Content

Area 1

At the end of the second cave there is a hole in the wall that leads to the first boss. It is easy to miss this and keep going down the cave to the second boss. But you must kill the first boss to proceed in the dungeon.

Stonevault Geomancer

  • Stone Spike: Basic cast that deals nature damage to target.
  • Chain Lightning: Shoots lightning at random target and deals nature damage. Then chains to the nearest player dealing nature damage to them too. Chains up to 3 times.

Scavenging Leaper

  • Ambush: Leaps to random player and deals physical damage to them and anyone within 4 yds. Players should stay spread to avoid getting hit by this multiple times.

Hulking Berserker

  • Brutal Slam: Creates a large swirl around the mob. When the cast finishes it inflicts heavy physical damage and stuns all players for 1.5 seconds within the swirl.
  • Diseased Bite: Deals heavy physical damage to main target and puts debuff on them that reduces movement speed by 30% for 1 minute.
  • Reckless Rage: Enrages all allies within 20yds to deal 20% more damage but take 20% more damage for 30 seconds.

Vicious Basilisk

  • Spiked Carapace: Buff they put on themselves that deals nature damage to attackers for 12 seconds.
  • Chomp: Puts dot on target that deals physical damage every second for 9 seconds.

The Lost Dwarves

  • Tanks pick up Baelog and Eric the Swift
  • Tanks face Baelog away from others when he casts Wild Cleave
  • Player with circle on them needs to get away from others
  • Don’t stand in any swirls
  • Interrupt Defensive Bulwark ASAP
  • Eric hits random players with Dagger Throw
  • Dwarves jump on boat at 100 energy and shoot cannons at player locations. Avoid swirls.
  • Healers be ready for increasing group damage  while they are on the boat
  • All players stack during boat phase to drop fire pools together
  • When a dwarf reaches 10% health remaining they retreat to the longboat for the rest of the fight.

Baelog

  • Needs to be tanked.
  • Heavy Arrow: Targets a random player then shoots an arrow in a straight line. Any players in its path take massive physical damage and get knocked back.
  • Wild Cleave: Frontal cleave that deals massive physical damage to all players in front of him. Tanks should face this boss away from others and use active mitigation.

Eric the Swift

  • Needs to be tanked.
  • Skullcracker: Targets random player and puts a swirl at their location. When the cast finishes he charges to that location dealing heavy physical damage to any players there and disorients them for 3 seconds.
  • Dagger Throw: Throws a Dagger at a random player dealing 100% of his normal attack damage. He spam casts this and will not move so the Tank should bring the other bosses to him when he moves.

Olaf

  • Ricocheting Shield: Throws his shield at a random player, and puts a circle around them. When the cast finishes he throws his shield and deals heavy physical damage to that player. If anyone is in their circle the shield will ricochet to them dealing damage to them too. The shield can ricochet up to 5 times. Player with this should spread to prevent this from bouncing through the group.
  • Defensive Bulwark:Leaps to an ally and channels this ability. Creates a shield bubble that reduces the damage allies take by 75% for 12 seconds. Interrupt ASAP!

Longboat Raid

  • Longboat Raid: At 100 energy all 3 bosses jump onto a Longboat that floats around and starts casting the following abilities. Bosses can still be attacked while on the boat.
  • Searing Cannonfire: Shoots cannonballs at players locations, where they will land is shown by red swirls. If a player is standing in it when the cannonball lands takes fire damage. Also applies a magic dot that deals fire damage every second for 12 seconds. This effect stacks. Healers can dispel this if any players get hit. All players should avoid getting hit.
    • Burning Pitch: Where the cannonballs land leave behind Burning Pitch for 30 seconds. These are fire patches that will deal heavy fire damage every second to any players that stand within them. Players should watch their positioning and stack to keep the fire together so the group does not run out of space.
  • Fiery Surge: Every time the Longboat fires its cannons a blast of flame deals fire damage to all players. The longer the fight goes on the more frequently these blasts of damage will go out. Healers should keep an eye on this mechanic.
  • Hasty Rearming: Each dwarf on the boat increases its rate of fire.

Area 2

There are more Vicious Basilisks and Hulking Berserkers here and one new mob.

Burly Rock-Thrower

  • Throw Rock: Throws rock at random players location creating a brown swirl. Players standing in this when the rock lands take physical damage.

