Depths of Malatar Guide
Guide brought to you by the guild, Twin-Moons Covenant
Stamina DPS is NOT optimal for this dungeon.
See
Frostvault Guide
The Scavenging Maw
The Scavenging Maw has a vomit attack that is a conal AOE, which will follow the player wherever they go. This attack will also place down a medium sized AOE on the ground that will do significant damage over time so the tank must get out of the AOE, without causing the vomit attack to turn into the DPS or healer.
The Scavenging Maw will also use a teleport strike, that the other hungers can be seen doing. This strike will hit all members with AOE damage, so do not stand together when you see that AOE on your group. Block or dodge roll the attack to reduce damage.
Hide Phase:
When the Maw goes into hiding, several adds will spawn along with other smaller AOE's. Neither are a significant threat, so search the room in a group, or pairs, for the main boss while cleaving and snaring the adds.
Once the boss is found, it'll begin sucking the blood on the player that found it and must be immediately interrupted before the player is killed. The player will not survive more than a couple seconds, even with heals on that player.
The Weeping Woman
The Weeping Woman fight is one of the most simple ones since vanilla dungeons as her primary arena mechanic is AOE's. Stay out of the AOE's and this fight is not a threat at all.
The AOE's begin as a simple circle, then a large donut AOE, thin to thick Arena edge AOE's. Get out of the AOE's as quickly as possible.
The Stone Watchers need to be taunted in by the tank so they don't kill the DPS or Healer. And can be easily cleaved down. Recommended to not let more than one be up at a time.
The boss had a strong charge up attack that shoots whichever player she is targeting with an ice shard. This will kill any DPS or healer. Tank needs to block it.
Dark Orb
The Dark Orb will spawn four other orbs during the fight that will empower some of the adds. The Auroran adds are the greatest threat and should be burned down before continuing to damage the Dark Orb.
Four additional orbs will spawn throughout the fight, and these orbs empower (confirmation needed on orb affects) the Auroran Adds.
Radiant Orb - Empowers the Radiant Oppression (AKA Jesus Beam) ability from the Radiant Aurorans. This is a single target ability, and will only be a threat to the tank if not healed through.
Blazing Orb - Empowers the Meteor ability and the Fire Rain ability from the Blazing Aurorans. Meteor's will stun players hit directly by them, and the added AOE's on the ground can become a threat if they stack and burst a player.
Phosphorescent Orb - Empowers the Ice Pillar ability. If a player stands in an ice pillar AOE, they will become immobilized making them vulnerable to other affects.
Scintillating Orb - Empowers the Call Lightning and Sparks abilities. The Call Lightning ability will do significant damage to any player by them, and the sparks can quickly chip away at players' health.
Note: All Aurorans need to be killed to end the fight. If the orb is destroyed and the group wipes to the Aurorans, then the boss fight will reset.
King Narilmor
King Narilmor is a master of illusion, and will create many copies of himself. Each clone will have one of the four affects seen from the Auroran adds during the Dark Orb fight.
The damage dealers of the group MUST coordinate on which clone to focus down. Do not split your DPS among the clones, and only cleave down those around the one that is being focused down. If you get one clone lower on health than the others, then when the focused clone teleports away, all the clones will have their healths drop to that new percentage.
The tank should LoS the clones to the best of their ability onto the clone that the DPS are focusing, so that they can be hit by cleave damage and teleport away. This will keep King Narilmor's clones to a minimum.
The Healer is the only one to actually deal with the mechanic of this fight. Tharayya is your friendly NPC, and she will every now and then have a battle with her ex-husband, the ghost you see in the arena. Tharayya must be healed with ground based HoT's so that she'll survive her battle. If Tharayya loses, her exhusband (the ghost) will grant all the clones of King Narilmor a refreshed shield. This shield is quite large and difficult for the DPS to burn down before the clone being focused teleports away. When Tharayya wins, the shields will not be increased, allowing the DPS to quickly get to work on King Narilmor's health.
Symphony of Blades
Spin Attack, Heavy Attack are two things for the players to watch out for that come from the boss itself. The tank needs to always block the heavy attack, and can stand within the spin attack but the DPS and healer cannot survive either.
Auroran Ghost Wall - One of the four walls will spawn a wall of Auroran Ghosts that will begin to walk across the arena. If this wall touches a player, it'll instantly kill that player. The DPS must kill one of the Aurorans to put a breach in the wall for the group to go through. DPS need to focus the same Auroran to get through as quickly as possible.
Seen once, unknown if bug, but two ghost walls spawned in a single phase which required killing an Auroran of one wall first, then killing an Aururan of the other wall quickly.
Elemental Auroran - The Boss will teleport back to the center of the room and become invulnerable. In the four corners of the Arena will spawn Aurorans, each one with their own ability that they will grant the Boss if they reach it. Prioritize which one to kill as 50k+ DPS on my team can barely get two of them down in time.
Radiant Auroran - Grants boss the Radiant Oppression ability.
Blazing Auroran - Grants boss Will-o-Wisp and Meteor Ability
Phosphorescent Auroran - Grants Boss Ice Pillar Ability (Immobilize Debuff)
Scintillating Auroran - Grants Boss Spark and Call Lightning Abilities
Recommendation: Kill Blazing and Scintillating Aurorans. Minimize the arena AOE and heal the tank through the Radiant Oppression ability.
Debuff - Significant Healing Debuff, estimated to be a 90-95% healing received reduction. This debuff lasts only for about three seconds. The visual animation of the boss when this affect is going out is sticking all four swords into the ground. Healers are recommended to have as many HoTs out as possible for consistent health regain. Burst heals are too costly when this debuff is on the group, wait until the affect expires.
Theory: Health Regen not affected? Try Troll King for fight?
Execute Phase: The Boss is empowered with all the Elemental Auroran Abilities, and several ghost walls will be walking through the arena at different angles. Easily kite around the ghost walls while DPSing the boss and burn down the boss as quickly as possible. Tank needs to keep the Boss away from the ghost walls, or else risking empowering the boss if it touches a ghost wall.
Hard Mode: Additional Mechanics include the Orb's from boss three spawning in an empowering the mechanics.
Auroran Ghost Walls seem to shoot out projectiles at nearby players. Damage seemed minimal. Auroran Walls will spawn every Elemental Aurorans spawn in as well.
Execute phase the boss will recover health to 50% instead of 25%. Orbs continue to spawn, and the boss has all Elemental Auroran mechanics up for the whole execute phase. The longer burn means Auroran Ghost Walls are riskier and require a lot more awareness.