Before Boss 1 Add Packs
Pack 1
Keelcutter (MT)
Swashbuckler (Healer Kites)
Pack 2
Keelcutter (MT)
Swashbuckler (Healer Kites)
Reef Viper (OT)
Pack 3
Left, on siege engines
Swashbuckler (Healer Kites)
Serpent Caller (MT)
Pack 4
Swashbuckler (Healer Kites)
Swashbuckler (Healer Kites)
Reef Viper (MT)
Pack 5
Ranger (same as Sharpshooter) (left) MT STACKS
Ranger (same as Sharpshooter) (right) MT STACKS
Image Credit: Alcast/Qcells guide
Keelcutter: Kill priority generally speaking, wields a 2-H and must be killed quickly. after aggro, will eventually cast large high damage AoE you must be out of or you will die called incineration. Also has a conal, expelleee fire, gives a aoe at ones feet that functions like vSO troll poison. Also wield the same heavy mech as ly and tur.
Swashbuckler: the dudes that teleport to the person farthest from itself. Tank healer kites it by hanging back, itll be untauntable after it jumps for 6 seconds. they also assasinate players with sub50% hp who turn away from them. Also has a throwing knife grenade spam like boss 2 in coral aerie, kite these out of group.
Serpent Caller: spawns bad totems that breath fire and a big ghost crab/snake. Summons die with them. Avoid their totem's conal.
Reef Viper: generic add, nothing specific
Ranger: bow wielder. cinder shot, same 4 person mechanic as final boss in dreadcellar. do not overlap them and leaves AoE on hit. Has a take aim attack as well, interruptable as per usual.
Brewmaster: potion guy. Can heal its friends and buff them. Buff will increase their damage by 25% and reduce their damage received by 25% as well. Also throws potions that weaken you making you deal 25% less damage and take 25% more. They usually throw those at the tank holding them, just avoid stepping in the purple.
Overseer, sword and shield enemy. has same heavy attack mechs as ly and tur. kicks people several meters back, make your your back is to a wall or you dodge the kick since it will launch you off into death. will also cast shields and defensive buffs like shield wall. beyond the kick however they arent too bad.
Boss 1- Ly and Tur
Phase 0: Preflight Adds:
+6 dogs are infront of "exit" side
+ There are 3 ice dogs, 3 fire dogs, each will receive reduced damage unless under the dome of the opposing element. This is the base function of the Dome Mechanic for the Ensuing fight.
+reason for dome, Numbing Shards/Cinder Surge, AKA Machinegun is an interruptable channel/cast from the boss that rapid fires orbs of their respective element that will kill within seconds. To interrupt they must be within the dome of their opposing element, also they take very little damage unless hnder the right orb as mentioned before.
+Holding dome causes you to take increased damage
+You have to hold dome for a minimum 3 seconds as you cannot interact again with the orb again until that time has passed
+Dome cooldown before being able to take it again is 15? seconds, (20 on HM).
Phase 1: Ly OR Tur
+A boss comes down, random, either fire or ice.
+Assigned members hold opposite dome of boss (ice dome with fire boss, fire dome with ice boss)
+ There will likely be 2 members assigned to each dome type, they will alternate **STRATEGY EXTENSION**
+Adds spawn here and there, mainly wolves,
+Be wary, as during the fight wolves will spawn as well, ccing them helps immensely once theyre in cleave. they do have a small conal to be wary of to those with smaller health pools or affected by enemy heavy attack debuffs, or a tank with fragility.
++HM ONLY, another enemy that spawns during the fight are Axe Conduits/Sword Conduits, 1-2 ppl focus these down from afar. After 4 they spawn in dome and it’s effectively a wipe. The boss spawns them every so often. Call at 5-10% as when it dies it’ll release a ring wave that runs across the arena. Like a rain drop in a puddle. *You dodge roll through the Wave
Specific Attacks:
+TANKS: The boss has an attack that applies a DoT on you as well as causes 5 AoE's to spawn at your feet that drop 1 at a time. The AoE and the DoT hurt immensely, make sure to kite it around.
+The atro boss and add heavy attacks will…
if dodged, the enemy will now do 60% more damage.
