# Nexus Point Xenas

3 wings — defeat Arcane and Void wings to unlock Light

Arcane Wing — Trash Before Kasreth
Environment: Arcane Tripwires stun for 5s (rogue/engineer can defuse). Broken Pipes spawn puddles. Mana Batteries must be killed within 12s when activated by Circuit Seers. Corespark Conduits give a damage buff but apply a stacking DoT — use defensives.
Flux Engineer

- Suppression Field — targets random player. Pre-spread. If targeted, minimize movement (bonus damage while moving).
- Drops an active Mana Battery on death — swap and kill it ASAP.

Nexus Adept

- Umbral Bolt — interrupt with spare kicks.

Circuit Seer (Immune to CC)

- Arcing Mana — heavy channel damage. Use defensives + healing CDs.
- Erratic Zap + Power Flux — dodge circles, move from puddles.
- Circuit Sense — activates nearby Mana Batteries. Swap and destroy them immediately.

Boss 1 · Arcane Wing

## Chief Corewright Kasreth

Space management fight — puddles + leylines shrink the room over time
Arcane Zap Tank

- No melee swings. Boss hits tank with instant arcane damage instead.
- Be aware of the damage type for defensive planning.

Leyline Arrays Everyone

- Beams spawn on edges and cut across the room — deal arcane damage + slow.
- Remove them by running into a beam while you have Reflux Charge (a DoT debuff applied to a player).
- Prioritize beam intersections to clear multiple at once.

Flux Collapse Everyone

- Targets 1 player with several small circles that leave puddles (persist 75s).
- Bait near edges or existing puddles to preserve space.

Corespark Detonation Everyone

- Cast at full energy.
- Massive orb at random player → knockback + DoT (until healing absorb removed) + huge puddle.
- Position to avoid being knocked into puddles or through leylines.
- Use group defensives and healing CDs — the DoT is heavy if absorb isn't removed quickly.

Void Wing — Trash Before Nysarra
Reformed Voidling

- On death becomes a Smudge that tries to awaken a nearby Nascent Dreadflail. CC and cleave it down fast.

Cursed Voidcaller

- On death casts Creeping Void — burst damage. Use Curse dispels.

Duskfright Herald (Immune to CC)

- Entropic Leech — channels on random player. Combat drop or remove the healing absorb to stop it.
- Dark Beckoning — pulsing damage + projectiles. Dodge.

Grand Nullifier

- Nullify — interrupt EVERY cast.
- Dusk Frights — avoid fear zones.
- On death becomes a Smudge → same as Reformed Voidling.

Dreadflail (Immune to CC)

- Void Lash — TANK: Face away from group. Use a defensive.
- Flailstorm — AoE around fixated player. Kite if targeted.

Null Sentinel (Immune to CC)

- Nullwark Blast — TANK: Hits you. Defensive for the hit + DoT.
- Dreadbellow — knockback + AoE DoT. Watch positioning.

Boss 2 · Void Wing

## Corewarden Nysarra

Starts at 60% HP (actual HP is high) — burn windows every ~1min with 300% damage amp
Umbral Lash Tank

- Channeled on tank.
- Ends with knockback + 50% increased damage taken for 10s.
- Extremely dangerous when adds are alive.
- Save a strong defensive for overlaps with Null Vanguard adds.

Null Vanguard Tank

- Summons 1 Dreadflail + 2 Grand Nullifiers.
- Pick up adds immediately. Face Dreadflail away during Void Lash.
- Interrupt Grand Nullifiers.
- Kill adds before stun ends — boss casts Devour The Unworthy on any survivors.

Null Vanguard Tank

- Summons 1 Dreadflail + 2 Grand Nullifiers.
- Pick up adds immediately. Face Dreadflail away during Void Lash.
- Interrupt Grand Nullifiers.
- Kill adds before stun ends — boss casts Devour The Unworthy on any survivors.

Eclipsing Step Everyone

- Large AoE on 2 players — DoT to anyone hit.
- Spread away from allies.
- Use a defensive if needed.

Light Wing — Trash Before Lothraxion
Unlocks after both wing bosses are killed. Use the conduit to return to the start, interact with the console to form the bridge.
Radiant Swarm

- Fixates random players — kite if targeted. Takes extra AoE damage (Cluster Weakness).

Flarebat

- Purge Holy Echo if possible. On death drops AoE damage + healing zone.

Lightwrought

- Holy Bolt — keep interrupted.
- Burning Radiance — on 2 random players. Magic dispel one ASAP, defensive/heal through the other.

Boss 3 · Light Wing

## Lothraxion

Space management + intermission — permanent puddles, find the real boss among clones
Searing Rend Tank

- Puddles are PERMANENT for the entire fight. Drop them at edges and away from the group.
- Critical to manage space — especially if you didn't clear the whole platform.

Brilliant Dispersion Everyone

- Targets 3 players — damage + DoT to anyone within 8yds, spawns 2 Fracture Images per target.
- Spread loosely.
- Use defensives and healing CDs.

