Contents

Area 1

Shrieking Whelp 

  • Revealing Gaze: Buff they have that puts a large circle around them, and allows them to see through stealth. If any player steps in this circle they will cast Shriek.
  • Shriek: When this cast ends it will activate any nearby mobs in stasis. This cannot be interrupted but you can CC them to cancel the cast. Then you can focus them down since they do not have much hp. You do not want this to go off because the activated mobs will likely wipe the group. Below are what stasis mobs look like.

Crystal Fury 

  • This mob is in stasis at the start of the dungeon and can also be found patrolling later in the dungeon.
  • Arcane Fury: Cast that buffs the mob which increases its damage by 35%. Mages can spell steal this for a nice buff.
  • Piercing Shards: This is a casted frontal that follows their main target, so Tanks must face this away from the group. It deals deadly nature damage and applies a dot on anyone hit that deals damage every second for 10 seconds. This effect stacks. If Arcane Fury is active then Piercing Shards is even more deadly and Tanks may need to use a defensive, especially if multiple Crystal Furies are in a pack.

Crystal Thrasher 

  • Crystaline Rupture: Puts a large circle around the mob. When the cast ends it stomps dealing heavy arcane damage to anyone inside and roots players for 6 seconds.
  • Splintering Shards: Targets a random number of players and hits them for arcane damage. Also applies a dot that deals arcane damage every second for 3 seconds. 

Conjured Lasher

  • Mystic Vapors:  Cast that deals arcane damage to all players and places a dot on them that deals arcane damage every second for 6 seconds. This effect stacks and can quickly become deadly if they are not interrupted or stunned. On high keys you will want to make sure they are locked down.

Arcane Tender 

  • Erratic Growth: Channels this onto a random player and transforms them into an Erratic Sprout that stuns the player for 6 seconds. There is a circle around the player while they are stunned. If anyone is inside this circle when the debuff expires, or it is dispelled, they will also be turned into Erratic Sprouts. You can CC the mob to stop this cast from going off.
  • Infused Ground: Launches this spell at a random player that puts Infused Ground under them. This looks like a purple puddle and does arcane damage every second to players inside.

Volatile Sapling 

  • Sappy Burst: When this mob reaches 1 hp they no longer move and cast Sappy Burst. During the cast they cannot die. Creates a swirl around the mob. When the cast ends it explodes dealing heavy arcane damage to anyone nearby and dies. 

Leymor

  • Spawns static objects called Ley-Line Sprouts around the area
  • Tanks be ready for Infused Strike
  • Tank aim Erupting Fissure at Ley-Line Sprouts
  • Players need to put Explosive Brand on Ley-Line Sprouts
  • Healers need to top players off after Explosive Brand goes off
  • Consuming Stomp deals damage based on how mant Ley-Line Sprouts are active, Healers may need to use CDs for this
  • Ley-Line Sprouts: Casts this when the fight starts. Spawns several purple swirls around the area that erupt into Ley-Line Sprouts. These have a purple puddle around them called Arcane Roots.
    • Arcane Roots: Anyone within 5yds of a Ley-Line Sprouts take arcane damage every second.
    • Volatile Sapling: Whenever a Ley-Line Sprout is destroyed it spawns a Volatile Sapling. Tanks should try to pick these up. It can get hectic when a lot of Ley-Line Sprouts are destroyed.
      • Sappy Burst: Does the same thing as the trash mobs before the fight. Avoid the purple swirls.
  • Infused Strike: Tank buster that deals heavy arcane damage and applies a dot that deals additional arcane damage every second for 10 seconds.
  • Erupting Fissure: Frontal cast that follows main target. When the cast finishes the frontal goes off, dealing heavy arcane damage and knocking any players hit back. Also destroys any Ley-Line Sprouts in its path. The Tank will need to position the boss to destroy as many Ley-Line Sprouts as possible.
  • Explosive Brand: Purple swirl appears beneath the boss. Anyone in this when the cast finishes takes heavy arcane damage and gets knocked back. Explosive Brand also puts a debuff on all players that puts a circle around them. After 6 seconds it explodes for heavy arcane damage, dealing damage to the player as well as anyone in their circle and destroys Ley-Line sprouts. Players need to spread out with this to destroy as many Ley-Line Sprouts as possible. Healers should be ready for heavy incoming damage because right after Explosive Brand goes off the boss casts Consuming Stomp. 
  • Consuming Stomp: Deals heavy arcane damage to all players and consumes all active Ley-Line Sprouts. Healers will need to be ready for deadly damage if too many Ley-Line Sprouts are up. Save Healing CDs for this part.
    • Arcane Power: For each Ley-Line Sprout consumed the power of Consuming Stomp is increased by 20%. 

