Introduction
While other guides have detailed information, there are a few misrepresentations of mechanics and strategies. The
Alcast guide is actually pretty good and I would go there and use this guide as supplemental information, especially if you want pictures.
1. First Boss
Mechanics:
- Cinder Shot makes a return from Dreadsail Reef and Dread Cellar. Be sure not to stack on your teammates and block or roll the shot.
- Occasionally (on a timer, I don't know the exact number yet), the wolf boss will de-aggro from the tank and chase the furthest person from it. There are two strategies for this. (1) Have your healer always stand the furthest away or (2) have everyone stand as close to the wolf as possible and have the tank run out when the mechanic is starting to catch the wolf aggro. Note that the wolf's melee range is very large (larger than you'd expect), so if you're targeted and need to kite, you need to SPRINT!
Tips:
- There are three ways to deal with the boss-wolf enrage circles that works on Veteran and Hard Mode depending on your group.
(1) Have the tank stand in front of the side buff totem by the door. This allows the tank to gain constant access to this buff while keeping the two bosses reasonably close together for an arcanist until the person boss teleports.
(2) Have the tank stand in between the wolf and the person. This keeps them just separate enough to not enrage.
(3) Stack the wolf and the person boss, ignoring the enrage circles.
2. Second Boss
Tips & Mechanics:
- The construct will occasionally (on a timer, I don't know the exact number yet) "yoink" an axe from the furthest corner of the room. After some time, it will then "yeet" the axe at the furthest person from him. Note that the resulting AoE from these "yoinks" and "yeets" are not exactly what it looks like as the damage hits when the axe passes over you... so if you're the healer and standing by a corner to kite the axes... don't stand directly in front of an axe or you will not have the time to roll dodge the "yoink" and you will die. I would suggest having the healer stand by one corner (you can come in when the boss doesn't have an axe in its hand) and have the DPS stand by the boss in a cardinal direction (but not in front of the tank) so that the DPS do not have to roll the axes at all.
- The cindermoths from trash appear again. A lower DPS or single-target group will need to roll dodge the cindermoths while a high DPS aoe group may kill the cindermoths before they explode.
- To trigger the second phase, you can attack either the woman or the construct. If you have a low DPS group, you should attack the woman because she puts up a shield and does increasing damage to the group unless her shield is broken. If you have a high DPS group, you should attack the construct and ignore the woman because the construct will not move, letting DPS keep their ground AoEs, and the second phase will be pushed before the ramping damage becomes a problem.
- In the second phase, the boss will occasionally (probably also on a timer) spit a fire cone AoE. This cone can and will happen during "yoink" and "yeet", spinning the cone towards that direction. If the healer is kiting far enough away, they will outrange this cone.
6. Third Boss
Tips & Mechanics:
[*] Do not stand in the center of the room (on the grate) or you will die.
[*] There are three ways to place this boss as a tank:
Corner strategy: from the corner on the right when you walk in, taunt him and back into the corner square. When he goes to slam the ground, roll dodge through him. Back up, walk around him or roll through him again to turn him back facing the corner. Repeat. This keeps things organized and with an average group you will be at the left mini door by 50%.
Out of bounds strategy: hold him by the entrance and when he goes to do his slam, roll into the out of bounds area. This will hurt but it will reduce the area of the slam, meaning you can move him a little less. May be more straightforward for a DPS to understand.
Middle strategy: just hold him somewhere. This will result in the maximum slam AoE size of the three strategies but may be easiest on an inexperienced tank as they have more room to move to get out of the other mechanics and less to think about during slam (you still need to roll dodge the slam though).
[*] Occasionally, there will be "+"-shaped AoEs on the ground that will explode after several seconds. Note that these AoEs are much larger than they appear. Do not stand on the ends of the lines as the explosion extends a few tiles past the end. The length of these lines depends on if you're on normal, veteran, or hard mode.
[*] At 50%, the room will begin to fill, and you need to run to start killing minis. On normal, there is one. On veteran, it will be the center one and either left or right. On hard mode, it will be all three.
The three minis have different abilities but they all include very large AoEs. Once you kill the minis, you will need to leave the room as soon as possible. Do not stop to res, bodies will be teleported into the main room.
The left one creates a giant "pizza" where everyone needs to move into the safe zone or else they will be 1-shot. She also will drop stalactites onto the group which can be kited.
The middle one has a long AoE to be careful of. He will also summon orbs that two players are chained to. These will explode if you get far away from them but also leave a DoT on you. I usually explode them on purpose to avoid the DoT.
The one on the right creates a giant circular AoE around him on occasion. He will also do a channeled attack similar to Zaan's kite mechanic. This should be bashed as soon as possible.
On veteran, I would suggest going to the closest mini first. If your group is struggling, plan on being around the center when 50% happens so you can plan on where to go for the 2nd mini and you can also have one or two people run to the forges in that room, stoke the flame, and run across the bridge in the middle to build a helpful iron atronach.
On hard mode, you should save ultimates as you approach 50%. If you got the first side buff, grab it on the way into the left mini. Use your ults to kill her as soon as possible. Unlike on veteran and normal, you only have a few seconds until the other minis leave their rooms and come after you. As soon as the tank is able, they should be on the lookout for these two other minis and taunt them as soon as they can. You can fight these two in the main arena. The right mini's channeled attack will likely be happening during this, so the tank should also run out and bash that as soon as possible.
PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
- CP 2000+
- Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
- Trials: 9/12 HMs - 4/8 Tris
- Dungeons: 32/32 HMs - 24/26 Tris
- All Veterans completed!
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