Bromach

  • Tanks pick up adds that spawn
  • Healers be ready for constant group damage when Quaking Totem spawns
  • DPS kill Quaking Totem ASAP
  • Tanks bring Bromach and adds to Quaking Totem
  • When Totem dies it will stun all Troggs including the boss, and make them take 200% increased damage
  • Run away from boss when big circle appears
  • Be ready for lots of damage when Bloodlust goes off
  • Call of the Deep: Boss summons Troggs into battle. Tanks should pick up adds ASAP.
    • Stonevault Ambusher: These mobs use Ambush.
      • Ambush: Leaps to random players’ location dealing physical damage to them and anyone within 4yds. 
    • Stonevault Geomancer: Cast Stone Spike and Chain Lightning.
      • Stone Spike: Cast that deals nature damage to random player.
      • Chain Lightning: Cast that deals nature damage to random player. Will chain to a nearby player and inflict the same nature damage up to 3 times. Players can spread to prevent it from chaining.
  • Quaking Totem: Summons a Quaking Totem that releases Shocking Quake. DPS should focus this down ASAP. 
    • Shocking Quake: Continuously releases a static shock dealing nature damage to all players every 2 seconds. Healers should be cautious when this is out.
    • Tremor: When killed the Quaking Totem causes a cave-in. All Stonevault Troggs, even the boss, get stunned and have their damage taken increased by 200% for 10 seconds.
      • On Mythic Tremor only hits Troggs within 8yds. The Tank should make sure to group up all Troggs onto the Totem before it dies. 
  • Thundering Slam: Creates a large circle around the boss. If anyone is inside when the cast finishes will take heavy nature damage.
  • Bloodlust: Boss empowers himself and all Troggs , increasing their haste by 30% for 20 seconds.

Area 3

Refti Custodian

  • Ancient Power: Permanent buff on these mobs that increases the mobs damage and haste by 10% for 12 seconds. After 12 seconds the buff will refresh and gain a stack. 
  • Jagged Bite: Inflicts heavy physical damage and applies a dot that deals physical damage every second for 9 seconds.
  • Systematic Vulnerability:If the mob is stunned they gain a debuff increasing all damage they take by 50% for 6 seconds.

Earthen Custodian

  • Cleave: Inflicts heavy physical damage to all enemies within 2.5yds of their target. Melee DPS should make sure to not stand near the Tank when these mobs are pulled.
  • Rending Strike: Dot placed on target that deals physical damage every second for 12 seconds. 

Sentinel Talondras

  • Tank must kite boss through gold orbs to get rid of her buff, deplete all her energy, and stun her
  • If boss reaches 100 energy her damage is increased by 50% and she is immune to CCs and stuns
  • All players do not hit any orbs or bosses’ buff cannot be removed!
  • Healers be ready for heavy group damage during Crushing Stomp
  • After every stun or Titanic Empowerment the bosses damage is increased by 10% for the rest of the fight
  • Ancient Dynamo:  Boss gains energy over time powering Ancient Dynamo. Stunning the boss resets Ancient Dynamo and drains her of all her energy. After 3 seconds this buff resets and starts gaining energy again, and the boss casts Inexorable.
    • Inexorable: Puts two golden orbs above the boss. Each orb can absorb one stun effect. The boss can only be stunned by Resonating Orbs. The Tank will have to kite the boss through the Resonating Orbs.
    • Titanic Empowerment: Upon reaching 100 energy Talondrus becomes unstoppable and is immune to all stuns and CC abilities. Her damage done is also increased by 50% for 40 seconds.
    • Unrelenting: When the boss recovers from being stunned, or casts Titanic Empowerment, she gains a buff increasing her damage done by 10% permanently. This effect stacks. 
  • Resonating Orb:Puts gold circles on 3 players that will drop a swirl on the ground to spawn a Resonating Orbs. Any players or monsters that come in contact with these orbs will be stunned for 6 seconds. Players must move out of these swirls ASASP! If even one player accidentally touches an orb it can be a wipe because every orb is needed to get rid of Inexorable and stun her. If the boss gains Titanic Empowerment on high keys it will be a wipe unless players have big defensives available. 
  • Crushing Stomp: Deals heavy physical damage to all players and knocks them back. Players should make sure they will not be knocked into a Resonating Orb when this goes off. Healers be ready for heavy group damage.
  • Earthen Shards: Instant cast ability that deals physical damage to random players and applies a bleed that deals physical damage every 2 seconds for 10 seconds.