If blocked and not shielded fully, hindered is applied to you and prevents healing for 12 seconds or until you are healed for 40k and you do 70% less damage and take 40% more damage (CANNOT be purged).
If blocked and fully shielded, devitalized is applied to you decreasing your resistance by 60% and increasing damage taken by 30%. (CANNOT be purged). also lasts 12 seconds(?)
++HM ONLY, TANKS, dodge heavies from atronachs, the debuffs from getting hit are worse than then increased overall damage. Do block boss heavy. you can take ONE but the effect stacks so you have to dodge extras.
+At 90% an atronach of the same element as the active boss will spawn, DPS should peel off from the main boss as to not push another phase or mechanic.
+Tanks will hold the Atronach that spawns. **STRATEGY EXTENSION**
+Fragility debuff is usually cast by now, MT will likely be grabbing atros as they spawn!!
+The boss calls a cast that takes abou 10seconds to take effect, appearing as orbs of their element slowly orbiting towards you. tanks must swap as the debuff makes you susceptible to One Hit Death if you take damage of that element. So: fire fragility means instant death to fire, ice to ice.
+Fragility lasts 20:seconds, you’ll be effectively one shot by the element you’re weakened too.
++HM ONLY, at 85%, an atronach of the incorrect element (opposite the active bosses) will spawn, the tank not on boss will hold these while the tank holding aggro of active boss holds the other matching atronachs in cleave. DPS MUST FOCUS DOWN THE ATRONACHS and minimize cleave on atros otherwise we will push mechanics.
+ At 80% another atronach of the same element as the active boss will spawn, DPS should peel off from the main boss as to not push into teleport phase.
++HM ONLY, at 75%, another atronach of the incorrect element (opposite the active bosses) will spawn, the tank not on boss will hold these while the tank holding aggro of active boss holds the other matching atronachs in cleave. DPS MUST FOCUS DOWN THE ATRONACHS and minimize cleave on atros otherwise we will push mechanics.
+ Teleport phase begins at 65%
+Pairs on each quadrant
+Get bash with correct dome
+No dome means can’t interrupt which means machinegun wipe
++HM ONLY, Pairs are now REQUIRED. One person grabs dome, they will NOT be able to bash. The person with them bashes.
++HM ONLY, Healers or Tank without Atros, a person with ranged interrupt can get the bash from center stage as long as somebody has dome.
++HM ONLY, during teleport phase, the tank with the non-matching atronachs will hold them in center until teleport phase ends. As soon as teleport phase is over, summin the new dome and kill those atronachs. Other tank will grab boss,
++HM ONLY, dome holder, drop dome before splitting into teleport phase.
Phase 1.5: Tur or Ly
+The same process applies to this phase as phase 1.
+Only difference is he starts teleport at 70% rather than 65% so be extra careful with DPS
Phase 2: Split Phase
+Team splits into two groups of 4 DPS, 1 Healer, and 1 Tank- forming on the side with the sphere matching their dome color.
+Facing the exit, right hand team will be fire dome meanin the ice boss stacks there,
+Facung the exit, left hand team will be ice dome, meaning the ice boss stacks there.
++HM ONLY, After second teleport phase, the off atronachs will be up and taken to their correct side in alignment with boss splits (ice atro to ice boss side or fire atro to fire boss side). 1 tank and 1 healer go to their correct side leaving the rest of the team to kill the atronachs before officially splitting.
+All aforementioned mechanics still apply
+Dome Split, two half teams each side
+Tank swap on fragility, count down call
+A new mechanic will periodically be cast the call for which is "BRAND"
+From split phase onward two people are targeted, one by frost brand, the other by firebrand. Stack in center to not die. If you’re holding bubble call for a swap and drop it by interacting again with the orb you got it from and get to center. Must occur outside dome as anyone without mechanic get killed when it detonates if inside the brand’s range.
+Aggro holders (Tanks) cannot get brand, but healers and dps can. dome holders are also exempt from the mechanic if theyre actively the dome.
+Brand is also side specific, fire dome memebrs only get ice and ice dome members only get fire brand.
++HM double fire brand, double ice brand. Stack in pairs of one fire and ice each.
++HM Neccessary, there’ll be a line coming from those branded. When brand detonates an aoe is shot out. Like fulminate but one. Make sure to aim it away from group (towards ‘entrance’ and exit). Line is dodgable
++HM ONLY, when in split phase one boss will occasionally teleport to the other (THAT’S TEAMWORK) and be a jerk.