Fracture Images Everyone

- Mirrored Rend — hits anyone within 5yds (puddles + knockback).
- Stay away from images.
- Flicker — images dash at a random player.
- Be ready to dodge.

Divine Guile — Intermission Everyone

- Boss hides among many clones, pulsing group damage.
- Find the real boss and interrupt him. He's the only one WITHOUT horns of light (bald head). Don't interrupt clones — triggers Core Exposure.
- Hunter's Mark tracks the real boss through stealth.

# Algeth'ar Academy

Linear 4-boss dungeon — pick a Dragonflight stat buff at the start, manage adds throughout

Academy Grounds — Trash Before Overgrown Ancient
Dragonflight Buffs: Talk to a Dragonflight NPC at the entrance for a free stat buff (5% Crit/Haste/Vers, 85 Mastery, or 10% Healing Taken). One per player, changeable later.
Vile Lasher (Immune to CC)

- Vile Bite — TANK: Stacking bleed on you. Use defensives or bleed cleanses to manage stacks.
- Detonation Seeds — swirly under every player. Move out.

Aggravated Skitterfly

- Agitation — TANK: Stacking enrage buff. Soothe if possible.
- Darting Sting — targets random player. Stay close to the pack for cleave.

Boss 1

## Overgrown Ancient

Add management — stay stacked for Germinate, kill Branch add, pick up Lashers at full energy
Barkbreaker Tank

- Physical damage amp debuff on tank.
- Extremely dangerous if Hungry Lashers are alive — use a big defensive.

Burst Forth Tank

- At 100 energy, activates dormant Hungry Lashers.
- Pick up all adds immediately. Rotate poison dispels to remove Lasher Toxin stacks.
- Use stuns/slows/knockbacks to kite.

Germinate Everyone

- Channel spawning dormant Lashers at player locations.
- Stay stacked as a group and move together to keep adds in cleave range.

Branch Out Everyone

- Spawns an Ancient Branch add.
- Interrupt its Healing Touch cast, then stand in the Abundance circle on death to cleanse Splinterbark bleed.

Academy Walkways — Trash Before Crawth
Guardian Sentry (Immune to CC)

- Storm Slash — TANK: Hits the tank. Use a defensive if needed.
- Deadly Winds — spawns tornado on random player. Dodge it.
- Expel Intruders — AoE. Run out or line of sight.

Territorial Eagle

- Peck — TANK: Stacking bleed. CC the mob to stop casts, kite, or use bleed cleanse.

Alpha Eagle (Immune to CC)

- Gust — frontal at random target. Sidestep out.
- Raging Screech — TANK: AoE + enrage. Use defensives if you have high Peck stacks.

Boss 2

## Crawth

Score balls into goals at 75% and 45% — Air first, then Fire for a damage window
Savage Peck Tank

- Defensive every cast. Hit + DoT on the tank.
- NOT a bleed in Midnight — bleed cleanses won't work.

Overpowering Gust Everyone

- Frontal at random target.
- Dodge it.
- Stay loosely spread to avoid splashing Deafening Screech damage.

Ruinous Winds Everyone

- Cast at 75% and 45% HP.
- Grab 3 balls and score into a goal to interrupt.
- First: Goal Of The Rushing Winds for Gale Force (tornadoes + motes).
- Second: Goal Of The Searing Blaze for Firestorm (12s damage amp — lust here).

Deafening Screech Healer

- Group damage + DoT.
- Use group defensives or healing CDs to keep players healthy through it.

Arcane Vaults — Trash Before Vexamus
Corrupted Manafiend

- Surge — interrupt this.
- Mana Void — targets 2 players. Don't cleave allies, use a defensive if needed.

Spellbound Battleaxe

- Spellbound Weapon — TANK: Passive bonus arcane damage on melee hits. Be aware of increased intake.

Arcane Ravager

- Vicious Ambush — leaps to furthest player. Stay close for cleave.
- Rift Breath — TANK: Frontal aimed at you after the charge. Sidestep immediately.

Arcane Forager

- Vicious Lunge — burst damage on random player. Dangerous with multiple Foragers.

Unruly Textbook

- Monotonous Lecture — channels on random player. Interrupt, CC, or magic dispel to end it.

Boss 3

## Vexamus

Soak orbs before they reach the boss, face frontal away, dodge circles at full energy
Arcane Expulsion Tank

- Frontal aimed at tank.
- Face away from group and use a defensive.

Arcane Orbs Everyone

- 5 orbs spawn at arena edges and move toward boss.
- Spread out and soak one each — soaking applies Oversurge.
- Hard to soak more than one without an immunity.

Mana Bombs Everyone

- Targets 3 players with puddles.
- Move to outer edge to drop them out of the way.

Arcane Fissure Everyone

- Full energy cast.
- Pushback + initial hit, then dodge 3 circles under your feet.

