Temple of Eluvium
By: Litewarior
Most of the info is taken from Unskeleton’s guide with his permission (http://twitch.tv/unskeleton, http://undefindske.tistory.com) Credit to Selavy for helping with translations and information, and Shadovv for corrections.
Zulia has sought refuge in the Temple of Eluvium, a site once used by the Aransu clan to study the Spirit Realm. Defending her fortress are the souls of the dead Warlocks, a revived Asura now split into two entities of fire and ice, and the Great Thrall once said to be the protector of the Aransu. This new onslaught may be treacherous, but purging the Aransu clan once and for all will bless you with even greater heights.
Table of Contents
Introduction
This raid is similar to Skybreak Spire, being a 12-man raid with a master loot and a weekly lockout. Currently there is no way to reset the lockout.
Progress is only saved when the main boss dies. If you leave the instances after killing the minibosses before the boss dies, the minibosses will respawn and need to be killed again.
Gear Recommendations:
Boss 1-2: Raven 3, Stage 3 ring and earring from Skybreak Spire, 5+ Skybreak Spire Soul Shield, Tiger/Dragon Bracelet stage 10, Awakened Critical Hongmoon/Ascending Soul, Stage 6 Pet, Eternity Belt
The DPS requirement for the first two bosses is 70,000 the gear is merely a recommendation of what you should have.
Boss 4: Raven 6, Stage 10 Skybreak Spire Earring, Stage 10 Bracelet, True Soul
The dps requirement for the last boss is a massive jump up to 160,000, with 3 ranged classes getting a near permanent massive AP buff, while doing all mechanics. You may have to farm the first two bosses and Scion’s Keep for several weeks while practicing the mechanics of the final boss to meet this.
Party Composition:
- 2 Warlocks or Wardens: Soulburn.
- 1-2 Blade Masters: Blade Master is superior to Kung Fu Master for tanking the third and final bosses, as they have a 180 degree rear strafe as oppose to Kung Fu Master’s 90 degree side strafe, and have a ranged engage, respectively. However, their party protection skill is inferior to Blade Dancer’s as it either has a 1 minute cooldown or lasts for only 3 hits.
- 1-2 Kung Fu Masters: Kung Fu Master’s party buffs is superior to Assassin party buffs between Searing Palm and Tremor. It also has 2 pulls in Rising Dragon and Tremor for final boss, which helps group spiders.
- 1-2 Assassins: depending on total number of Fighting Spirits): Assassin Protection Decoy is less reliable than Summoner’s Enhanced Seed Shroud due to their melee nature, but it’s still viable. Other than this, it’s inferior to Kung Fu Master for buffing purposes.
- 1-2 Destroyers: Destroyer’s Iron Plating is quite useful, has a large number of CCs, two pulling skills in Blitz and Drag for the final boss, and grabs are required for one of the minibosses.
- 1-2 Blade Dancers: Their Maelstrom is superior to Blade Master’s since it provides movement speed increase and is on a lower cooldown, and they have a pull skill in Dual Strike and a push skill in Phantom Grip for final boss’s spiders.
- 1-2 Force Masters: High DPS on the final boss, reliable root via Frost Palm Chill for the final boss, and a useful party iframe. The bug bomb mechanic on the last boss usually goes onto the Force Masters due to fire orb’s damage reflection, which can help identifying the people.
- 1-2 Summoners: Their Enhanced Seed Shroud is more reliable than Assassin’s Protection Decoy. The heals can help survive heavy damage over times, and the cat revives will help when people die so DPS isn’t lost when trying to revive them.
- 1-2 Soul Fighters (1-2 heavily recommended): The first boss requires extremely high HP in order for the tanks to survive a mechanic, and without a Soul Fighter the tanks would have to use extremely suboptimal HP gear in order to survive, and could cause aggro swaps due to lower DPS gear. The heal and revives are also useful, for similar reasons to Summoner. Also reliable root via Snowball Chill.
- 1-2 Gunslingers: High DPS on the final boss, and Alpha Call to reset buff or party iframe cooldowns as needed.
An optimal party composition would be 2 warlocks, 2 summoners and 1 of each other class.
Rewards:
Shop:
Items are sold by Suh Seyun at the Dasari Palace Gardens Trading Post.
In order to buy Soul Shields and cosmetics, you need certain achievements. Soul Shields 1-2 require nothing, 3-4 require first boss (Twin Asura), 5-6 require second boss (Great Thrall), and 7-8 require Scion’s Keep (Iron Conqueror). The cosmetics require the 10 kill achievement for the boss that drops them, Frostburn Weapon Chest requires first boss; Conqueror Weapon Chest, Iron Clad, Iron Clad Ornament, and Iron Helmet from Scion’s Keep; and Zulia Hair, Grand Enchantment, and Enthralling from final boss (Hive Queen.
The legendary primers can infuse up to 470 in their respective stat, and require 5 Masterwork Shield Bases from Soul Warden and 5 Hive Queen’s Wings.
The Aransu and Dynasty Mystic Badges are Legendary Mystic Badges and the highest tier of their kind. They are traded using a drop from the first three bosses, but this transaction is class-specific. Their effects can be found on Praetor19’s cheatsheet.
Soul Shields:
Twin Asuras drop pieces 1 and 2 of the Soul Shield, Great Thrall drops pieces 3 and 4, Iron Conqueror (from Scion’s Keep) drops pieces 5 and 6, and Hive Queen drops pieces 7 and 8.
They are much stronger than the Raven Soul Shields, their modifiers and their stats can be found on Praetor19’s cheatsheet.