+After killing one boss you have 15 seconds to kill the other, 7.5on HM :(
Path to the Poison Side: 1
Brewmaster (MT)
Coral Drift Bear (OT)
Path to the Lightning Side: 2
Keelcutter (MT)
Harpies (OT)
Location 3:
Bunch of goobers who are nice and wont attack you, back of the room near exit left side has an NPC and an interactable that should you collect hidden relics throughout the trial will grant you buffs.
Left (Bowbreaker) Add Packs
Pack 1a
Serpent Caller (MT)
Coral Crab Broodlord (OT)
Coral Crab Broodmother (OT)
Pack 1b
small adds
Pack 2a
small adds
Pack 2b
Serpent Caller (MT)
Brewmaster (MT)
Coral Drift Bear (OT)
Pack 3a
small adds
Pack 3b Hard stack and burn, OT stack the archer, MT hold the things in place! Face enemies towards exit leading to boss. DPS stay on hill side
Brewmaster (MT)
Serpent Caller (MT)
Sharpshooter (OT)
Right (Sailripper) Add Packs
Pack 1
Serpent Caller MT
No comment.
Pack 2
Brewmaster OT
Serpent Caller MT
Few harpies to chain as well, otherwise stack and burn, watchout for potions as well!
Pack 3
Serpent Caller (front) MT
Brewmaster (right, corner bridge) OT
Swashbuckler (far left) Healer Kites
Stack these right after the bridge, MT has to lead the charge to grab the adds as they approach. DPS get undercover if possible but WATCH OUT for the swashbuckler, healer has to kite it. Watch out for ghost crab!
Boss 1.5a
Bowbreaker
+Cleave/Conal, one of the boss's standard attacks. The boss tends to cast the conal after the dash, so be wary
+Dash, the boss buries itself and swims across dealing damage to those in its path. Clearly telegraphed and easily avoided.
+Haj Mota Adds, three spawn every so often. OT Stacks them on boss, theyll die in cleave.
+Coral Crab Adds, spawn in waves of ALOT. CC and kill them.
Boss 1.5b
Sailripper
+Very standard stack and burn fight
+Harpy adds, OT and MT can chain them into cleave.
+Dash, the boss flys across the arena. then begins to channel. this should be interrupted ASAP. 4 more adds spawn
+Not being under the roof, aka being in the rain, results in periodic lightning strikes hitting you.
+Consecutive hits do increasing damage, stacking every time it hits you.
+Going under cover and not getting hit for ~5 seconds results in the stacks resetting.
+by taking the circular AoE caused by mushrooms, you will gain a stack of Volatile Residue. too many stacks will kill you.
+Not getting more stacks for ~6 seconds resets the effect.
+Someone will have a vortex around them.
+A donut AoE spawns outside of stack, the person with the AoE on them must put that AoE in the donut (same as maligalig in coral aerie)
+Dying with the mech means a permanent donut floating around.
Boss 2: Reef Guardian(s)
Part 0: Positioning
+We will start usually on the green dot closest to crown, and rotate clockwise with every new reef heart to the next green dot on the map.
+Blue areas are where its safe from lightning and where we DO NOT STACK but you CLEANSE lightning stacks there by waiting in those areas for a few seconds.
+The group DOES NOT STACK within the blue areas indicated on image 3.
+Red numbers on image 3 are the reef heart orders
+The first image is the "portal" area that exists under the map depicted in images 2 and 3.
+The two side boss mechanics will be present during this fight will some minor alterations too Volatile Residue in particular.
**NOTE: Some groups will simply stay in one place and burn from the start, meaning none of the rotation stuff occurs though Reefheart Mechanic will instead be much more active in how its managed, with individuals taking out their own hearts or pairs having to wait for longer periods of time. Other strategies exist for this fight in particular that look substantially different
Specific Attacks:
+Acid Surge: Tanks, this is a conal from the Guardians that results in AoE's spawning at your feed. This conal lasts for a while and the AoE's do substantial damage. You have to kite it around. If you have to swing it into group, make sure to call for them to get out of the way as it will likely kill them.