Area 2 

Arcane Elemental

  • Arcane Bolt: Basic cast that deals arcane damage to target.
  • Waking Bane: Targets random player and puts them to sleep. This should be prioritized for interrupts. Can also CC the mob to stop the cast. If it does go off the Healer can dispel it as long as they are not the one sleeping.

Environmental Hazard   

  • There are several runes on the ground after you teleport to the middle platform. You will continue to see these runes throughout the rest of the dungeon. If anyone walks over them they become active and trigger a second later. Anyone caught in the rune will be polymorphed for 20 seconds. This is a magic effect and can be dispelled.

Special Buffs

  • Wild Magic: When you travel to the middle platform you will be given Wild Magic for 9 seconds. When it expires it will apply a random buff to you or do nothing. Sometimes these buffs seem to fall off early.
  • Viscous Toads: Toads leap from your body to incapacitate nearby enemies every 10 seconds. The area of effect is represented by a green circle and lasts 1 minute.  
  • Hardening Scales: Reduces movement speed by 25% and damage taken reduced by 5% for 1 minute.
  • Sluggish Adoration: Enemies within 10yds find you adorable, slowing them by 25% for 1 minute.
  • Shrinking Form: Increases your movement speed by 25% and all damage taken by 5% for 1 minute.

Unstable Curator

  • Heavy Tome: Deals arcane damage to main target. Can be interrupted but Tanks can mitigate the damage and it does not hurt that bad on low keys. You will want to save interrupts for other casts depending on what mobs are in the pack. 
  • Forbidden Knowledge: Channeled cast that continuously spawns purple swirls on the ground that explode a second later. Anyone in a swirl when it explodes takes heavy arcane damage and is disoriented for 4 seconds. Forbidden Knowledge can quickly kill players that get slept or rooted by other mobs.

Rune Seal Keeper 

  • Condensed Frost: Basic cast that deals frost damage to main target.
  • Icy Bindings: Cast that roots all players for 5 seconds and inflicts frost damage. This can be deadly if other spells like Forbidden Knowledge are going off. 

Arcane Construct 

  • Arcane Bash: Inflicts heavy arcane damage and knocks back their current target. Tanks need to be careful to not get knocked off the platform.
  • Conjured Barrier: Conjures a barrier that absorbs incoming damage for 20 seconds or until broken. 

Vault Guard

  • Ice Cutter: Inflicts heavy frost damage to their main target. Tanks should watch this when pulling multiple mobs on high keys.
  • Brilliant Scales: Buffs themselves to reduce magic damage by 30%.

Scalebane Lieutenant

  • Casts Ice Cutter and Brilliant Scales like Vault Guards.
  • Mage Hunter’s Fervor: Has a large rune circle around itself. This is an aura that increases damage done by 25% to this mob and any allies within the circle. Don’t pull this mob with others.
  • Spellfrost Breath: Frontal cast on main tank that deals heavy frost damage. Tank should face it away from the group and then move out of it when it goes off.

Astral Attendant

  • Unstable Power: Shoots out a volley of arcane power that creates several swirls around the area. Anyone standing in them when they explode will take heavy arcane damage. Can be deadly if the Rune Seal Keeper gets a cast of Icy Bindings off and multiple swirls spawn on the same player. 

