hopefully the tank). This attack is precluded with the yellow sparkle indicator, and the player must block this or suffer knockback and heavy damage.

Monster-Set Helm
Maw of the Infernal