The same two core rules apply from the Bowbreaker encounter:
+By taking the circular AoE caused by mushrooms, you will gain a stack of Volatile Residue. too many stacks will kill you.
+Not getting more stacks for ~6 seconds resets the effect.
There are some additions:
+Mushrooms only spawn within the covered area where you are safe from lightning (Blue area on image 3 above)
+Mushrooms only spawn when at least ONE PERSON is within the covered area's range.
+DO NOT STACK within the covered area as this will cause mushrooms to tag multiple people, causing more stacks for more people
+Every mushroom adds 1 stack of mushroom spawning to that specific covered area
+Every 7 stacks, another mushroom will spawn. So after 7 mushrooms, itll then be 2 mushrooms at a time. After 7 mushroom pairs (14 total) spawn then the next spawn will consist of 3 mushrooms at a time and so on. Until it reaches a point wherein the mushrooms shoot projectiles and wipe group.
The same core rules of the mechanic from the Sailripper fight still apply here:
+Not being under the roof, aka being in the rain, results in periodic lightning strikes hitting you.
+Consecutive hits do increasing damage, stacking every time it hits you.
+Going under cover and not getting hit for ~5 seconds results in the stacks resetting.
+HM Only: Lightning strikes are now AoE and you cannot stack on top of each other.
Part 1: The BIGGEST
+First Reef Guardian (AKA "The Biggest"), from 100% to 80% will do nothing beyond its regular attack pattern including a conal that leaves behind poisons that the Tanks should be wary of. Staggering or moving sideways works. Group has to watch out for this conal. Call if it is going to cleave group.
+At 80% First Reef Guardian will spawn another Medium Sized Reef Guardian (AKA MediumA)
+At this point the first of many Reefhearts Mechanics will begin from the "Biggest" guardian.
+Teams are broken into pairs of 2 runners, one pair will clear two hearts each.
+Bring a self heal
+Will (almost) always go:
+Group 1: crown/cup
+Group 2: crossbones/skull
+Group 1: anchor/wheel
+Group 2: crown/cup //Fight will can end by this point
+Group 1: crossbones/skull //FIght will likely end by this point
+Group 2: anchor/wheel
+Boss is invulnerable when channeling the mechanic, though is vulnerable when traveling to the place it channels
+You have 60 seconds to kill each Reefheart, timer starts upon it spawning.
+If only 1-2 reef guardians are up, stacking in one location and sending teams to clear out single hearts at a time is likely going to be the call to make that last phase a bit faster.
+Back up teams will be made as well to fill for a situation where either group goes down.
+While downstairs you receive a parasite which should you go back down into the hole before it dies off naturally will result in your death
+DO NOT, repeat DO NOT jump into the outer holes with the painted icons. You can only enter from the 'toilet bowl' in the center of the arena.
+Once entering, you'll be carried along a current like a lazy river or Coral Aerie's Maligalig fight, and will synergize towards the icon (indicated by flames atop the walls surrounding the water you are in) which will carry you towards the reef heart. **NEED VIDEO
++HM Upon completion of this mechanic an Incendiary Mage will spawn at the location the boss channeled the reef heart that must be killed
Part 2: MediumA/SmallA
+Do NOT hit the "The Biggest" until "MediumA" (or "SmallA") is dead.
+At 50% "MediumA" will spawn another Small Sized Reef Guardian (AKA SmallA)
+MediumA's first reefheart will likely begin soon after spawning SmallA
+Rotation to second green dot occurs after the SmallA spawns, run clockwise till reaching the left (facing the hole on approach) of the "crossbone" hole on the map.
+Having more than 4(?) building static stacks will result in your death during rotation, make sure to lose them before then. **UNSURE
*Note: You may have noticed the HORSE
+This deserves its own tab because its hilarious
+There is a lightning horse that is unkillable that just runs laps clockwise around the arena
+It hurts/stuns you if it runs into you
+That's literally it
+Why is it there? No idea.
+We've taken to calling them "Sea Biscuit"
Part 3: MediumB/SmallB AKA "Just Kill"
+Once EITHER "MediumA" or "SmallA" are dead, resume damage on "The Biggest"
+At 50% "The Biggest" will spawn another Medium Sized Reef Guardian AGAIN (AKA MediumB)
+It is safe to do damage to ANY of the reef guardians when possible.