Upper Academy — Trash Before Echo of Doragosa
Algeth'ar Echoknight

- Astral Whirlwind — AoE under random player. Move out.
- Arcane Smash — heavy group hit. Use a defensive if needed.

Spectral Invoker

- Mystic Brand — priority interrupt. Debuffs a random player.
- Arcane Bolt — use spare interrupts on this.

Boss 4

## Echo of Doragosa

Manage Arcane Rifts — pull boss to entrance, position carefully at 2 stacks of Overwhelming Power
Unleash Energy Tank

- Cast immediately on pull — make sure group is topped first. Pull boss toward the entrance to drop Arcane Rifts away from the fight.
- Rifts shoot Uncontrolled Energy orbs to dodge.

Power Vacuum Tank

- Pulls all players to boss.
- Position boss so players don't get pulled onto a rift. Use movement abilities to escape the AoE.

Astral Blast Tank

- Hits the tank.
- Use a defensive.
- If you have 2 stacks of Overwhelming Power, position carefully — 3 stacks spawns a rift under you.

Overwhelming Power Everyone

- Every ability hit grants a stack.
- At 3 stacks, an Arcane Rift spawns under you.
- Place rifts in safe spots away from the group.

Energy Bomb Everyone

- Targets random player.
- Spread loosely to avoid cleave.
- Can combo with Arcane Missiles for lethal burst — use a defensive if both hit you.

# Skyreach

Linear 4-boss dungeon — elevated platforms with knockback danger throughout

Windswept Terrace — Trash Before Ranjit
Environment: Open-air platforms — knockbacks can push you off the edge. Be careful with Repel and Dread Wind near ledges.
Soaring Chakram Master

- Ricocheting Chakram — targets random player, bounces to nearby allies. Spread loosely.

Outcast Warrior

- Rushing Winds — TANK: Purge this buff off the mob if possible.

Raging Squall

- Wind Claws — passive bonus nature damage on melee hits.
- Wrathful Wind — enrage. Soothe to remove.
- Wind Blast — AoE on death. Move away from dying mobs.

Driving Gale-Caller

- Repel — interrupt EVERY cast. Knockback near ledges is lethal.

Adorned Bladetalon (Immune to CC)

- Blade Rush — dashes to 2 random players + tank. Applies bleed. Use bleed cleanse or defensives.
- Shear — TANK: Debuff on you. Dangerous if overlapping with Blade Rush — use a defensive.

Dread Raven (Immune to CC)

- Dread Wind — knockback on random player. Don't get knocked off the platform.
- Dire Screech — heavy group damage. Top group beforehand, use group defensives.

Boss 1

## Ranjit

Dodge-heavy fight — rotate the room dropping wind orbs, avoid tornadoes at full energy
Gale Surge Everyone

- Knocks back on impact, leaves a wind orb for 60s.
- Drop orbs together and rotate the room in one direction. Always drop behind the boss.

Fan Of Blades Healer

- Applies bleed to all players.
- Use bleed cleanses if available.

Wind Chakram Everyone

- Line projectile at random player that returns to boss.
- Heavy damage if hit.
- Bait away from group movement direction, step out before cast finishes.

Chakram Vortex Everyone

- Full energy cast.
- AoE in centre + rotating tornadoes for 20s.
- Avoid where tornado waves intersect.

Solar Sanctum — Trash Before Araknath
Blinding Sun Priestess

- Blinding Light — interrupt EVERY cast.
- Solar Barrier — buffs a random ally. Purge it off or focus the mob.

Adept of the Dawn

- Fiery Talon — TANK: Stacking debuff from melee hits. Kite or use a defensive to drop stacks.

Initiate of the Rising Sun

- Solar Bolt — use spare interrupts on this.

Solar Elemental (Immune to CC)

- Solar Orb — swap to the orb when it spawns and kill it ASAP.
- Solar Fire — avoid the ground circles.

Solar Construct (Immune to CC)

- Solar Flame — use defensives or combat drop if targeted.
- Solar Nova — get out of the AoE underneath this mob.

Boss 2

## Araknath

Stationary boss — intercept construct beams, dodge line attacks, never leave melee
Defensive Protocol Tank

- Boss is stationary with a fire ring underneath.
- Never leave melee range — boss spams Blast Wave if no one is in melee, likely wiping the group.

Fiery Smash Tank

- Line attack on tank.
- Aim away from energized constructs and dodge it — massive damage even for tanks.

Energize / Solar Infusion Everyone

- 3 constructs beam the boss, healing it and stacking Solar Infusion.
- Non-tank players intercept beams (heavy damage — use defensives).
- After 12s channel, constructs fire Heat Exhaustion frontal — sidestep it.

Supernova Everyone

- Full energy cast.
- Group-wide hit increased by 5% per Solar Infusion stack.
- Never let beams go through unblocked.

Sun's Edge — Trash Before Rukhran
Sun Talon Tamer

- Mark Of Death — TANK: Kite if debuffed. Use defensives as needed.

