
Area 1
You can go left or right at the start. This guide will start off by going left first.
Fallen Waterspeaker
- Hydrolance:
Inflicts frost damage to random player. Can be interrupted to stop this mob from spam casting, just make sure to save one interrupt for Hydroburst.
- Hydroburst:
Deals frost damage to all players. This should always be interrupted.
Corrupt Droplet
- Non-elite mob
- Splash: Deals frost damage to all players. These mobs spam cast this ability so CC can be used to disrupt them. While not deadly on its own, pulling a lot of these with other mobs that do group wide damage can get players killed.
Corrupt Living Water
- Tainted Ripple:
Deals heavy frost damage to all players and applies a dot that deals frost damage every second for 10 seconds. If this ability goes off at the same time as other abilities that do group wide damage it can be deadly. Tainted Ripple hits the hardest of any mob in this area. Healers be ready to heal up this damage immediately, especially if two casts go off at the same time. The dot can be dispelled if someone is in danger.
- Surging Deluge: Targets a random player’s location and puts a large swirl there. Any players inside when the cast finishes take heavy frost damage and get knocked up.

Wise Mari
Interrupt Hydrolance
- Drop Corrupted Vortex away from the main area
Healers top off player with Corrupted Vortex
The water will occasionally erupt, stand on platforms to avoid damage
Run around the boss during Wash Away to avoid death
- Players should try to always stand on the platforms while fighting the boss.
- Hydrolance: Deals heavy frost damage to a random player. This can be deadly if players get hit by another ability before this goes off. Players should set up an interrupt rotation to ensure none of these casts go off.
- Corrupted Vortex: Puts a debuff on a random player and puts a circle on them for 6 seconds. When it expires it deals heavy frost damage to the player and anyone within their circle. It also places a Corrupted Vortex at the player’s location for 1 minute. Players who stand in it takes frost damage every second and get pulled to the center. Players with this debuff should take it to the back of the room so it is not in the way during the fight. Healers should make sure this player is topped off before the debuff expires. This ability seems to have a priority list. It will always target ranged DPS unless there are none. Then it will only target melee DPS. If there are none he will always target the Healer, and if the Tank is the last one standing then he will target the Tank.
- Corrupted Geyser: This ability has no cast time and is used throughout the fight. Wise Mari will cause the fountain to erupt, dealing heavy frost damage to players standing on water and knocking them up. This knock up can be deadly as it prevents players from avoiding Wash Away. Players do get a warning the fountaint is about to erupt because the water will splash three times before erupting.
- Wash Away:
Boss aims at a direction then channels a beam of water in a line in front of him. Then slowly rotates clockwise or counterclockwise. While channeling this Corrupted Geyser occurs more often. Players must dodge this water beam at all costs while also avoiding the erupting fountain. Getting hit by the beam is a one shot for everyone except for Tanks.

Area 2
After killing the boss player’s get a speed boost and can run to the next area.
Haunting Sha
- This is a dangerous mob since it can fear. Do not pull multiple unless players are coordinated enough to prevent the fears from going off. Multiple of these mobs can chain fear players into a wipe.
- Haunting Gaze: Targets a random player and deals heavy shadow damage to them.
- Haunting Scream:
This cast fears all players for 6 seconds. It should be interrupted at all costs.
Lesser Sha
- Non-elite mob that uses melee attacks on main target.
Jiang and Xiang
- These two mobs use the same abilities
- Throw Torch:
Instant cast that puts a dot on a random player. This deals fire damage every second for 8 seconds. This effect stacks. Healers should watch player’s who have this dot and dispel it if possible.
- Aerialist’s Kick: Leaps to a random player dealing heavy physical damage.
The Talking Fish
- Arid Story Motivating Rest:
Puts random player to sleep for 6 seconds. Should be interrupted or dispelled. Just hope it doesn’t go on the Healer if it goes off.
- Splash: Joke spell that does nothing when cast.
The Songbird Queen
- Territorial Display:
Channeled cast that creates a circle around the mob. This deals holy damage every second to players inside. Also applies a debuff to players hit every second that increases the damage they take from Territorial Display by 25%. This effect stacks. All players should move out of this ASAP!
- Vicious Peck:
Pecks main target dealing heavy physical damage, and applies a bleed that deals physical damage every second every 3 seconds for 15 seconds.