+At 50% "MediumB" will spawn another Small Sized Reef Guardian AGAIN (AKA SmallB)
+Continue Killing ANY AVAILABLE REEF GUARDIAN (whilst playing out mechanics) until the boss is killed
Add packs that everyone skips
Pack 1
Brewmaster (OT)
Overseer (MT)
Pack 2
Brewmaster (OT) **roams to first group sometimes
Swashbuckler (Healer Kite)
Keelcutter Spawns after Pulling (MT)
Pack 3
Keelcutter (MT)
Overseer (MT)
Sharpshooter (OT stacks, watch for interrupt)
Pack 4
Serpent Caller (MT)
Serpent Caller (MT)
Serpent Caller (MT)
Pack 5
Swashbuckler (Healer Kites)
Pack 6a/6b (Simultaneous Pulls)
Pulls together 6a+6b
Overseer (MT)
Keelcutter (MT) **First Kill Priority, at center of room, ulti nuke HARD
Swashbuckler (Healer Kites)
Sharpshooter (MT) **Second kill priority, low health
Pack 6b: comes from downstairs
Serpent Caller (OT)
Brewmaster (OT) **Third kill Priority (No more tiny)
Swashbuckler 2 (OT) (healer probably cant kite initially since it's coming from downstairs, kite after tho)
Boss 3: Tideborn Taleria WIP
Phase 0: Positioning
+Taleria's generic "light attack" is a conal cleave, thus the Tank holds aggro off to the left of group stack so as to keep the cone off the group-- Group stack is located directly between the HM banner and Taleria herself.
+Similar to the threat the conal poses is the attack "Crashing Wave" which are big rectangular waves that the boss periodically shoots out consisting of three distinct "locked" or unmoving kill zones and 1 tracking one on the MT. **HM has one on OT as well. You can dodgeroll this attack as it goes off.
+One Healer is the Tank healer, the other is group healer.
+Taleria's Heavy attack should be dodged, it results in a weak AoE that ticks ~3 times for ~8k each tick.
Phase 1: 100% - 50%
+100%-50% you fight the boss dealing with the boss's generic attack rotation and mechanics including: the Winterstorm Mechanic, Deluge, Siren Mechanic, Sea Behemoths, and Maelstrom.
+Starting from 100% every ~60s a Sea Behemoth spawns, these will spawn throughout the entire fight
+Starting from 100% every ~120s a Winter Storm begins, these will spawn throughout the entire fight
+Starting from 100% every ~30s a Maelstrom begins, these will spawn throughout the entire fight
+Starting from 100% with seemingly no consistent timer deluge can be happen, these will spawn throughout the entire fight
+Starting from 75% every ~60s a pair of sirens spawn, these will spawn throughout the entire fight from this point (75%) on.
**Oh wow, that's gonna be a good few drop-down mechanic explanations.
+Does not seem to occur on a hard timer though there is a minimum time between casts of ??????? **UNSURE**
+The 5 people closest to Taleria (excluding the person with aggro on Taleria) will have a large AoE placed at their feet that will detonate in 67 6 seconds.
++HM it is 8 players
+When it detonates, it WILL kill your team, and is a leading cause for wipes during this fight.
+JUMP INTO THE WATER behind group BEFORE it detonates.
+However, the water contains slaughter fish which deal oblivion damage, killing you in seconds (4.4 in a world where they're the only damage) therefore you must jump in right before Deluge goes off.
+*I feel I need to include this as it happens alot: be careful of the HM banner right behind group, sometimes people get caught on it and dont make it into the water.
+Simply dipping one's toes into the water isnt enough- you MUST be SWIMMING for deluge to not detonate onto your team.
+Reccomended that you cast a shield making sure nothing else hurts your health while in the water, allowing for a safer deluge swim!
+Spawns every 60 Seconds and must be taunted by the OT. (HM: every 45 seconds)
+~5.7m HP, easy to kill in the time of 60 seconds
++HM: 8.3mil
+Watch out for their "stomp" aka Arctic Annihilation, this is likely a OHK and should be called by the OT
+Always spawns on the MT (technically the person with Taleria's aggro), it can spawn during Maelstrom which can be annoying, OT must be wary of that as it can run across the water and smack somebody.