Azureblade

  • Tanks face Arcane Cleave away from the group
  • Look out for Orbs the boss shoots
  •  DPS focus Draconic Images when they spawn
  • Healers be ready for constant group damage during Overwhelming Energy
  • DPS have to kill Draconic Images during Overwhelming Energy to make boss attackable
  • Arcane Cleave: Frontal that deals heavy arcane damage to anyone within 10yds in front of her. Tanks should make sure to face the boss away from the group.
  • Ancient Orb: Faces a random player and creates a large arcane orb then shoots it forwards. This orb deals deadly arcane damage and knocks back any players hit. It is easy to get knocked back into the path of the orb so one player can get hit 2 or 3 times and die. Players should move as soon as they see the orb.
  • Summon Draconic Image: Summons an illusion of herself to assist in battle.
    • Illusionary Bolt: Casts this at a random player dealing arcane damage. 
    • Unstable Magic: Upon death it releases fragments towards each player represented by purple swirls. Anyone in these when the fragments land will take arcane damage. 
  • Overwhelming Energy: Runs to the middle of the room and starts channeling this ability. She summons 4 Draconic Illusions and starts pulsating arcane damage to all players every 2 seconds. She also shoots out 4 Ancient Orbs continuously. Azureblade keeps casting this until her 4 Illusions are killed.
    • Seal Empowerment: Her Draconic Images channel this ability onto the boss to make her immune to damage.

Area 3 

Drakonid Breaker

  • Shoulder Slam: Targets random player and then charges at them dealing physical damage and knocking them back. Will also hit anyone in their path.
  • They vary in color between red, blue, bronze, and green.

Tarasek Looter

  • Tear Flesh: Deals physical damage and puts a bleed on their main target. This bleed deals physical damage every 2 seconds for 6 seconds and can stack. Tanks should be careful when pulling lots of these as stacks can get high quickly, and Healers should keep an eye on this bleed as well.
  • These mobs also vary in color between red, blue, bronze, and green.

Nullmagic Hornswog

  • Null Stomp: Chooses a random player to leap to, and its landing spot is represented by a purple swirl. Inflicts arcane damage to anyone in the swirl when it lands and dispels ALL magical buffs on the player. It does take some time for the mob to land at its location so if players move ASAP it is easy to avoid.

Telash Greywing

  • Players should drop Frost Bombs behind the group, and avoid dropping them on Vault Runes

  • Player targeted by Icy Devestator should stay away from others and Healer needs to watch their HP

  • When the boss casts Below Zero all players need to get on the same Vault Rune which will shield them from 50% of incoming damage.

  • Vault Runes are destroyed after use
  • Frost Bomb:All players are afflicted by Frost Bomb and have a circle placed around them. When Frost Bomb expires it deals frost damage to players and additional damage to anyone within their circles and drop Frozen Ground below them. Players should make sure to never drop this on Vault Runes and need to position carefully so they do not trap themselves.
    • Frozen Ground: When Frost Bomb expires it leaves Frozen Ground on the floor for 2.5 minutes. Frozen Ground will slowly expand after forming so players need to be careful about placement. Anyone standing on Frozen Ground takes frost damage every second and has their movement speed reduced by 30%. 
  • Frost Bomb:All players are afflicted by Frost Bomb and have a circle placed around them. When Frost Bomb expires it deals frost damage to players and additional damage to anyone within their circles and drop Frozen Ground below them. Players should make sure to never drop this on Vault Runes and need to position carefully so they do not trap themselves.
    • Frozen Ground: When Frost Bomb expires it leaves Frozen Ground on the floor for 2.5 minutes. Frozen Ground will slowly expand after forming so players need to be careful about placement. Anyone standing on Frozen Ground takes frost damage every second and has their movement speed reduced by 30%. 
  • Icy Devastator: The boss will channel Icy Devestator onto a random player. This deals frost damage to the player every second and makes them pulsate this damage to other players within 6yds. Whoever has Icy Devastator should get away from others. Healers should watch the HP of the targeted player and players may need to use a defensive on high keys. 
  • Absolute Zero: Boss flies to the middle of the platform, puts Glacial Shield on himself, and starts channeling Below Zero. When the cast finishes he deals deadly frost damage to all players and roots them for 6 seconds.
    • Glacial Shield: Reduces damage taken by 99%.
    • Vault Rune: There are 3 blue Vault Runes on the platform. When the boss casts Below Zero these will create a safe zone that reduces all incoming damage by 50%. All players should get on the same Vault Rune and make sure to not drop Frost Bombs on them.
      • Vault Runes are destroyed after use. Below is what a Vault Rune looks like.