The Crybaby Hozen
- Tears of Pain: Buff that this mob has. Occasionally releases tears in the surrounding area shown by blue swirls. Players in the swirl will take frost damage.
- Fit of Rage:
Enrages itself increasing physical damage done by 50% and increases attack speed by 100%. This cast should be interrupted.
The Nodding Tiger
- Cat Nap:
Goes to sleep restoring 4% health every 0.5 seconds for 10 seconds. Should interrupt this if possible. Can also be stunned or CCd to interrupt the cast.
- Savage Leap: Leaps at the furthest target inflicting physical damage and applies a bleed that deals physical damage every 3 seconds for 6 seconds.
The Golden Beetle
- Golden Barrier:
Puts a damage absorb shield on itself for 30 seconds. When the shield expires or is broken it inflicts nature damage to all players. Good ability for Mages to Spellsteal.
- Staggering Blow:
Inflicts physical damage to main target and puts a debuff on them that decreases their maximum health by 10% for 10 seconds. This effect stacks. Tanks should be careful if they get a lot of stacks of this debuff.

Strife & Peril
- Bosses gets stacking buff when attacked and are immune to damage at 10 stacks
Tank needs to get aggro on both bosses
DPS only attack one boss at a time
DPS switch targets at 7 stacks
Strife increases player’s healing and damage by 25%, but later decreases it by 5% per stack of the buff/debuff
Peril’s Hazardous Thoughts will deal increasing damage to all players and slows them
You have to kill the Corrupted Scroll to summon the boss. Currently there is only one fight.
The Trial of the Yaungoi
- There are two boss mobs that spawn in this fight. One mob is called Strife and the other is Peril.
- Both have the following abilities:
- Intensity: Attacking Peril or Strife increases their Intensity. This inflicts shadow damage to all players every 2 seconds and increases the bosses’ damage done by 10%. Reaching 10 stacks of Intensity will cause the boss to become immune to all damage for 15 seconds.
- Dissipation: Ignoring Peril or Strife will cause it to dissipate to near nothingness, decreasing damage inflicted by 10%. This effect stacks.
- The strategy here is to only attack one boss at a time. You have everyone attack one boss until they reach 7 stacks, then switch to the other boss. This will make the boss lose its stacks of Intensity and prevent it from ever becoming immune to damage.
- Agony:
Inflicts heavy shadow damage to main target.
- Intensity: Attacking Peril or Strife increases their Intensity. This inflicts shadow damage to all players every 2 seconds and increases the bosses’ damage done by 10%. Reaching 10 stacks of Intensity will cause the boss to become immune to all damage for 15 seconds.
- Strife
- Feeling of Superiority: Strife’s presences grants this buff. Increases the damage and healing done by players by 25% but inflicts shadow damage every 2 seconds while the feeling persists. The damage inflicted is increased by 10% for each second you have a Feeling of Superiority.
- Feeling of Inferiority: Debuff on players that reduces damage and healing by 5% and prevents you from experiencing a Feeling of Superiority until the feeling has faded.
- Feeling of Superiority: Strife’s presences grants this buff. Increases the damage and healing done by players by 25% but inflicts shadow damage every 2 seconds while the feeling persists. The damage inflicted is increased by 10% for each second you have a Feeling of Superiority.
- Peril
- Hazardous Thoughts: Peril’s presence causes players to have Hazardous Thoughts which takes affect after 5 seconds. Players with this debuff suffer shadow damage every 2 seconds and have their movement speed reduced by 50%.
Area 3
There are more Haunting Sha and Lesser Sha in this area. You must kill all the mobs in the courtyard to spawn the boss.
Sha-Touched Guardian
- Setting Sun Kick: Inflicts physical damage to main target and puts a debuff on them that reduces healing received by 20% for 5 seconds.
- Leg Sweep: Puts blue swirl around the mob. Anyone inside when the cast finishes takes physical damage and is stunned for 2 seconds.
Depraved Mistweaver
- Defiling Mist:
Channeled cast that targets random player. Deals heavy shadow damage every 0.5 seconds for 4 seconds. Should be interrupted if possible. If not the Healer needs to focus heal the player targeted by this ability.
