Entrance Add Pack
Wave 1
2 big cats, lots of small adds
Everyone but tanks, stack on the staircase leading to final boss.
Tanks hold everything/chain small adds in front of group.
Wave 2
1 fate, 1 fury/ruin?, 1 will
OT taunts the Fate and runs away to stack it in front of stairs,
MT taunts the will that spawns on the stairs behind the group and the other adds to their right (facing the staircase)
Wave 3
2 Big cats, etc
+"Fates" no funny nickname for these Staff-Wielding Mages. These are almost always going to be the kill priority in any add-pack they are in during add pulls in vSS. They're considered such a threat due to their "meteor" (Chilling Comet) and Aspect of Winter. Should you see a large AoE at your feet, you MUST take that out of group. Not only does it detonate for some decent damage, it leaves behind another AoE "Frost Well." In other words, take meteors out of the group! **Usually stack on these enemies for add pulls.
+"4-Legged's" AKA Senche's are these swole cats that are absolute units boasting one of the funniest OHK attacks that I (--zara here writing this) love to kill my team with for laughs. Tanks usually divide the add pack taunts jobs with "four-leggeds" and "two-leggeds" all four-leggeds are usually the OT's taunt priority.
+"2-Handers" AKA "Wills" are Big Greatsword-wielding cat-folk, MT, make sure you get these taunted. Similar to the slappers they wield a powerful conal attack that can kill. Both this add and the slappers are why you DO NOT STAND BEHIND TANKS at any point. Tanks, make sure they are always facing AWAY from the group stack.
+"Slappers" AKA a "Fury" are the unarmed cat-folk. They have some strong conal attacks, do NOT stand in their path when they are running towards stack. If there are any in the add pack, you can wait for them to run into the stack before stampeding into their path and simply hanging back for a second. Similarly staying at range for a bit is a good idea.
+"1-Handers" AKA a "Ruin" are Sword and Shield wielding khajiit, will cast a shield on themselves that shoots fire at everyone. Breaking said shield stops the effect,. though this will usually happen in cleave regardless of focusing them
Entrance -> Lokke Add Packs
Boss: Lokkestiiz
Phase 0: Positioning
+Very straight forward fight, MT will hold the boss facing it to the 'EXIT' (the dragon will be looking to its own right).
+DPS, you will stack on the opposite side along with the Group Healer
+Tomb Healer, you will be hanging back for tombs.
Phase 1: 100%-80%
+During this phase there are many attacks that you will see go off:
+WING SMACK: Everyone be wary of the wing, going to close to either side of the dragon (essentially if you're not in a ~120 degree cone in front of it) it will swing the wing on the side you went to far, knocking everyone back and doing substantial damage likely killing alot of people.
+BITE: Tanks, be wary of the bite heavy attack from the dragon it does some decent damage
+FROST BREATH: Tanks, cast your HoT before this goes off and maybe a shield or two, cast a shield/self heal throughout the attack
+ICE SPIT: Tanks, if you back away to far from the boss, itll spit at you dealing plenty of damage
**Ranged tanking is an alternative method wherein we bait this attack out specifically and mitigate it with "Absorb Missile" or something like it and are likely maintaining EC on the Boss. During this you can bait breath by moving a bit closer.
+METEOR:
+Storm Atro Summon:
+Tomb Mechanic (see below)
+When the boss reaches 80% the first of three "atronach" phases will begin (see below)
For Healers a basic run down of tombs simplified:
+Tomb appears, circle in back of arena (made of ice)
+Avoid stepping in your own tomb
+Throw your ground HoT on the floor where the tomb is
+Once the tomb DPS steps in, you have to heal that person to FULL HP
+Wardens tend to recast ground HoT given itll burst otherwise its fine to spam combat prayer (assumiong you dont have BRP Resto for the steadfast ward set up)
+P.S. Watch out for the dragon's breath during... breath. it reaches far back on exit side, do not linger in that area.
For DPS a basic run down:
+Go to the glowing ice circle in the back and stand in it.
+Casting a shield before entering helps
Phase 1.5 "Add-tronach Phase" 1:
+Upon the boss taking off at around 80% health, there will be 3 Ice Atronachs and 6 Storm Atronachs
+From Exit Side (the side MT was standing on) to Entrance side we will kill all the storm atronachs
+Storm Atronachs: When at 25% HP will begin to channel an AoE that does substantial damage to everyone. As such we kill atronachs ONE AT A TIME from exit to entrance.
+Ice Atronachs, ALL THREE are held by the OT (or MT) who stacks them on the Storm Atronach being focused. They have a OHK conal and DPS/Healers need to be aware of it. Tanks can call them out but its best to simply keep an eye out for those conals!
+When killed, storm atronachs leave a lightning puddle that will linger for about 10 seconds, pulling an ice atronach through it will cause the ice Atronach to lose about 45% of it's health.
+OT, you want to have every ice atronach tough 2 Lightning Puddles.
+MT, if an atronach has less than 15% health, take it away from the MT and an assigned DPS will be responsible for killing it, though cleave should mean that all of them die after 2 puddles anyway.
**Reminder: when the dragon lands, which CAN happen during atronach phase if were going slowly, WING SMACK can happen, so avoid getting to close to either wing.
+During this phase the dragon will perform several attacks:
Ice Ball - Drops a large growing AoE on folks, take these out of group
"Carpet Breath" - the dragon soars overhead, casting a breath attack over a rectangular area as it flys by leaving behind a nasty AoE.
**ON SECOND ADD PHASE- LASER HAPPENS AT START
+Mid-way through this phase, usually around 2-3 storm atronachs being killed, the Dragon will start up a LASER that sweeps across the entire arena, EVERYONE has to block this as it passes over them!
+MT be on standby after the 2nd atronach is down to retaunt Lokke when they land!
++HM: Laser produces a large AoE on everyone, thus positioning becomes crucial during an HM run during this phase. (See Diagram Below)
Credit to image unknown, posted by Jarstar to our Discord.
*This assumes we went to Lokke first in regards to "entrance" and "exit" locations.
Lokke -> Yolna Add Packs
a
Boss: Yolnakriin
Phase 0: Positioning
+Very straight forward fight, MT will hold the boss facing it to its own right. Same allignment as Lokke.
+OT will be behind group on the opposite side of the arena from the dragon (wherever it is)
+Everyone else will form two stacks, each stack consisting of 1 healer and 4 DPS.
+Raid lead will define the two teams.
Yolna -> Entrance Add Packs
a
Doorway Add Pack
a
Boss: Nahviintaas
Phase 0: Positioning
+Very straight forward fight, MT will hold the boss facing it to its own right. Same allignment as Lokke/Yolna
+Everyone else is stacked to the dragon's left (opposite the tank without going into wing range)