Skyreach Sun Talon

- Bloodcrazed — CC these mobs when they enrage.

Boss 3

## Rukhran

Add management — kill Sunwings away from eggs, LoS behind pillar at full energy
Burning Claws Tank

- Use a defensive for every cast.
- Stay in melee at all times — boss casts Screech if no one is in range.

Sunbreak Everyone

- Spawns a Sunwing add that fixates a random player with Burning Pursuit.
- DPS swap and burn ASAP.
- Kill adds away from eggs — killing a Sunwing on an egg resurrects it.

Searing Quills Everyone

- Full energy cast.
- Lethal to anyone in LoS.
- Entire group must hide behind the central pillar.
- Tank: get back to boss quickly after to prevent Screech.

Gauntlet: After Rukhran, navigate through tornadoes and slowing winds, then fight familiar trash mobs before reaching Viryx. Clear the platform to engage.
Boss 4

## High Sage Viryx

Interrupt rotation on tank cast, burst Solar Zealot adds, dodge the beam at full energy
Solar Blast Tank

- Keep an interrupt rotation on this cast.
- Repeated casts on the tank — uninterrupted casts deal heavy damage.

Scorching Ray Healer

- Beams 3 players for damage + 5s DoT.
- Consistent group damage throughout the fight.

Cast Down Everyone

- Solar Zealot spawns above a random player and drags them to the nearest edge.
- Burst the add + use stuns (knockbacks don't work).
- If targeted, position near the entrance to maximize distance to the edge.

Lens Flare Everyone

- Full energy cast.
- Beam chases a player (red arrow), leaving puddle trail.
- Run away from group along platform edges.
- Initial hit is hard to dodge — use a defensive if targeted.

# Magister's Terrace

Linear dungeon with Arcane wing first half and Void wing second half. Library gauntlet early, then courtyard, then void corridor to final boss tower.

Entrance — Trash Before Arcanotron Custos
Arcane Sentry (Immune to CC)

- Ethereal Shackles — TANK: Roots you. Use a root break or get a Magic dispel.
- Arcane Beam — Channels into a random player, leaving puddles. Dodge the pools.
- Crowd Dispersal — AoE hit + knockback. Watch positioning near edges.

Arcane Magister

- Polymorph — Priority interrupt. Dispel with Magic if one goes off.
- Arcane Bolt — Targets random player. Use spare interrupts.

Sunblade Enforcer

- Arcane Blade — TANK: Magic buff — purge if possible, otherwise use a defensive for empowered strikes.
- Charge — Closes gap quickly. Kiting is difficult.

Lightward Healer

- Holy Fire — Targets random player. Magic dispel to remove.
- Power Word: Shield — Buffs an ally mob. Purge if possible.

Library Gauntlet: Avoid librarians (they teleport you back to entrance). Pick up the Arcane Tome for a 5% haste buff (30 min, persists through death).
Animated Codex

- Arcane Volley — Constant AoE pulse. Be careful pulling multiple — use defensives.

Blazing Pyromancer (Immune to CC)

- Pyroblast — Must interrupt every cast.
- Ignition — Heavy AoE while active. Use defensives or healing CDs.
- Flamestrike — Dodge the AoE hit and puddle.

Courtyard: After the library, interact with Energy Crystals for a temporary damage and healing increase.
Spellwoven Familiar

- Blink — AoE group hit on teleport. Beware when combined with other AoE mobs.

Brightscale Wyrm

- Energy Release — Casts on death. Stagger kills to avoid overlap, but stay close for the stacking buff.

Boss 1 · Arcane Wing

## Arcanotron Custos

Alternating boss/intermission phases with heavy space management
Repulsing Slam Tank

- Arcane hit + knockback on tank.
- Use walls or staircases to prevent being knocked back.

Arcane Expulsion Tank

- Group hit + knockback, drops a puddle under boss for 2 min.
- Position boss towards arena edges, overlap existing puddles.

Energy Orb Everyone

- Intermission: orbs travel toward boss.
- Soak to prevent group damage + boss 20% damage buff stack.
- Soaking leaves a puddle and applies Unstable Energy DoT.
- Stagger soaks or use defensives.

Intermission Strategy Everyone

- Move boss into a side alcove before intermission — orbs funnel toward group for easier soaking.
- Boss takes 20% more damage during intermission, so save CDs.
- Keep alcoves clear of puddles during boss phase.

Hallway — Trash Before Seranel Sunlash
Familiar mobs: Same mobs as before (Arcane Sentry, Arcane Magister, Sunblade Enforcer, Lightward Healer), plus one new mob below.
Runed Spellbreaker (Immune to CC)

- Shield Slam — TANK: Line aimed at you — face away from group and sidestep it.
- Runic Glaive — Targets 2 random players. Watch health, use defensive if needed.

Boss 2 · Arcane Wing

## Seranel Sunlash

Suppression Zone management — stagger debuff clears, dodge on removal
Hastening Ward Tank

- Boss gains Magic attack speed buff.
- Purge it or use a defensive.