- Touch of Ruin:
Instant cast that puts debuff on random player. After 5 seconds the mark erupts dealing shadow damage to the player and puts a healing absorb shield on them for 30 seconds. The Healer must quickly focus heal this player to get rid of the absorb. Can be dispelled by players who have a curse dispel.
Minion of Doubt
- Dark Claw: Deals shadow damage to main target.
- Shattered Resolve: Summons an orb of doubt and shatters it. This inflicts shadow damage and reduces healing done by all players within 3yds of the impact area.

Liu Flameheart
Tanks use active mitigation for Serpent Strike and Jade Serpent Strike
Healers focus heal the Tank after Jade Serpent Strike
After Serpent Strike and Jade Serpent Strike all players need to get 8yds away from the boss to avoid massive damage
- All players look out for red and green waves
- At 30% health the boss summons the spirit of Yu’lon. This spirit does a frontal that needs to be avoided and spawns fire at random player locations
- Liu starts the fight with Serpent Dance and gains the following abilities:
- Serpent Strike:
Unleashes flurry of attacks on her main target dealing heavy fire damage. Also applies a dot that deals fire damage every second for 8 seconds.
- Serpent Kick:
Right after Serpent Strike Liu casts Serpent Kick. This deals heavy fire damage to all players within 9yds. Melee DPS and the Tank will need to run away from the boss ASAP to avoid this damage.
- Serpent Wave: Serpent Kick creates four waves of fire that radiate outwards from her. Any players caught in their path take heavy fire damage and get knocked back. Players should move out of their path ASAP.
- Serpent Strike:
- At 70% health she uses the Jade Serpent Dance and gains the following abilities:
- Jade Serpent Strike:
Deals heavy physical damage to her main target and applies a dot that deals fire damage every second for 8 seconds. Also applies a healing absorb shield on her target. Tanks need to use active mitgation for this, and Healers need to heal through the absorb shield ASAP!
- Jade Serpent Kick:
Liu uses this ability after Jade Serpent Strike. Deals massive physical damage and knocks back all players within 9yds. All melee DPS and Tanks must move away from the boss after she does Jade Serpent Strike. This ability will one shot DPS in high keys!
- Jade Serpent Wave: Jade Serpent Kick creates four jade waves that radiate outwards from her. Any players caught in their path take heavy fire damage and get knocked back. These waves leave behind pools of jade fire which inflict fire damage every second to players standing within them.
- Jade Serpent Strike:
- At 30% health she enters a trance becoming immune to damage and summons the spirit of Yu’lon to defend her. Yu’lon casts the following abilities:
- Jade Fire Breath: Frontal that deals deadly fire damage to players caught in it. All players can avoid this, it does not follow his target.
- Jade Fire: Targets a random player and shoots fire at them. A green swirl forms showing where the fire will land. When it lands it creates a pool of jade fire that deals fire damage every second to players inside.
Area 4
After killing the boss the door to the final boss will open. Players will have to kill a pack with a Depraved Mistweaver, Fallen Waterspeaker, and Sha-Touched Guardian.

Sha of Doubt
Players who have Touch of Nothingness should spread from others
Healers can dispel Touch of Nothingness if needed
- All Players stack if possible when adds spawn so they group up and can be cleaved down
- Wither Will: Inflicts shadow damage to two random players.
- Touch of Nothingness:
Debuff placed on random players that puts a purple circle around them for 30 seconds. Any other players in this circle will take shadow damage every 1.5 seconds. This does not deal damage to the player who has the debuff though. Players with this ability should spread out to avoid damaging their party. Healers can dispel this to reduce how many are active.
- Bounds of Reality: 30 second channeled cast that spawns Figments of Doubt. While channeling the boss is immune to all damage.
- Figments of Doubt: Forces players to face their doubt and spawns a Figment of Doubt that fixates to the player they spawned from. Each Figment of Doubt uses Gathering Doubt.
- Gathering Doubt: Buff all Figments of Doubt have. This siphons energy from the player over time. When the Figment has max energy it will explode dealing shadow damage to all players and heals the boss for 10% of its total health.
- Figments of Doubt: Forces players to face their doubt and spawns a Figment of Doubt that fixates to the player they spawned from. Each Figment of Doubt uses Gathering Doubt.