Area 4

There are more Earthen Custodians in this area.

Earthen Weaver

  • Hail of Stone: Deals heavy nature damage to all players within 40yds every second for 6 seconds. Healers should watch out if multiple mobs cast this at the same time as this can cause deadly damage. Players should CC these mobs to cancel the cast.
  • Stone Bolt: Basic cast that deals nature damage to target.

Earthen Warder

  • Stone Bolt: Basic cast that deals nature damage to target.
  • Curse of Stone: Puts a curse on a random player and reduces their movement speed by 10% for 5 seconds, slowly turning them into stone. When it expires it applies Trapped in Stone.
    • Trapped in Stone: Stuns the player for 4 seconds. Upon expiration triggers Stone Eruption.
      • Stone Eruption: Creates a large swirl around the player. Anyone inside when it erupts will take heavy physical damage.
  • Earthen Ward: Places a damage absorb shield on a friendly target. Mages should Spellsteal this when it goes off.

Runic Protector

  • Fissuring Slam: Deals heavy nature damage to main target and causes Difficult Terrain to spawn at all player’s locations.
    • Difficult Terrain: Players inside have a debuff applied that increases their physical damage taken by 50% for 30 seconds.
  • Earthquake: Channeled cast that deals physical damage to nearby players every second for 6 seconds.

Skittering Crawler

  • Pounce: Leaps to their main target dealing physical damage to them. 
  • Venomous Fangs: Their melee attacks have a chance to apply Venomous Fangs to the target. This inflicts nature damage every 1.5 seconds for 9 seconds. This effect stacks.

Cavern Seeker

  • Sonic Burst: Silences all players within 10yds for 4 seconds.

Emberon

  • Tanks face Searing Clap away from others and use active mitigation
  • Searing Clap puts dot on all players and should be watched 
  • Avoid fire orbs moving across the room
  • Unstable Embers will do heavy group damage, Healers need to watch this
  • When Emberon runs to the middle DPS must kill 4 Vault Keepers
  • Fire beams rotate around the room in this phase and deal deadly damage
  • Boss pulsates group wide damage during this phase that Healers need to watch
  • Activate Keepers: Activates 4 Dormant Vault Keepers around sides of the room.
    • Seeking Flame: Periodically launches fire orbs at random players that slowly move across the room. If any players touch these they take massive fire damage.
  • Searing Clap: Inflicts massive fire damage to all players in front of it. Tanks should make sure to face this away from other players and use active mitigation. Searing Clap also puts Burning Heat on all players regardless if they got hit by the ability.
    • Burning Heat: Dot that deals fire damage every 2 seconds for 10 seconds.
  • Unstable Embers: Puts debuff on random player that puts a large circle around them for 3 seconds. When this debuff expires it causes an explosion and deals heavy fire damage to the player and anyone within their circle. The player with this should stand away from others.
    • On Mythic this ability targets all players.
  • Purging Flames: Runs to the middle of the room and starts casting Purging Flames. This creates 4 intense beams of fire that will rotate around the room. These beams of fire deal deadly fire damage to players that stand in them. Player should never cross these beams unless they have a way to ignore the damage. These beams will persist as long as the Vault Keepers are active, so DPS will need to kill each one to end the phase.
    • Fire Wave: While channeling Purging Flame the boss will deal fire damage to all players every 3 seconds. Healing in this phase can be challenging since players can be spread around the room.
    • Sacred Barrier: Large shield that forms around the boss in the center of the room and makes the boss immune to damage.
      • Heat Engine: Players that enter the Sacred Barrier take heavy fire damage and are knocked back.

Area 5

There are Earthen Custodians, Earthen Weavers, Earthen Warders, and Runic Protectors in this area.

Earthen Guardian

  • Bulwark Slam: Deals massive physical damage to main target. Tank should use defensive for this.
  • Blessing of Tyr:Channeled cast that creates a large zone around the caster increasing the damage done of all allies inside by 20%. Any players inside have Scorn of Tyr applied to them. Tanks should move mobs out of this ASAP!

Infinite Agent

  • Hasten: Buff they put on themselves that increases haste and movement speed by 30% for 12 seconds. Good buff for Mages to Spellsteal.
  • Time Blade: Inflicts heavy damage to main target and puts a debuff on them that reduces their movement speed by 50% for 9 seconds.