Umbrelskel

  • Puts Oppressive Miasma on all players when the fight starts. Dispelling this or letting it expire gives the boss a permanent stacking damage buff.  
  • Tanks use mitigation for Dragon Strike
  • Healers dispel Dragon Strike dot
  • At 75%, 50%, and 25% HP he spawns Detonating Crystals. DPS need to focus these ASAP!
  • Players look out for Crystalline Roar frontal
  • Healers be ready for big damage when Unleashed Destruction goes off
  • The Tank will want to bring the boss near one of the walls of the cavern. This will make many mechanics in the fight much easier to deal with. Below are two suggestions on how to position the boss. 
  • Oppresive Miasma: Debuff placed on all players when the fight starts. This debuff reduces player movement speed by 7% per stack for 10 seconds and has a max of 10 stacks. Every time a player moves the debuff is refreshed and gains 1 stack. If the debuff falls off or is dispelled it will be periodically reapplied during the fight.
  • Dragon Strike: Tank buster that deals heavy arcane damage and applies a dot that deals arcane damage every 2 seconds for 10 seconds. Healer should dispel this.
  • Crystalline Roar: Faces a random player and unleashes a frontal cone that deals deadly arcane damage. It is a thin line of damage so players can sidestep it easily if they are close to the boss. 
  • Arcane Eruption: Spawns arcane vortexes around the area randomly. Any players that step in them take deadly arcane damage and get knocked back.
    • Crackling Vortex: This is left behind after an Arcane Eruption goes off. Anyone standing in it takes arcane damage every second.
  • Brittle: At 75%, 50%, and 25% HP he spawns Detonating Crystals. These are static adds that start casting Fracture. DPS need to focus these down ASAP!
    • Fracture: The crystal explodes dealing arcane damage to all players. This also puts a dot on all players that deals arcane damage every second for 15 seconds. This effect stacks, so if multiple Fractures go off the damage can wipe the group.

  • Unleashed Destruction: Deals heavy arcane damage to all players and knocks them back. Players will probably want to stand near a wall when this goes off so they will not be out of range of the Healer. A good spot for defensives if you get separated from the group.


Area 1

Shrieking Whelp 

  • Revealing Gaze: Buff they have that puts a large circle around them, and allows them to see through stealth. If any player steps in this circle they will cast Shriek.
  • Shriek: When this cast ends it will activate any nearby mobs in stasis. This cannot be interrupted but you can CC them to cancel the cast. Then you can focus them down since they do not have much hp. You do not want this to go off because the activated mobs will likely wipe the group. Below are what stasis mobs look like.

Crystal Fury 

  • This mob is in stasis at the start of the dungeon and can also be found patrolling later in the dungeon.
  • Arcane Fury: Cast that buffs the mob which increases its damage by 35%. Mages can spell steal this for a nice buff.
  • Piercing Shards: This is a casted frontal that follows their main target, so Tanks must face this away from the group. It deals deadly nature damage and applies a dot on anyone hit that deals damage every second for 10 seconds. This effect stacks. If Arcane Fury is active then Piercing Shards is even more deadly and Tanks may need to use a defensive, especially if multiple Crystal Furies are in a pack.

Crystal Thrasher 

  • Crystaline Rupture: Puts a large swirl around the mob. When the cast ends it stomps dealing heavy arcane damage to anyone inside and roots players for 6 seconds.
  • Splintering Shards: Targets a random number of players and hits them for arcane damage. Also applies a dot that deals arcane damage every second for 3 seconds. 

Conjured Lasher

  • Mystic Vapors:  Cast that deals arcane damage to all players and places a dot on them that deals arcane damage every second for 6 seconds. This effect stacks and can quickly become deadly if they are not interrupted or stunned. On high keys you will want to make sure they are locked down.