Area 1
You can go left or right at the start. This guide will start off by going left first.
Fallen Waterspeaker
- Hydrolance:
Inflicts frost damage to random player. Can be interrupted to stop this mob from spam casting, just make sure to save one interrupt for Hydroburst.
- Hydroburst:
Deals frost damage to all players. This should always be interrupted.
Corrupt Droplet
- Non-elite mob
- Splash: Deals frost damage to all players. These mobs spam cast this ability so CC can be used to disrupt them. While not deadly on its own, pulling a lot of these with other mobs that do group wide damage can get players killed.
Corrupt Living Water
- Tainted Ripple:
Deals heavy frost damage to all players and applies a dot that deals frost damage every second for 10 seconds. If this ability goes off at the same time as other abilities that do group wide damage it can be deadly. Tainted Ripple hits the hardest of any mob in this area. Healers be ready to heal up this damage immediately, especially if two casts go off at the same time. The dot can be dispelled if someone is in danger.
- Surging Deluge: Targets a random player’s location and puts a large swirl there. Any players inside when the cast finishes take heavy frost damage and get knocked up.

Wise Mari
Interrupt Hydrolance
- Drop Corrupted Vortex away from the main area
Healers top off player with Corrupted Vortex
The water will occasionally erupt, stand on platforms to avoid damage
Run around the boss during Wash Away to avoid death
- Players should try to always stand on the platforms while fighting the boss.
- Hydrolance: Deals heavy frost damage to a random player. This can be deadly if players get hit by another ability before this goes off. Players should set up an interrupt rotation to ensure none of these casts go off.
- Corrupted Vortex: Puts a debuff on a random player and puts a circle on them for 6 seconds. When it expires it deals heavy frost damage to the player and anyone within their circle. It also places a Corrupted Vortex at the player’s location for 1 minute. Players who stand in it takes frost damage every second and get pulled to the center. Players with this debuff should take it to the back of the room so it is not in the way during the fight. Healers should make sure this player is topped off before the debuff expires. This ability seems to have a priority list. It will always target ranged DPS unless there are none. Then it will only target melee DPS. If there are none he will always target the Healer, and if the Tank is the last one standing then he will target the Tank.
- Corrupted Geyser: This ability has no cast time and is used throughout the fight. Wise Mari will cause the fountain to erupt, dealing heavy frost damage to players standing on water and knocking them up. This knock up can be deadly as it prevents players from avoiding Wash Away. Players do get a warning the fountaint is about to erupt because the water will splash three times before erupting.
- Wash Away:
Boss aims at a direction then channels a beam of water in a line in front of him. Then slowly rotates clockwise or counterclockwise. While channeling this Corrupted Geyser occurs more often. Players must dodge this water beam at all costs while also avoiding the erupting fountain. Getting hit by the beam is a one shot for everyone except for Tanks.

Area 2
After killing the boss player’s get a speed boost and can run to the next area.
Haunting Sha
- This is a dangerous mob since it can fear. Do not pull multiple unless players are coordinated enough to prevent the fears from going off. Multiple of these mobs can chain fear players into a wipe.
- Haunting Gaze: Targets a random player and deals heavy shadow damage to them.
- Haunting Scream:
This cast fears all players for 6 seconds. It should be interrupted at all costs.
Lesser Sha
- Non-elite mob that uses melee attacks on main target.
Jiang and Xiang
- These two mobs use the same abilities
- Throw Torch:
Instant cast that puts a dot on a random player. This deals fire damage every second for 8 seconds. This effect stacks. Healers should watch player’s who have this dot and dispel it if possible.
- Aerialist’s Kick: Leaps to a random player dealing heavy physical damage.
The Talking Fish
- Arid Story Motivating Rest:
Puts random player to sleep for 6 seconds. Should be interrupted or dispelled. Just hope it doesn’t go on the Healer if it goes off.
- Splash: Joke spell that does nothing when cast.
The Songbird Queen
- Territorial Display:
Channeled cast that creates a circle around the mob. This deals holy damage every second to players inside. Also applies a debuff to players hit every second that increases the damage they take from Territorial Display by 25%. This effect stacks. All players should move out of this ASAP!
- Vicious Peck:
Pecks main target dealing heavy physical damage, and applies a bleed that deals physical damage every second every 3 seconds for 15 seconds.