Infinite Timereaver

  • Stolen Time: Instant cast ability that steals time from all nearby players and puts a stacking dot on them. This dot deals arcane damage every second and reduces haste by 2% for 6 seconds per stack. Then the mob puts a buff on themselves that increases their haste by 10% per stack. Healers should dispel this effect when stacks get high. These mobs can be CCd to reduce how many times they use this ability.

Infinite Whelp

  • Non-elite mob that just deals damage with melee attacks.

Chrono-Lord Deios

  • Tanks face frontal away from group
  • Healers be ready for group damage during Wing Buffet
  • Healers dispel Time Sink when damage isn’t going out
  • Don’t stand in swirls or sand pools
  • When boss casts Rewind Timeflow players should stand in sand zones for a haste buff
  • Sand Breath: Frontal that follows the Tank and deals heavy arcane damage to all players hit. Tank needs to face this away from the group.
  • Wing Buffet: Inflicts heavy physical damage to all players and knocks them back. Healers should watch this cast.
  • Time Sink: Dot placed on random player that deals arcane damage every second and reduces movement speed by 35% for 9 seconds. Upon removal it triggers a Time Eruption. Healers should dispel this when it is safe to do so.
    • Time Eruption: Swirl that appears under the player and then explodes. Deals heavy arcane damage to any players inside and knocks them back.
  • Eternity Orb: Spawns orbs at random player locations that slowly fall to the ground. Where they will land is shown by a swirl. When it lands it inflicts arcane damage to any players standing at that location and creates an Eternity Zone.
    • Eternity Zone: Large sand circle that will deal arcane damage every second to players standing inside it, and reduces their haste by 30%.  
  • Rewind Timeflow: Reverses the flow of time and restores his energy. Also inflicts arcane damage to all players every second for 12 seconds. While this ability is in effect Eternity Orbs and Eternity Zones turn into Temporal Orbs and Temporal Zones.
    • Temporal Orb: Orb floats upwards going back to its point of creation.
    • Temporal Zone: Players who stand in this will have their haste increased by 50%. 


Area 1

At the end of the second cave there is a hole in the wall that leads to the first boss. It is easy to miss this and keep going down the cave to the second boss. But you must kill the first boss to proceed in the dungeon.

Stonevault Geomancer

  • Stone Spike: Basic cast that deals nature damage to target.
  • Chain Lightning: Shoots lightning at random target and deals nature damage. Then chains to the nearest player dealing nature damage to them too. Chains up to 3 times.

Scavenging Leaper

  • Ambush: Leaps to random player and deals physical damage to them and anyone within 4 yds. Players should stay spread to avoid getting hit by this multiple times.

Hulking Berserker

  • Brutal Slam: Creates a large swirl around the mob. When the cast finishes it inflicts heavy physical damage and stuns all players for 1.5 seconds within the swirl.
  • Diseased Bite: Deals heavy physical damage to main target and puts debuff on them that reduces movement speed by 30% for 1 minute.
  • Reckless Rage: Enrages all allies within 20yds to deal 20% more damage but take 20% more damage for 30 seconds.

Vicious Basilisk

  • Spiked Carapace: Buff they put on themselves that deals nature damage to attackers for 12 seconds.
  • Chomp: Puts dot on target that deals physical damage every second for 9 seconds.

The Lost Dwarves

  • Tanks pick up Baelog and Eric the Swift
  • Tanks face Baelog away from others when he casts Wild Cleave
  • Player with circle on them needs to get away from others
  • Don’t stand in any swirls
  • Interrupt Defensive Bulwark ASAP
  • Eric hits random players with Dagger Throw
  • Dwarves jump on boat at 100 energy and shoot cannons at player locations. Avoid swirls.
  • Healers be ready for increasing group damage  while they are on the boat
  • All players stack during boat phase to drop fire pools together
  • When a dwarf reaches 10% health remaining they retreat to the longboat for the rest of the fight.

Baelog

  • Needs to be tanked.
  • Heavy Arrow: Targets a random player then shoots an arrow in a straight line. Any players in its path take massive physical damage and get knocked back.
  • Wild Cleave: Frontal cleave that deals massive physical damage to all players in front of him. Tanks should face this boss away from others and use active mitigation.