Arcane Tender

 

  • Erratic Growth: Channels this onto a random player and transforms them into an Erratic Sprout that stuns the player for 6 seconds. There is a circle around the player while they are stunned. If anyone is inside this circle when the debuff expires, or it is dispelled, they will also be turned into Erratic Sprouts. You can CC the mob to stop this cast from going off.
  • Infused Ground: Launches this spell at a random player that puts Infused Ground under them. This looks like a purple puddle and does arcane damage every second to players inside.

Volatile Sapling

 

  • Sappy Burst: When this mob reaches 1 hp they no longer move and cast Sappy Burst. During the cast they cannot die. Creates a swirl around the mob. When the cast ends it explodes dealing heavy arcane damage to anyone nearby and dies. 

Leymor

  • Spawns static objects called Ley-Line Sprouts around the area
  • Tanks be ready for Infused Strike
  • Tank aim Erupting Fissure at Ley-Line Sprouts
  • Players need to put Explosive Brand on Ley-Line Sprouts
  • Healers need to top players off after Explosive Brand goes off
  • Consuming Stomp deals damage based on how mant Ley-Line Sprouts are active, Healers may need to use CDs for this

  • Ley-Line Sprouts: Casts this when the fight starts. Spawns several purple swirls around the area that erupt into Ley-Line Sprouts. These have a purple puddle around them called Arcane Roots.
    • Arcane Roots: Anyone within 5yds of a Ley-Line Sprouts take arcane damage every second.
    • Volatile Sapling: Whenever a Ley-Line Sprout is destroyed it spawns a Volatile Sapling. Tanks should try to pick these up. It can get hectic when a lot of Ley-Line Sprouts are destroyed.
      • Sappy Burst: Does the same thing as the trash mobs before the fight. Avoid the purple swirls.
  • Infused Strike: Tank buster that deals heavy arcane damage and applies a dot that deals additional arcane damage every second for 10 seconds.
  • Erupting Fissure: Frontal cast that follows main target. When the cast finishes the frontal goes off, dealing heavy arcane damage and knocking any players hit back. Also destroys any Ley-Line Sprouts in its path. The Tank will need to position the boss to destroy as many Ley-Line Sprouts as possible.
  • Explosive Brand: Purple swirl appears beneath the boss. Anyone in this when the cast finishes takes heavy arcane damage and gets knocked back. Explosive Brand also puts a debuff on all players that puts a circle around them. After 6 seconds it explodes for heavy arcane damage, dealing damage to the player as well as anyone in their circle and destroys Ley-Line sprouts. Players need to spread out with this to destroy as many Ley-Line Sprouts as possible. Healers should be ready for heavy incoming damage because right after Explosive Brand goes off the boss casts Consuming Stomp. 
  • Consuming Stomp: Deals heavy arcane damage to all players and consumes all active Ley-Line Sprouts. Healers will need to be ready for deadly damage if too many Ley-Line Sprouts are up. Save Healing CDs for this part.
    • Arcane Power: For each Ley-Line Sprout consumed the power of Consuming Stomp is increased by 20%. 

Area 2

Arcane Elemental

  • Arcane Bolt: Basic cast that deals arcane damage to target.
  • Waking Bane: Targets random player and puts them to sleep. This should be prioritized for interrupts. Can also CC the mob to stop the cast. If it does go off the Healer can dispel it as long as they are not the one sleeping.

Environmental Hazard   

  • There are several runes on the ground after you teleport to the middle platform. You will continue to see these runes throughout the rest of the dungeon. If anyone walks over them they become active and trigger a second later. Anyone caught in the rune will be polymorphed for 20 seconds. This is a magic effect and can be dispelled.

Special Buffs

  • Wild Magic: When you travel to the middle platform you will be given Wild Magic for 9 seconds. When it expires it will apply a random buff to you for 1 minute or do nothing. Sometimes these buffs seem to fall off early.
  • Viscous Toads: Toads leap from your body to incapacitate nearby enemies every 10 seconds. The area of effect is represented by a green circle.  
  • Hardening Scales: Reduces movement speed by 25% and damage taken reduced by 50%.
  • Sluggish Adoration: Enemies within 10yds find you adorable, slowing them by 25%.
  • Shrinking Form: Increases your movement speed by 25% but increases damage taken by 5%.