The Crybaby Hozen
- Tears of Pain: Buff that this mob has. Occasionally releases tears in the surrounding area shown by blue swirls. Players in the swirl will take frost damage.
- Fit of Rage:
Enrages itself increasing physical damage done by 50% and increases attack speed by 100%. This cast should be interrupted.
The Nodding Tiger
- Cat Nap:
Goes to sleep restoring 4% health every 0.5 seconds for 10 seconds. Should interrupt this if possible. Can also be stunned or CCd to interrupt the cast.
- Savage Leap: Leaps at the furthest target inflicting physical damage and applies a bleed that deals physical damage every 3 seconds for 6 seconds.
The Golden Beetle
- Golden Barrier:
Puts a damage absorb shield on itself for 30 seconds. When the shield expires or is broken it inflicts nature damage to all players. Good ability for Mages to Spellsteal.
- Staggering Blow:
Inflicts physical damage to main target and puts a debuff on them that decreases their maximum health by 10% for 10 seconds. This effect stacks. Tanks should be careful if they get a lot of stacks of this debuff.

Strife & Peril
- Bosses gets stacking buff when attacked and are immune to damage at 10 stacks
Tank needs to get aggro on both bosses
DPS only attack one boss at a time
DPS switch targets at 7 stacks
Strife increases player’s healing and damage by 25%, but later decreases it by 5% per stack of the buff/debuff
Peril’s Hazardous Thoughts will deal increasing damage to all players and slows them
You have to kill the Corrupted Scroll to summon the boss. Currently there is only one fight.
The Trial of the Yaungoi
- There are two boss mobs that spawn in this fight. One mob is called Strife and the other is Peril.
- Both have the following abilities:
- Intensity: Attacking Peril or Strife increases their Intensity. This inflicts shadow damage to all players every 2 seconds and increases the bosses’ damage done by 10%. Reaching 10 stacks of Intensity will cause the boss to become immune to all damage for 15 seconds.
- Dissipation: Ignoring Peril or Strife will cause it to dissipate to near nothingness, decreasing damage inflicted by 10%. This effect stacks.
- The strategy here is to only attack one boss at a time. You have everyone attack one boss until they reach 7 stacks, then switch to the other boss. This will make the boss lose its stacks of Intensity and prevent it from ever becoming immune to damage.
- Agony:
Inflicts heavy shadow damage to main target.
- Intensity: Attacking Peril or Strife increases their Intensity. This inflicts shadow damage to all players every 2 seconds and increases the bosses’ damage done by 10%. Reaching 10 stacks of Intensity will cause the boss to become immune to all damage for 15 seconds.
- Strife
- Feeling of Superiority: Strife’s presences grants this buff. Increases the damage and healing done by players by 25% but inflicts shadow damage every 2 seconds while the feeling persists. The damage inflicted is increased by 10% for each second you have a Feeling of Superiority.
- Feeling of Inferiority: Debuff on players that reduces damage and healing by 5% and prevents you from experiencing a Feeling of Superiority until the feeling has faded.
- Feeling of Superiority: Strife’s presences grants this buff. Increases the damage and healing done by players by 25% but inflicts shadow damage every 2 seconds while the feeling persists. The damage inflicted is increased by 10% for each second you have a Feeling of Superiority.
- Peril
- Hazardous Thoughts: Peril’s presence causes players to have Hazardous Thoughts which takes affect after 5 seconds. Players with this debuff suffer shadow damage every 2 seconds and have their movement speed reduced by 50%.
Area 3
There are more Haunting Sha and Lesser Sha in this area. You must kill all the mobs in the courtyard to spawn the boss.
Sha-Touched Guardian
- Setting Sun Kick: Inflicts physical damage to main target and puts a debuff on them that reduces healing received by 20% for 5 seconds.
- Leg Sweep: Puts blue swirl around the mob. Anyone inside when the cast finishes takes physical damage and is stunned for 2 seconds.
Depraved Mistweaver
- Defiling Mist:
Channeled cast that targets random player. Deals heavy shadow damage every 0.5 seconds for 4 seconds. Should be interrupted if possible. If not the Healer needs to focus heal the player targeted by this ability.