Suppression Zone Everyone

- Drop zone in the center of the room.
- Entering it removes Runic Mark but triggers Null Reaction (AoE + circles + slow).
- Don't linger — pacifies you.

Runic Mark Everyone

- DoT on 2 players, splashes nearby.
- Spread loosely around zone.
- Stagger clears — let non-tank clear first. Tank can safely hold the DoT longer.

Wave Of Silence Everyone

- AoE hit that pacifies for 8s.
- Step into Suppression Zone just before it finishes to avoid pacify.

Void Corridor — Trash Before Gemellus
Phase shift: After Seranel, channel the Cynosure of Twilight. Void mobs appear — fight back toward the dungeon entrance.
Voidling

- Void Gash — TANK: Passive extra shadow damage on melee hits. Watch health with large pulls.

Hollowsoul Shredder

- Dimensional Shred — Targets random player. Stay close for easier cleave.

Dreaded Voidwalker

- Shadow Bolt — Targets random player. Use spare interrupts.

Shadowrift Voidcaller (Immune to CC)

- Call Of The Void — TANK: Spawns adds — pick them up immediately.
- Consuming Shadows — Heavy group damage. Use defensives/healing CDs. Can LoS to avoid entirely.

Unstable Voidling

- Void Eruption — Casts on death. Stagger kills to avoid overlap.

Void Infuser

- Terror Wave — Must interrupt every cast.
- Consuming Void — DoT on random player. Dispel or use defensives if too many to dispel.

Devouring Tyrant (Immune to CC)

- Devouring Strike — TANK: Big hit + massive healing absorb. Use defensive + self-healing.
- Void Bomb — Targets random player with healing absorb. Don't cleave allies.

Boss 3 · Void Wing

## Gemellus

Clone-based encounter — break Neural Links fast, dodge Astral Grasp pulls
Triplicate Tank

- Creates 2 untankable clones (at pull and 50% HP) that share health and patrol the room.
- Move boss to cleave with as many clones as possible.

Cosmic Sting Everyone

- Shadow hit that drops a puddle on contact.
- Drop these off to the side, out of the boss's patrol path.

Neural Link Everyone

- 20% damage taken increase for 12s.
- Touch your linked clone (follow arrow under character) to remove it and break the clone's shield.
- Be quick — Astral Grasp follows shortly.

Astral Grasp Everyone

- Pulls players toward linked clone.
- Heavy damage to anyone within 4 yds.
- If you still have Neural Link, use a defensive.
- Otherwise, fight the pull-in.

Tower — Trash Before Degentrius
Familiar mobs: Same void trash as the corridor (Voidlings, Shadowrift Voidcallers, Devouring Tyrants, etc.). See Gemellus trash above.
Boss 4 · Final Boss

## Degentrius

Stationary boss — quadrant-based soaking, tank dispel management
Hulking Fragment Tank

- Large shadow hit to tank + 8 yd splash + 30s Magic DoT that leaves a puddle on dispel.
- Stand alone in your quadrant.
- Back out of melee and get dispelled away from boss to drop puddle safely.

Entropy Blast Tank

- Boss casts this instead of melee swings.
- Leaving melee for Hulking Fragment dispel has no downside.

Void Torrent Everyone

- Beams from statues divide room into 4 quadrants on pull.
- Pre-spread: 1 player per quadrant. Double up healer with a DPS near tank's quadrant.

Unstable Void Essence Everyone

- Soak that bounces between quadrants.
- Missing a soak applies a 40s DoT to entire group.
- Stay spread across all 4 quadrants.

Devouring Entropy Everyone

- Variable-duration DoT.
- If you get a long one or have it while soaking, use a defensive or health pot.

# Maisara Caverns

Linear 3-boss dungeon — free prisoners to progress, use environment traps and buffs

Troll Village — Trash Before Muro'jin and Nekraxx
Environment: Free 8 of 12 Witherbark Prisoners (out of combat only) to unlock the boss. Go right for Hearty Vilebranch Stew (+3% leech/avoidance, 30 min, persists through death). Massive Freezing Traps on both sides give a 5s stun extra-action button — works on CC-immune mobs.
Frenzied Berserker

- Regeneratin' — passive healing. Use healing reduction effects (MS, wound poison) to counter.
- Blood Frenzy — TANK: Enrage buff, increased damage. Soothe to remove.

Dread Souleater (Immune to CC)

- Necrotic Wave — arcs to all nearby players, applies healing absorb. Stagger defensives and healing CDs.
- Rain Of Toads — dodge the circles.

Keen Headhunter

- Regeneratin' — passive healing. Apply MS effects.
- Hooked Snare — interrupt or use freedom on the target.
- Throw Spear — random target, has minimum range. Stack in melee to avoid.

Hulking Juggernaut (Immune to CC)

- Rending Gore — TANK: Bleed on you. Use defensive or bleed cleanse.
- Deafening Roar — stop casting when it completes. Watch your health.

