ST 3P with intermissions - Heavy reliance on positioning and throughput
Lust P3
P1
Morium
Demiar
Vorelus
Kill Sentinels, but must remove shield with boss mechanic
TANKS
* One tank on
Morium, second on
Demiar, third/tanky melee on
Vorelus; MUST BE IN MELEE AT ALL TIMES; Can't move too far from tether
* Tanks (not tanky dps) GET THREAT on adds (care with
Corrupting Essence on death); try to STACK on Sentinels for increased dps
* POSITION for knockback on
Morium (
Dark Hand)
* Morium tank TAUNTS Vorelus
HEALERS
* DISPEL
Null Corona absorb when target <50% as it bounces
DPS
* Melee and Ranged must know their second target
ALL
* MOVE from large blue circle (
Void Expulsion), AIM lines off the platform in safe directions (
Grasp of Emptiness), raid to AVOID beams (
Bursting Emptiness)
* AIM white-purple beams from boss (
Silverstrike Arrow) at Sentinels, but rest of raid AVOIDS
* Once
Morium is dead, Melee to
Demiar (
Interrupting Tremor)and Ranged to
Vorelus (
Ravenous Abyss)
Intermission 1
ALL
* Go to
, AVOID beams (can take 1 every 8+ sec to clear debuff) and circles; MANAGE debuff and STAY AWAY from boss pull (
Stellar Emission
P2
TANKS
* One on Simulacrum at centre, other on boss at edge, KEEP 25+ yds away from each other
* TAUNT-SWAP on 3-4 stacks of
Rift Slash and SWAP POSITIONS QUICKLY as they leap
DPS
* Melee on Simulacrum, ranged close to boss but in range of Simulacrum
* When Simulacrum SHIELDS (
Cosmic Barrier) ranged SWAP and all NUKE
ALL
AVOID cracks in floor
* POSITION void zones on edge, 1st one anticlockwise of boss (
Void Expulsion) and tank REPOSITIONS boss clockwise for placement of next void zone/floor denial
* If space becomes tight, can drop closer to centre, but manage well
* GRIP adds onto Simulacrum and get them low; if target of
Ranger Captain's Mark, AIM white-purple beams at them when low to kill (must happen or wipe from
Coalesced Form)
Intermission 2
ALL
* Go to closest marker, as P1, but then STACK on same third
P3
* P1 mechanics with circles/beams/healing absorb plus extra arrows
* BREAK huge circle (
Aspect of the End) by all marked moving to edge of circle, TANK-SWA, then exit, may need defensive
* GATHER feather and JUMP clockwise during
Devouring Cosmos
* MYT: WIP
https://mrt-notes.vercel.app/note/1878
ST 3P with intermissions - Heavy reliance on positioning and throughput
Lust P3
P1
{skull} Morium
{cross} Demiar
{circle} Vorelus
Kill Sentinels, but must remove shield with boss mechanic
TANKS
* One tank on {skull} Morium, second on {cross} Demiar, third/tanky melee on {circle} Vorelus; MUST BE IN MELEE AT ALL TIMES; Can't move too far from tether
* Tanks (not tanky dps) GET THREAT on adds (care with {spell:1233526} |cffFFBB33Corrupting Essence|r on death); try to STACK on Sentinels for increased dps
* POSITION for knockback on {skull} Morium ({spell:1233787} |cffFFBB33Dark Hand|r)
* Morium tank TAUNTS Vorelus
HEALERS
* DISPEL {spell:1233865} |cffFFBB33Null Corona|r absorb when target <50% as it bounces
DPS
* Melee and Ranged must know their second target
ALL
* MOVE from large blue circle ({spell:1255368} |cffFFBB33Void Expulsion|r), AIM lines off the platform in safe directions ({spell:1232467} |cffFFBB33Grasp of Emptiness|r), raid to AVOID beams ({spell:1255378} |cffFFBB33Bursting Emptiness|r)
* AIM white-purple beams from boss ({spell:1233602} |cffFFBB33Silverstrike Arrow|r) at Sentinels, but rest of raid AVOIDS
* Once {skull} Morium is dead, Melee to {cross} Demiar ({spell:1243743} |cffFFBB33Interrupting Tremor|r)and Ranged to {circle} Vorelus ({spell:1243753} |cffFFBB33Ravenous Abyss|r)
Intermission 1
ALL
* Go to {star}, AVOID beams (can take 1 every 8+ sec to clear debuff) and circles; MANAGE debuff and STAY AWAY from boss pull ({spell:1234569} |cffFFBB33Stellar Emission|r
P2
TANKS
* One on Simulacrum at centre, other on boss at edge, KEEP 25+ yds away from each other
* TAUNT-SWAP on 3-4 stacks of {spell:1246461} |cffFFBB33Rift Slash|r and SWAP POSITIONS QUICKLY as they leap
DPS
* Melee on Simulacrum, ranged close to boss but in range of Simulacrum
* When Simulacrum SHIELDS ({spell:1246918} |cffFFBB33Cosmic Barrier|r) ranged SWAP and all NUKE
ALL
AVOID cracks in floor
* POSITION void zones on edge, 1st one anticlockwise of boss ({spell:1255368} |cffFFBB33Void Expulsion|r) and tank REPOSITIONS boss clockwise for placement of next void zone/floor denial
* If space becomes tight, can drop closer to centre, but manage well
* GRIP adds onto Simulacrum and get them low; if target of {spell:1237614} |cffFFBB33Ranger Captain's Mark|r, AIM white-purple beams at them when low to kill (must happen or wipe from {spell:1238672} |cffFFBB33Coalesced Form|r)
Intermission 2
ALL
* Go to closest marker, as P1, but then STACK on same third
P3
* P1 mechanics with circles/beams/healing absorb plus extra arrows
* BREAK huge circle ({spell:1239080} |cffFFBB33Aspect of the End|r) by all marked moving to edge of circle, TANK-SWA, then exit, may need defensive
* GATHER feather and JUMP clockwise during {spell:1238843} |cffFFBB33Devouring Cosmos|r
* |cffFF00FFMYT: WIP|r
https://mrt-notes.vercel.app/note/1878