Unstable Curator

  • Heavy Tome: Deals arcane damage to main target. Can be interrupted but Tanks can mitigate the damage and it does not hurt that bad on low keys. You will want to save interrupts for other casts depending on what mobs are in the pack. 
  • Forbidden Knowledge: Channeled cast that continuously spawns purple swirls on the ground that explode a second later. Anyone in a swirl when it explodes takes heavy arcane damage and is disoriented for 4 seconds. Forbidden Knowledge can quickly kill players that get slept or rooted by other mobs.

Rune Seal Keeper 

  • Condensed Frost: Basic cast that deals frost damage to main target.
  • Icy Bindings: Cast that roots all players for 5 seconds and inflicts frost damage. This can be deadly if other spells like Forbidden Knowledge are going off. 

Arcane Construct

  • Arcane Bash: Inflicts heavy arcane damage and knocks back their current target. Tanks need to be careful to not get knocked off the platform.
  • Conjured Barrier: Conjures a barrier that absorbs incoming damage for 20 seconds or until broken. 

Vault Guard

  • Ice Cutter: Inflicts heavy frost damage to their main target. Tanks should watch this when pulling multiple mobs on high keys.
  • Brilliant Scales: Buffs themselves to reduce magic damage by 30%.

Scalebane Lieutenant

  • Casts Ice Cutter and Brilliant Scales like Vault Guards.
  • Mage Hunter’s Fervor: Has a large rune circle around itself. This is an aura that increases damage done by 25% to this mob and any allies within the circle. Don’t pull this mob with others.
  • Spellfrost Breath: Frontal cast on main tank that deals heavy frost damage. Tank should face it away from the group and then move out of it when it goes off.

Astral Attendant

  • Unstable Power: Shoots out a volley of arcane power that creates several swirls around the area. Anyone standing in them when they explode will take heavy arcane damage. Can be deadly if the Rune Seal Keeper gets a cast of Icy Bindings off and multiple swirls spawn on the same player. 

Azureblade

  • Tanks face Arcane Cleave away from the group
  • Look out for Orbs the boss shoots
  •  DPS focus Draconic Images when they spawn
  • Healers be ready for constant group damage during Overwhelming Energy
  • DPS have to kill Draconic Images during Overwhelming Energy to make boss attackable
  • Arcane Cleave: Frontal that deals heavy arcane damage to anyone within 10yds in front of her. Tanks should make sure to face the boss away from the group.
  • Ancient Orb: Faces a random player and creates a large arcane orb then shoots it forwards. This orb deals deadly arcane damage and knocks back any players hit. It is easy to get knocked back into the path of the orb so one player can get hit 2 or 3 times and die. Players should move as soon as they see the orb.
  • Summon Draconic Image: Summons an illusion of herself to assist in battle.
    • Illusionary Bolt: Casts this at a random player dealing arcane damage. 
    • Unstable Magic: Upon death it releases fragments towards each player represented by purple swirls. Anyone in these when the fragments land will take arcane damage. 
  • Overwhelming Energy: Runs to the middle of the room and starts channeling this ability. She summons 4 Draconic Illusions and starts pulsating arcane damage to all players every 2 seconds. She also shoots out 4 Ancient Orbs continuously. Azureblade keeps casting this until her 4 Illusions are killed.
    • Seal Empowerment: Her Draconic Images channel this ability onto the boss to make her immune to damage.

Area 3

Drakonid Breaker

  • Shoulder Slam: Targets random player and then charges at them dealing physical damage and knocking them back. Will also hit anyone in their path.
  • They vary in color between red, blue, bronze, and green.

Tarasek Looter

  • Tear Flesh: Deals physical damage and puts a bleed on their main target. This bleed deals physical damage every 2 seconds for 6 seconds and can stack. Tanks should be careful when pulling lots of these as stacks can get high quickly, and Healers should keep an eye on this bleed as well.
  • These mobs also vary in color between red, blue, bronze, and green.