- Touch of Ruin:
Instant cast that puts debuff on random player. After 5 seconds the mark erupts dealing shadow damage to the player and puts a healing absorb shield on them for 30 seconds. The Healer must quickly focus heal this player to get rid of the absorb. Can be dispelled by players who have a curse dispel.
Minion of Doubt
- Dark Claw: Deals shadow damage to main target.
- Shattered Resolve: Summons an orb of doubt and shatters it. This inflicts shadow damage and reduces healing done by all players within 3yds of the impact area.

Liu Flameheart
Tanks use active mitigation for Serpent Strike and Jade Serpent Strike
Healers focus heal the Tank after Jade Serpent Strike
After Serpent Strike and Jade Serpent Strike all players need to get 8yds away from the boss to avoid massive damage
- All players look out for red and green waves
- At 30% health the boss summons the spirit of Yu’lon. This spirit does a frontal that needs to be avoided and spawns fire at random player locations
- Liu starts the fight with Serpent Dance and gains the following abilities:
- Serpent Strike:
Unleashes flurry of attacks on her main target dealing heavy fire damage. Also applies a dot that deals fire damage every second for 8 seconds.
- Serpent Kick:
Right after Serpent Strike Liu casts Serpent Kick. This deals heavy fire damage to all players within 9yds. Melee DPS and the Tank will need to run away from the boss ASAP to avoid this damage.
- Serpent Wave: Serpent Kick creates four waves of fire that radiate outwards from her. Any players caught in their path take heavy fire damage and get knocked back. Players should move out of their path ASAP.
- Serpent Strike:
- At 70% health she uses the Jade Serpent Dance and gains the following abilities:
- Jade Serpent Strike:
Deals heavy physical damage to her main target and applies a dot that deals fire damage every second for 8 seconds. Also applies a healing absorb shield on her target. Tanks need to use active mitgation for this, and Healers need to heal through the absorb shield ASAP!
- Jade Serpent Kick:
Liu uses this ability after Jade Serpent Strike. Deals massive physical damage and knocks back all players within 9yds. All melee DPS and Tanks must move away from the boss after she does Jade Serpent Strike. This ability will one shot DPS in high keys!
- Jade Serpent Wave: Jade Serpent Kick creates four jade waves that radiate outwards from her. Any players caught in their path take heavy fire damage and get knocked back. These waves leave behind pools of jade fire which inflict fire damage every second to players standing within them.
- Jade Serpent Strike:
- At 30% health she enters a trance becoming immune to damage and summons the spirit of Yu’lon to defend her. Yu’lon casts the following abilities:
- Jade Fire Breath: Frontal that deals deadly fire damage to players caught in it. All players can avoid this, it does not follow his target.
- Jade Fire: Targets a random player and shoots fire at them. A green swirl forms showing where the fire will land. When it lands it creates a pool of jade fire that deals fire damage every second to players inside.
Area 4
After killing the boss the door to the final boss will open. Players will have to kill a pack with a Depraved Mistweaver, Fallen Waterspeaker, and Sha-Touched Guardian.

Sha of Doubt
Players who have Touch of Nothingness should spread from others
Healers can dispel Touch of Nothingness if needed
- All Players stack if possible when adds spawn so they group up and can be cleaved down
- Wither Will: Inflicts shadow damage to two random players.
- Touch of Nothingness:
Debuff placed on random players that puts a purple circle around them for 30 seconds. Any other players in this circle will take shadow damage every 1.5 seconds. This does not deal damage to the player who has the debuff though. Players with this ability should spread out to avoid damaging their party. Healers can dispel this to reduce how many are active.
- Bounds of Reality: 30 second channeled cast that spawns Figments of Doubt. While channeling the boss is immune to all damage.
- Figments of Doubt: Forces players to face their doubt and spawns a Figment of Doubt that fixates to the player they spawned from. Each Figment of Doubt uses Gathering Doubt.
- Gathering Doubt: Buff all Figments of Doubt have. This siphons energy from the player over time. When the Figment has max energy it will explode dealing shadow damage to all players and heals the boss for 10% of its total health.
- Figments of Doubt: Forces players to face their doubt and spawns a Figment of Doubt that fixates to the player they spawned from. Each Figment of Doubt uses Gathering Doubt.