STACK AND HEAL
+Simple: it does big damage to everyone in the arena, "Stay in stack" call mechanic.
+This "blender" like attack hits incredibly hard, meaning we all have to stack up and heal during this EVEN DURING WINTER STORM rotations.
+Bridge runners be wary, do not re-enter the arena or try to leave as a maelstrom is beginning as this results in your death
+It can mostly be dodgerolled if you do get caught out of heal stack
+Tanks, if you're being healed you can use this as a chance to heavy attack and gain a lot of resources back. Usually, enough time to get in a few Heavies ~3.
+Begins to spawn at 75%, spawns in pairs always on the outer edge of the arena
+Casts low damage ice bolts but more dangerously will cast (on random individuals periodically) "call of the sea" which is a stun that forces your character to walk towards the center of the arena into the sprite (which will kill you)
+Ranged should focus them down, bridge runners can also hit them on their way to bridge.
+Safest time to reach out to hit them is after a maelstrom, ensure that winter storm isn't about to start either.
+Low health so they're easy to kill, but very dangerous if left alive for too long.
+I believe they're technically called "Nerieds" but we call them lemonades.
+Big old wall of tornadoes spawns at 6 o'clock (on group stack in front hard mode banner).
+The wall does no damage for ~3 seconds after spawn
+Dodge through it to get on the correct side
+If the wall is going clockwise, the group follows behind the MT who is following behind the storm itself.
+If the wall is going counter-clockwise, the MT follows behind the group who are following behind the storm itself.
+Rotating for around a total of ~645 degrees the group will reform after one full lap around the arena in the original positions.
++HM: there are 2 walls 180 degrees apart from each other, and you must perform ~1.5 - 2 laps to survive
+Can be "skipped" by having the bridge mechanic start while it's active.
+Some groups will use this timing intentionally, having the bridge spawn reset the winter storm ensuring you do not have one during execute.
Phase 2a: Bridge 1
+Bridge at 50%, team of 3 goes, kills add, once dead portal spawns you back in arena opposite to group. DO NOT COME BACK IF MAELSTROM IS GOING. Mage spawns, bring into group. Kill it.
+Slow DPS, pushing to 35% causes another bridge
+Following the completion of the bridge, the returning team will be accompanied by 1/3 of the mages that could spawn.
Phase 2b: Bridge 2
+Bridge at 35%, team of 3 goes, kills add, once dead portal spawns you back in arena opposite to group. DO NOT COME BACK IF MAELSTROM IS GOING. Mage spawns, bring into group. Kill it.
+Following the completion of the bridge, the returning team will be accompanied by 1/2 of the remaining mages that could spawn.
+Slow DPS, pushing to 20% causes another bridge
+Ensure everyone is up before pushing the boss to 20%!
+Assigned Teams of 3, 2 is technically likely enough but 3 ensures the mechanic will not fail
+Like Reefheart, or vSS Portal, or vCR Portal... BRING A SELF HEAL!
+Upon the bridge spawning either behind boss or to the left or right of group,
+using cardinal directions with the boss at the center: one is directly north, one is to the south east, and another to the southwest
+Bridge spawns are randomized, it could be any of the remaining bridges
+You have 60 seconds to kill the mage.
+Upon the mages 'death' itll port to the arena and leave behind a portal, runners will take that portal to return to the bridge's entrance. Call for completion and wait for RL to give the okay to come back.
+There are actually three mages with various effects, 1 at each position. These effects are all dangerous and given they are one-offs should be focused down ASAP.
+Green Mage, Northern Bridge: Will apply "mangle" within it's dome reducing all recovery stats and max health
+Purple Mage, South-West Bridge: Will apply "defile" reducing healing received and health recovery by 16%
+Yellow Mage, South-East Bridge: Will apply "fear" via a projectile
+All three are to be stacked in front of group with the Behemoth and killed, each boasts around ~3.9mil health.
Phase 3: Bridge 3 if for Nerds
+At 20% the final of the three bridges will spawn
+We skip this bridge
+Burn the boss
+Behemoth is still in play and should still be being hit by cleave
+Nothing is changing mechanically- we're merely ignoring the bridge, giving us ~60 seconds to clear that final 20%.