The fight consists of 4 phases, with Phase 4 being a mix of all previous phases.
Each new phase starts when you killed the boss from the previous phase, with a RP in between.
In Phase 4, you must kill all bosses within 15 seconds of each other or they will resurrect.
The room will slowly fill up with flames, following the nearest player slowly.
Each phase offers a mechanic to extinguish the flames, but they all come with drawbacks.
Vielen Dank an Leekuu - Blackhand (EU) für die deutschen Übersetzungen, ohne seine Unterstützung wäre das nicht möglich gewesen.
Flames spawn during all phases, manage them carefully!
Spread around the boss, with range further than 15 yards.
EVERYONE
RUN AWAY FROM THE BOSS
An AoE around the boss killing anyone in 15 yards. Beware of the mines around when running away.
RANGE
SPREAD FROM EACH OTHER
The boss throws landmine around itself in a circle, detonating on players walking over them.
The boss throws landmine around itself in a circle, detonating on players walking over them.
The raid is spread in 3 sections of the room to counter the AoE. Nuke the boss, you can use BL here.
EVERYONE
POSITION YOURSELF
EVERYONE
WATCH OUT FOR THE ROCKET
A cone of damage on a random player. Just heal through and keep playing, but have your range spread in order to limit the amount of players hit.
A range should be tanking the boss while melees and tank deal with ground mechanics. The range DPS the head.
A dispellable root on their target for 6s, increasing damage taken by 30%.
Kite them around with high aggro spell and kill them.
A dispellable root on their target for 6s, increasing damage taken by 30%.
Kite them around with high aggro spell and kill them.
You fight all bosses at once, all starting at half HP. Cleave and kill them within a 15s window or they will resurrect each other. Have the range cleave on the head prio, and the melee cleave on the feet prio. The middle part can be attacked by both.
In this phase, you don't have adds anymore but the boss has most of the abilities it had from the previous phases.
The ones not included are: Plasma Blast (tank buster from P1), Napalm Shell (range AoE of P1), Heat Wave (raid wide 5s DoT from P2) and all the adds from P3.
In this phase, you don't have adds anymore but the boss has most of the abilities it had from the previous phases.
The ones not included are: Plasma Blast (tank buster from P1), Napalm Shell (range AoE of P1), Heat Wave (raid wide 5s DoT from P2) and all the adds from P3.