Eric the Swift

  • Needs to be tanked.
  • Skullcracker: Targets random player and puts a swirl at their location. When the cast finishes he charges to that location dealing heavy physical damage to any players there and disorients them for 3 seconds.
  • Dagger Throw: Throws a Dagger at a random player dealing 100% of his normal attack damage. He spam casts this and will not move so the Tank should bring the other bosses to him when he moves.

Olaf

  • Ricocheting Shield: Throws his shield at a random player, and puts a circle around them. When the cast finishes he throws his shield and deals heavy physical damage to that player. If anyone is in their circle the shield will ricochet to them dealing damage to them too. The shield can ricochet up to 5 times. Player with this should spread to prevent this from bouncing through the group.
  • Defensive Bulwark:Leaps to an ally and channels this ability. Creates a shield bubble that reduces the damage allies take by 75% for 12 seconds. Interrupt ASAP!

Longboat Raid

  • Longboat Raid: At 100 energy all 3 bosses jump onto a Longboat that floats around and starts casting the following abilities. Bosses can still be attacked while on the boat.
  • Searing Cannonfire: Shoots cannonballs at players locations, where they will land is shown by red swirls. If a player is standing in it when the cannonball lands takes fire damage. Also applies a magic dot that deals fire damage every second for 12 seconds. This effect stacks. Healers can dispel this if any players get hit. All players should avoid getting hit.
    • Burning Pitch: Where the cannonballs land leave behind Burning Pitch for 30 seconds. These are fire patches that will deal heavy fire damage every second to any players that stand within them. Players should watch their positioning and stack to keep the fire together so the group does not run out of space.
  • Fiery Surge: Every time the Longboat fires its cannons a blast of flame deals fire damage to all players. The longer the fight goes on the more frequently these blasts of damage will go out. Healers should keep an eye on this mechanic.
  • Hasty Rearming: Each dwarf on the boat increases its rate of fire.

Area 2

There are more Vicious Basilisks and Hulking Berserkers here and one new mob.

Burly Rock-Thrower

  • Throw Rock: Throws rock at random players location creating a brown swirl. Players standing in this when the rock lands take physical damage.

Bromach

  • Tanks pick up adds that spawn
  • Healers be ready for constant group damage when Quaking Totem spawns
  • DPS kill Quaking Totem ASAP
  • Tanks bring Bromach and adds to Quaking Totem
  • When Totem dies it will stun all Troggs including the boss, and make them take 200% increased damage
  • Run away from boss when big circle appears
  • Be ready for lots of damage when Bloodlust goes off
  • Call of the Deep: Boss summons Troggs into battle. Tanks should pick up adds ASAP.
    • Stonevault Ambusher: These mobs use Ambush.
      • Ambush: Leaps to random players’ location dealing physical damage to them and anyone within 4yds. 
    • Stonevault Geomancer: Cast Stone Spike and Chain Lightning.
      • Stone Spike: Cast that deals nature damage to random player.
      • Chain Lightning: Cast that deals nature damage to random player. Will chain to a nearby player and inflict the same nature damage up to 3 times. Players can spread to prevent it from chaining.
  • Quaking Totem: Summons a Quaking Totem that releases Shocking Quake. DPS should focus this down ASAP. 
    • Shocking Quake: Continuously releases a static shock dealing nature damage to all players every 2 seconds. Healers should be cautious when this is out.
    • Tremor: When killed the Quaking Totem causes a cave-in. All Stonevault Troggs, even the boss, get stunned and have their damage taken increased by 200% for 10 seconds.
      • On Mythic Tremor only hits Troggs within 8yds. The Tank should make sure to group up all Troggs onto the Totem before it dies. 
  • Thundering Slam: Creates a large circle around the boss. If anyone is inside when the cast finishes will take heavy nature damage.
  • Bloodlust: Boss empowers himself and all Troggs , increasing their haste by 30% for 20 seconds.

Area 3

Refti Custodian

  • Ancient Power: Permanent buff on these mobs that increases the mobs damage and haste by 10% for 12 seconds. After 12 seconds the buff will refresh and gain a stack. 
  • Jagged Bite: Inflicts heavy physical damage and applies a dot that deals physical damage every second for 9 seconds.
  • Systematic Vulnerability:If the mob is stunned they gain a debuff increasing all damage they take by 50% for 6 seconds.