Bramblemaw Bear

- Crunch Armor — TANK: Stacking armor reduction. Use defensives as stacks increase.

Hexbound Eagle

- Diseased Claws — TANK: Passive plague damage on melee hits against you.
- Shredding Talons — leap + frontal channel on random target. CC to stop it.

Ritual Hexxer

- Hex — interrupt EVERY cast. Magic dispel if it goes off.
- Shadow Bolt — random target. Use spare interrupts.

Warding Mask

- Sear — random target damage. Careful when pulled with other AoE damage mobs.

Hex Guardian (Immune to CC)

- Searing Presence — constant AoE pulsing damage. Have offensive + defensive CDs ready for these pulls.
- Magma Surge — line at random player. Don't cleave allies.
- Ritual Firebrand — Magic debuff on 2 players, drops circles. Dispel as needed.

Umbral Shadowbinder

- Shrink — channels into random player. Interrupt or CC.
- Shadow Burst — random target. Spread to avoid cleaving allies.

Boss 1

## Muro'jin and Nekraxx

Duo fight — split damage evenly, use Freezing Traps to counter Carrion Swoop
Flanking Spear Tank

- Muro'jin disengages then hits tank — knockback + 10s bleed.
- Use a defensive for the bleed and mobility to cancel the knockback or close the gap.
- Don't get knocked into a Freezing Trap.

Freezing Trap Everyone

- Dropped under all players — incapacitates for 8s on contact.
- Auto-detonates after 40s leaving a frost puddle for 3 min.
- Stay grouped and rotate the room to conserve space.
- Step into a trap when targeted by Carrion Swoop to stun Nekraxx for 5s.

Barrage Everyone

- Muro'jin channels a following frontal at a random player — stacking Magic slow.
- Target stands still, others move out.
- No damage on the debuff — save dispels for Infected Pinions.
- Use freedom to remove slow.

Infected Pinions Everyone

- Nekraxx applies 30s Disease to entire group — main party damage source.
- Bring disease dispels.

Carrion Swoop Everyone

- Nekraxx charges a random target — massive damage + huge knockup.
- Target MUST step into a Freezing Trap before impact to stun the boss.
- Nekraxx won't trigger traps by charging over them.

Fetid Quillstorm Everyone

- Nekraxx leaps to random player — AoE hit + circles to dodge.
- Keep group close so the leap is short.

Revive Pet / Enrage Everyone

- Keep both bosses' HP even.
- If Muro'jin is alone, he casts Revive Pet (10s to kill or Nekraxx returns at 35%).
- If Nekraxx is alone, gains stacking 20% damage increase every 4s.

Spirit Halls — Trash Before Vordaza
Environment: Lost Souls path away from the altar — they explode on player contact dealing shadow damage + root (Cries of the Fallen). Avoid them. Room exit is sealed until mini-boss Rokh'zal is killed.
Grim Skirmisher

- Grim Ward — Magic shield. Stagger purges — removal deals moderate group damage.

Restless Gnarldin (Immune to CC)

- Spectral Strikes — passive AoE shadow damage on melee swings.
- Staggering Blow — TANK: Tank buster. Have defensives ready.
- Ancestral Crush — dodge circle + puddle.

Reanimated Warrior

- Dread Slash — TANK: Tank buster + stacking damage increase on the mob. Use defensives late in pulls.
- Reanimation — interrupt or CC to stop the channel.

Tormented Shade

- Spirit Rend — random target. Interrupt as many casts as possible, Magic dispel the DoT.

Bound Defender (Immune to CC)

- Spectral Strikes — passive AoE shadow damage on melee swings.
- Soulstorms — rotating AoE around the mob. Dodge them.
- Vigilant Defense — TANK: Face mob away from group — reflects attacks back at attackers hitting its front.

Rokh'zal (Immune to CC)

- Ritual Sacrifice — roots a random player on the altar. Use freedom or destroy the shackles.
- Invoke Shadow — pull effect + AoE. Fight the pull and dodge.

Hollow Soulrender (Immune to CC)

- Shadowfrost Blast — TANK: Targets you. Use spare interrupts on this.
- Rend Souls — causes nearby Lost Souls to explode. Clear Lost Souls before pull.
- Frost Nova — random target. Move away from allies, Magic dispel the root or freedom to immune.

Gloomwing Bat

- Piercing Screech — TANK: Line towards tank. Interrupt or face away from group.

Boss 2

## Vordaza

Healing check — constant AoE, kite phantoms into each other, burst shield on Necrotic Convergence
Drain Soul Tank

- Tank-targeted channel.
- Use a defensive for the full duration.

Withering Miasma Healer

- Passive group damage pulsing every few seconds for the entire fight.

Wrest Phantoms Everyone

- Spawns 4 adds at pillars with 99% DR, fixating random players.
- Lethal 3 yd AoE if they touch a player.
- Kite phantoms into each other to safely detonate them.
- Space detonations out so the healer can recover between each.

