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
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.
- 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.
- 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.