Earthen Custodian

  • Cleave: Inflicts heavy physical damage to all enemies within 2.5yds of their target. Melee DPS should make sure to not stand near the Tank when these mobs are pulled.
  • Rending Strike: Dot placed on target that deals physical damage every second for 12 seconds. 

Sentinel Talondras

  • Tank must kite boss through gold orbs to get rid of her buff, deplete all her energy, and stun her
  • If boss reaches 100 energy her damage is increased by 50% and she is immune to CCs and stuns
  • All players do not hit any orbs or bosses’ buff cannot be removed!
  • Healers be ready for heavy group damage during Crushing Stomp
  • After every stun or Titanic Empowerment the bosses damage is increased by 10% for the rest of the fight
  • Ancient Dynamo:  Boss gains energy over time powering Ancient Dynamo. Stunning the boss resets Ancient Dynamo and drains her of all her energy. After 3 seconds this buff resets and starts gaining energy again, and the boss casts Inexorable.
    • Inexorable: Puts two golden orbs above the boss. Each orb can absorb one stun effect. The boss can only be stunned by Resonating Orbs. The Tank will have to kite the boss through the Resonating Orbs.
    • Titanic Empowerment: Upon reaching 100 energy Talondrus becomes unstoppable and is immune to all stuns and CC abilities. Her damage done is also increased by 50% for 40 seconds.
    • Unrelenting: When the boss recovers from being stunned, or casts Titanic Empowerment, she gains a buff increasing her damage done by 10% permanently. This effect stacks. 
  • Resonating Orb:Puts gold circles on 3 players that will drop a swirl on the ground to spawn a Resonating Orbs. Any players or monsters that come in contact with these orbs will be stunned for 6 seconds. Players must move out of these swirls ASASP! If even one player accidentally touches an orb it can be a wipe because every orb is needed to get rid of Inexorable and stun her. If the boss gains Titanic Empowerment on high keys it will be a wipe unless players have big defensives available. 
  • Crushing Stomp: Deals heavy physical damage to all players and knocks them back. Players should make sure they will not be knocked into a Resonating Orb when this goes off. Healers be ready for heavy group damage.
  • Earthen Shards: Instant cast ability that deals physical damage to random players and applies a bleed that deals physical damage every 2 seconds for 10 seconds.

Area 4

There are more Earthen Custodians in this area.

Earthen Weaver

  • Hail of Stone: Deals heavy nature damage to all players within 40yds every second for 6 seconds. Healers should watch out if multiple mobs cast this at the same time as this can cause deadly damage. Players should CC these mobs to cancel the cast.
  • Stone Bolt: Basic cast that deals nature damage to target.

Earthen Warder

  • Stone Bolt: Basic cast that deals nature damage to target.
  • Curse of Stone: Puts a curse on a random player and reduces their movement speed by 10% for 5 seconds, slowly turning them into stone. When it expires it applies Trapped in Stone.
    • Trapped in Stone: Stuns the player for 4 seconds. Upon expiration triggers Stone Eruption.
      • Stone Eruption: Creates a large swirl around the player. Anyone inside when it erupts will take heavy physical damage.
  • Earthen Ward: Places a damage absorb shield on a friendly target. Mages should Spellsteal this when it goes off.

Runic Protector

  • Fissuring Slam: Deals heavy nature damage to main target and causes Difficult Terrain to spawn at all player’s locations.
    • Difficult Terrain: Players inside have a debuff applied that increases their physical damage taken by 50% for 30 seconds.
  • Earthquake: Channeled cast that deals physical damage to nearby players every second for 6 seconds.

Skittering Crawler

  • Pounce: Leaps to their main target dealing physical damage to them. 
  • Venomous Fangs: Their melee attacks have a chance to apply Venomous Fangs to the target. This inflicts nature damage every 1.5 seconds for 9 seconds. This effect stacks.

Cavern Seeker

  • Sonic Burst: Silences all players within 10yds for 4 seconds.