Necrotic Convergence Everyone

- After every even Wrest Phantoms — boss gains interrupt-immune shield + channels increasing AoE.
- Burn the shield fast and interrupt immediately.
- Don't detonate phantoms near centre to keep melee uptime.

Unmake Everyone

- Random target line attack that sweeps slowly across the room.
- Sidestep it.

Bridge — Trash Before Rak'tul
Environment: Shadow orbs bounce down the bridge until mini-boss Zil'jan is killed. Avoid the orbs — they deal heavy damage + knockback.
Zil'jan (Immune to CC)

- Ritual Drums — channels heavy pulsing sonic damage (70 yd range) + sends shadow orbs down the bridge. Kill ASAP.

Boss 3 · Final Boss

## Rak'tul, Vessel of Souls

Alternating phases — fight boss then run a bridge gauntlet during intermission
Spiritbreaker Tank

- Combo attack on tank — drops a large puddle on completion + huge knockback/knockup.
- Use a defensive for the channel.
- Move away from group before the final hit.
- Back against a brazier near entrance to prevent knockback, or use mobility to cancel it.

Deathgorged Vessel Everyone

- Passive group damage + spawns circles to dodge throughout the fight.

Crush Souls Everyone

- Marks 3 players — boss jumps to each (5 yd AoE) and spawns a Soulbind Totem.
- Stack totems close for cleave.
- Kill them fast — they channel damage + pull you in.
- Stay 3+ yds away from totems.

Soulrending Roar (Intermission) Everyone

- After every even Crush Souls — sends group to bridge gauntlet.
- Destroy ALL totems before this cast or they shatter for heavy damage.
- Boss is stunned 45s when you return — save cooldowns.

Bridge Gauntlet Everyone

- Withering Soul deals increasing damage the longer you're on the bridge.
- Dodge Lost Souls.
- Interrupt/CC all 6 Eternal Suffering Malignant Souls for +25% damage/healing/speed (stacking).
- Leave the last one for the tank to pop just before re-entering the boss arena to refresh the buff.

# Windrunner Spire

Two branching wings before a linear final stretch — choose Emberdawn (north) or Derelict Duo (south) first

Entrance — Starting Trash
Dutiful Groundskeeper

- Shear Armor — TANK: Stacking debuff from melee hits. Use defensives or kite as stacks build.

Restless Steward

- Spirit Bolt — random target cast. Keep as many interrupts on this as possible.
- Soul Torment — debuffs 2 players. Magic dispel one ASAP, other player use defensives.

Spellguard Magus (Immune to CC)

- Arcane Salvo — group damage. Healers be ready.
- Spellguard's Protection — TANK: At 50% HP drops a 99% DR zone. Move the mob and pack away immediately.

North Wing — Trash Before Emberdawn
Territorial Dragonhawk

- Fire Spit — channels into random player. CC the mob to stop it.
- Bolstering Flames — self-buff. Purge it off if available.

Spindleweb Hatchling

- Acidic Demise — drops puddle on death. Move out.

Creeping Spindleweb

- Poison Spray — random target. Use poison dispels to remove.
- Acidic Demise — drops puddle on death. Move out.

Apex Lynx (Immune to CC)

- Puncturing Bite — TANK: Use a defensive or bleed cleanse.
- Ferocious Pounce — leaps between 3 players. Loosely spread near the pack to avoid splashing.

Scouting Trapper

- Freezing Trap — throws at random players. Avoid it.

Bloated Lasher

- Fungal Bolt — random target. Keep interrupts on this.
- Spore Dispersal — heavy group damage + empowers nearby Pesty Lashlings for 8s. TANK: Use defensives during the empowered melee window.

Boss 1 · North Wing

## Emberdawn

Alternating boss phase and dodge-heavy Burning Gale intermission
Searing Beak Tank

- Time your defensive to cover the initial hit and the DoT that follows.

Fire Breath Tank

- 4 frontals during intermission.
- First always aims at tank.
- Dodge sideways — remaining breaths rotate to cover the room.

Flaming Updraft Everyone

- Debuffs 2 players — explodes after 6s leaving fire.
- Drop patches at the outer edges of the room before intermission.

Burning Gale (Intermission) Everyone

- At 100 energy — 16s of heavy fire damage.
- Flaming Updraft puddles shoot Flaming Twisters every 4s.
- Stay close to boss to minimize dodging.

South Wing — Trash Before Derelict Duo
Route: After Emberdawn, click the Soul Conduit to return to the start, then head south.
Windrunner Soldier

- Precise Cut — TANK: Stacking debuff from melee. Use CCs or kite as needed.

Ardent Cutthroat

- Poison Blades — interrupt EVERY cast.
- Shadowrive — targets random player. Stay close to the pack for cleave.

Fervent Apothecary

- Phial Toss — avoid the AoE and puddle.