Nullmagic Hornswog

  • Null Stomp: Chooses a random player to leap to, and its landing spot is represented by a purple swirl. Inflicts arcane damage to anyone in the swirl when it lands and dispels ALL magical buffs on the player. It does take some time for the mob to land at its location so if players move ASAP it is easy to avoid.

Telash Greywing

  • Players should drop Frost Bombs behind the group, and avoid dropping them on Vault Runes
  • Player targeted by Icy Devestator should stay away from others and Healer needs to watch their HP
  • When the boss casts Below Zero all players need to get on the same Vault Rune which will shield them from 50% of incoming damage.
  • Vault Runes are destroyed after use
  • Frost Bomb:All players are afflicted by Frost Bomb and have a circle placed around them. When Frost Bomb expires it deals frost damage to players and additional damage to anyone within their circles and drop Frozen Ground below them. Players should make sure to never drop this on Vault Runes and need to position carefully so they do not trap themselves.
    • Frozen Ground: When Frost Bomb expires it leaves Frozen Ground on the floor for 2.5 minutes. Frozen Ground will slowly expand after forming so players need to be careful about placement. Anyone standing on Frozen Ground takes frost damage every second and has their movement speed reduced by 30%. 
  • Icy Devastator: The boss will channel Icy Devestator onto a random player. This deals frost damage to the player every second and makes them pulsate this damage to other players within 6yds. Whoever has Icy Devastator should get away from others. Healers should watch the HP of the targeted player and players may need to use a defensive on high keys. 
  • Absolute Zero: Boss flies to the middle of the platform, puts Glacial Shield on himself, and starts channeling Below Zero. When the cast finishes he deals deadly frost damage to all players and roots them for 6 seconds.
    • Glacial Shield: Reduces damage taken by 99%.
    • Vault Rune: There are 3 blue Vault Runes on the platform. When the boss casts Below Zero these will create a safe zone that reduces all incoming damage by 50%. All players should get on the same Vault Rune and make sure to not drop Frost Bombs on them.
      • Vault Runes are destroyed after use. 

Umbrelskel

  • Puts Oppressive Miasma on all players when the fight starts. Dispelling this or letting it expire gives the boss a permanent stacking damage buff.  
  • Tanks use mitigation for Dragon Strike
  • Healers dispel Dragon Strike dot
  • At 75%, 50%, and 25% HP he spawns Detonating Crystals. DPS need to focus these ASAP!
  • Players look out for Crystalline Roar frontal
  • Healers be ready for big damage when Unleashed Destruction goes off
  • The Tank will want to bring the boss near one of the walls of the cavern. This will make many mechanics in the fight much easier to deal with.
  • Oppresive Miasma: Debuff placed on all players when the fight starts. This debuff reduces player movement speed by 7% per stack for 10 seconds and has a max of 10 stacks. Every time a player moves the debuff is refreshed and gains 1 stack. If the debuff falls off or is dispelled it will be periodically reapplied during the fight.
  • Dragon Strike: Tank buster that deals heavy arcane damage and applies a dot that deals arcane damage every 2 seconds for 10 seconds. Healer should dispel this.
  • Crystalline Roar: Faces a random player and unleashes a frontal cone that deals deadly arcane damage. It is a thin line of damage so players can sidestep it easily if they are close to the boss. 
  • Arcane Eruption: Spawns arcane vortexes around the area randomly. Any players that step in them take deadly arcane damage and get knocked back.
    • Crackling Vortex: This is left behind after an Arcane Eruption goes off. Anyone standing in it takes arcane damage every second.
  • Brittle: At 75%, 50%, and 25% HP he spawns Detonating Crystals. These are static adds that start casting Fracture. DPS need to focus these down ASAP!
    • Fracture: The crystal explodes dealing arcane damage to all players. This also puts a dot on all players that deals arcane damage every second for 15 seconds. This effect stacks, so if multiple Fractures go off the damage can wipe the group.

  • Unleashed Destruction: Deals heavy arcane damage to all players and knocks them back. Players will probably want to stand near a wall when this goes off so they will not be out of range of the Healer. A good spot for defensives if you get separated from the group.