Emberon

  • Tanks face Searing Clap away from others and use active mitigation
  • Searing Clap puts dot on all players and should be watched 
  • Avoid fire orbs moving across the room
  • Unstable Embers will do heavy group damage, Healers need to watch this
  • When Emberon runs to the middle DPS must kill 4 Vault Keepers
  • Fire beams rotate around the room in this phase and deal deadly damage
  • Boss pulsates group wide damage during this phase that Healers need to watch
  • Activate Keepers: Activates 4 Dormant Vault Keepers around sides of the room.
    • Seeking Flame: Periodically launches fire orbs at random players that slowly move across the room. If any players touch these they take massive fire damage.
  • Searing Clap: Inflicts massive fire damage to all players in front of it. Tanks should make sure to face this away from other players and use active mitigation. Searing Clap also puts Burning Heat on all players regardless if they got hit by the ability.
    • Burning Heat: Dot that deals fire damage every 2 seconds for 10 seconds.
  • Unstable Embers: Puts debuff on random player that puts a large circle around them for 3 seconds. When this debuff expires it causes an explosion and deals heavy fire damage to the player and anyone within their circle. The player with this should stand away from others.
    • On Mythic this ability targets all players.
  • Purging Flames: Runs to the middle of the room and starts casting Purging Flames. This creates 4 intense beams of fire that will rotate around the room. These beams of fire deal deadly fire damage to players that stand in them. Player should never cross these beams unless they have a way to ignore the damage. These beams will persist as long as the Vault Keepers are active, so DPS will need to kill each one to end the phase.
    • Fire Wave: While channeling Purging Flame the boss will deal fire damage to all players every 3 seconds. Healing in this phase can be challenging since players can be spread around the room.
    • Sacred Barrier: Large shield that forms around the boss in the center of the room and makes the boss immune to damage.
      • Heat Engine: Players that enter the Sacred Barrier take heavy fire damage and are knocked back.

Area 5

There are Earthen Custodians, Earthen Weavers, Earthen Warders, and Runic Protectors in this area.

Earthen Guardian

  • Bulwark Slam: Deals massive physical damage to main target. Tank should use defensive for this.
  • Blessing of Tyr:Channeled cast that creates a large zone around the caster increasing the damage done of all allies inside by 20%. Any players inside have Scorn of Tyr applied to them. Tanks should move mobs out of this ASAP!

Infinite Agent

  • Hasten: Buff they put on themselves that increases haste and movement speed by 30% for 12 seconds. Good buff for Mages to Spellsteal.
  • Time Blade: Inflicts heavy damage to main target and puts a debuff on them that reduces their movement speed by 50% for 9 seconds.

Infinite Timereaver

  • Stolen Time: Instant cast ability that steals time from all nearby players and puts a stacking dot on them. This dot deals arcane damage every second and reduces haste by 2% for 6 seconds per stack. Then the mob puts a buff on themselves that increases their haste by 10% per stack. Healers should dispel this effect when stacks get high. These mobs can be CCd to reduce how many times they use this ability.

Infinite Whelp

  • Non-elite mob that just deals damage with melee attacks.

Chrono-Lord Deios

  • Tanks face frontal away from group
  • Healers be ready for group damage during Wing Buffet
  • Healers dispel Time Sink when damage isn’t going out
  • Don’t stand in swirls or sand pools
  • When boss casts Rewind Timeflow players should stand in sand zones for a haste buff
  • Sand Breath: Frontal that follows the Tank and deals heavy arcane damage to all players hit. Tank needs to face this away from the group.
  • Wing Buffet: Inflicts heavy physical damage to all players and knocks them back. Healers should watch this cast.
  • Time Sink: Dot placed on random player that deals arcane damage every second and reduces movement speed by 35% for 9 seconds. Upon removal it triggers a Time Eruption. Healers should dispel this when it is safe to do so.
    • Time Eruption: Swirl that appears under the player and then explodes. Deals heavy arcane damage to any players inside and knocks them back.
  • Eternity Orb: Spawns orbs at random player locations that slowly fall to the ground. Where they will land is shown by a swirl. When it lands it inflicts arcane damage to any players standing at that location and creates an Eternity Zone.
    • Eternity Zone: Large sand circle that will deal arcane damage every second to players standing inside it, and reduces their haste by 30%.  
  • Rewind Timeflow: Reverses the flow of time and restores his energy. Also inflicts arcane damage to all players every second for 12 seconds. While this ability is in effect Eternity Orbs and Eternity Zones turn into Temporal Orbs and Temporal Zones.
    • Temporal Orb: Orb floats upwards going back to its point of creation.
    • Temporal Zone: Players who stand in this will have their haste increased by 50%.