Zealous Reaver

- Fierce Slash — TANK: Bonus damage on melee hits. Watch for spikes.

Devoted Woebringer (Immune to CC)

- Shadow Bolt — random target. Keep as many interrupts on this as possible.
- Pulsing Shriek — shielded channel. Focus the mob to break the shield and interrupt ASAP.

Flesh Behemoth (Immune to CC)

- Fetid Spew — loosely spread to avoid cleaving allies. Drop puddles out of the way.
- Brutal Chop — TANK: Use a defensive for this cast.

Boss 2 · South Wing

## Kalis & Latch

Duo fight — cleave evenly, use Latch's hook to interrupt Kalis's shriek
Bone Hack (Latch) Tank

- Tank channel — use a defensive for the full duration.

Broken Bond Everyone

- If one dies, the other gains stacking buff.
- Cleave them down evenly.

Shadow Bolt (Kalis) Everyone

- Random target cast.
- Keep an interrupt rotation so it never goes off.

Curse Of Darkness (Kalis) Everyone

- Debuffs 2 players, spawning Dark Entity fixates for 12s.
- Dispel curse ASAP or CC/kite the adds.

Debilitating Shriek / Heaving Yank Everyone

- Kalis channels at 100 energy — ramping shadow damage.
- Clear a path for Latch's Heaving Yank hook to hit Kalis and stun her for 6s.
- Yank target must stand behind Kalis.

Splattering Spew (Latch) Everyone

- Circle around all players — applies DoT and leaves growing puddles.
- Loosely spread, overlap circles to conserve space.
- Don't drop directly on existing puddles — double damage on initial hit.

The Spire — Trash Before Commander Kroluk
Route: After Derelict Duo, use the Soul Conduit to return to start. A new path opens toward Kroluk (location varies by kill order).
Swiftshot Archer

- Shoot — random target. Watch for extra incoming damage.
- Arrow Rain — avoid circles or CC to stop the channel.

Phalanx Breaker (Immune to CC)

- Break Ranks — charges a random player. Aim at a wall to maximise cleave, step out of the effect.
- Interrupting Screech — AoE hit. Stop spellcasting when this goes off.

Haunting Grunt

- Intercepting Charge — TANK: Charges if you leave melee range. Stay in melee or be ready for the gap close.

Spectral Axethrower

- Throw Axe — random target bleed. Use defensives/bleed cleanse. Chain AoE CCs to delay casts.

Loyal Worg

- Shred Flesh — TANK: Applies healing absorb. Use defensives, bleed cleanse, or self-healing.

Lingering Marauder

- Gore Whirl — AoE channel. Dodge or CC to stop it.

Phantasmal Mystic (Immune to CC)

- Chain Lightning — interrupt EVERY cast.
- Flame Nova — group-wide damage. Watch when combined with other damage sources.
- Ephemeral Bloodlust — at 50% HP enrages all nearby mobs. TANK: Soothe this mob or Axethrowers to reduce damage.

Boss 3

## Commander Kroluk

Controllable leaps on furthest target, fear mechanic, and add phases at 66%/33%
Rampage Tank

- Tank channel — have a defensive ready for the full duration.

Rallying Bellow (Add Phase) Tank

- At 66% and 33% — spawns 4 Haunting Grunts, 1 Spectral Axethrower, 1 Phantasmal Mystic.
- Boss gains 99% DR and Bladestorms.
- TANK: Pick up Grunts, group everything together.
- Grip or drag Mystic to the immobile Axethrower.

Reckless Leap Everyone

- Two back-to-back leaps on furthest target (AoE + DoT + circles).
- Stack group in melee, have one player with a defensive bait the first leap — second always hits the tank.

Intimidating Shout Everyone

- After leaps — fears anyone not near an ally for 6s.
- Stack with a partner (one melee point, one ranged) while dodging remaining leap circles.

Boss 4 · Final Boss

## The Restless Heart

Manage Squall Leap stacks, use arrows to clear debuffs and dodge the full-energy shockwave
Tempest Slash Tank

- Heavy hit + large knockback + physical damage taken increase.
- Use a defensive and cancel the knockback (or position against a wall).
- Aim knockback into an arrow to cancel it and clear Squall Leap stacks.

Squall Leap Everyone

- Permanent DoT gained when boss repositions.
- Remove by stepping on a Turbulent Arrow (launches you up, arrow becomes puddle).
- Don't be afraid to clear stacks early if damage is dangerous.

Gust Shot Everyone

- AoE hit + DoT on non-tanks.
- Clears arrow puddles it overlaps.
- Loosely spread to remove as many puddles as possible.

Bullseye Windblast Everyone

- Full energy — boss leaps to edge, shockwave sweeps across arena.
- Step on an arrow to launch above the wave, or use Blink/teleport.
- Stuns for 5s and applies heavy DoT if hit.

Bolt Gale Everyone

- Frontal channel on random player.
- Targeted player should stand still and use a defensive — everyone else move out of the way.