Legendary Mystic Badge/Elemental Necklace:
The first two bosses will either drop a item you trade in for a Legendary Mystic Badge, or a Legendary Elemental Necklace. The badge exchangable items are class specific, and can be traded in for one of two badges for each class, each badge is made for a certain element.
Twin Asuras drop the Frostburn Orb which is the badge exchangeable item for Blade Master, Blade Dancer, and Soul Fighter, or the Scora (Flame) or Nightfall (Frost) Necklaces.
Great Thrall drops the Heart of the Great Thrall which is the badge exchangeable item for Kung Fu Master, Destroyer, Assassin, and Gunslinger, or the Stormpulse (Lightning) or Realmbreaker (Earth) Necklaces.
The necklaces have two procs. The first is a personal buff called “Darkstorm” at every stage, which increases your Attack Power by 5/8/11/16 and Critical Damage by 300/350/415/500, with the amount varying by stage that changes between Stages 1-3, 4-6, 7-9, and 10. It procs very often, enough to be considered 100% uptime.
The second proc is Atrophied effect, which applies a debuff to the enemy that lasts 10 seconds, and causes everyone attacking that target to gain 500 Critical Damage.
Weapon Upgrade Material:
Hive Queen will drop one of three weapon upgrade materials. These are used to upgrade Raven weapon to Aransu weapon.
The Husk is used for Blade Master, Blade Dancer, and Soul Fighter only.
The Rancor is used for Kung Fu Master, Destroyer, Assassin, and Gunslinger only.
The Barb is used for Force Master, Summoner, and Warlock only.
Aransu Orbs:
These will drop from each boss, and from the dynamic boxes. You need many of these to upgrade your Aransu weapon.
Hive Queen’s Wings
These are given as a reward from each boss’s daily and dynamic quest, and can be used to upgrade the Elemental Necklace, or trade in for soul shield pieces.
Hive Queen’s Heart
These are given from the dynamic of Hive Queen, and sealed ones drop in the loot table. They are used to upgrade Aransu weapon, or transmuted for 3 Hive Queen Wings.
Boss 1
Pathways:
Leading up to the minibosses are multiple mobs that are quite dangerous.
- Warlock Spirits: Usually appearing in threes, these enemies use standard Warlock attacks and can summon Thralls.
- Eluvium Sentinel: These are similar to the Granite Titan from Naryu Sanctum, and will periodically use Unleashed Fiery Punch and attack the five closest people. Unlike in Naryu Sanctum, the Reverse Spirit debuff caused by the aforementioned punches only needs 3 stacks to instantly kill, but only lasts 5 seconds.
Minibosses
Ken and Gen:
Ken HP: 59,500,000
Gen HP: 68,600,000
Enrage: 4:50
CC Bars: 6x
The first miniboss you will face is the gold and silver twins on a map shaped like this. Attack patterns are the same as Sogun’s Lament.
When engaged, the gold baby will jump to the 10:00 circle and the silver baby will jump to the 2:00 circle; send a tank to each baby. A gold dummy will spawn slightly to the west of the silver baby, and two silver dummies will spawn directly north of the 6:00 circle. As soon as the gold dummy spawns, it should be double CC’d, grabbed and taken to the two silver dummies. Kill these three dummies as fast as possible, otherwise they will use projectile volleys which deal massive damage and ignore iframes projectile resistances, and can wipe majority of the raid if left unchecked. Once they’re dead, go to the babies and DPS them down.
The babies will periodically roar and grant “Golden/Silver Deva Strength” increasing Attack Power by 30% of themselves and the players around them. Three stacks gives them extremely high defense, just like Sogun’s Lament, and instantly kill players but they should die before this becomes a problem.
Once the dummies are dead, everyone should go to the gold baby and kill it, as it roars first and gives an ap buff to everyone. Once the gold baby is at one HP, move to the silver baby and kill it, once both babies are at 1 HP they will die.
If you 6x knockdown one of the babies, it will lose its stacks and jump counterclockwise, and resummon their colored dummies, but they should die before they gain max stacks.
Iruga:
HP: 87,300,000
Enrage: 3:00
CC Bars: Immune
This is a fairly simple fight. Iruga’s basic attack pattern is the same here as in Sogun’s Lament. At 60% he will jump to the center and create an electric field around himself dealing heavy damage, and spawn 5 adds around him, 2 blue, 2 green and 1 red add. Blue adds must be 2x stunned, green adds must be 2x knocked down, and red adds must be 2x dazed. During this time, he will throw a lightning bolt at 3 random people. If all the adds are not dead by the third lightning bolt, Iruga will enrage and wipe the raid. Assign people to kill adds at specific positions. All adds require 2x of the same CC.
Boss: Twin Asuras
Frozen Asura HP: 338,500,000
Flaming Asura HP: 318,300,000
Enrage: 10:40
CC Bars: Immune
Roles: Melee Tank, Ranged Tank, 6 Healers, 2 Keepers
The fight is similar to Moyun and Shuna from Skybreak Spire, with the team split in half on each side, and an instakill zone between them. Flaming Asura will need ranged tank, and Frozen Asura will need a melee tank.
NOTES FOR RAID LEADER:
If you only have one Soul Fighter for the raid, make sure to move the second tank into the Soul Fighter’s party when the flowers are spawned. When the Asuras switch positions, move the tanks and keepers into the party that is on their current side of the arena, should be a simple swap.
Attack Patterns
Frozen Asura:
The attack pattern is the exact same as Asura from Sogun’s Lament, without the spins. Go into the Hongmoon Training Room to practice.
If the tank stands 5 meters or farther, Frozen Asura will drop a 10 meter damaging frost puddle under him that deals massive damage and likely kill all the melees.
Flaming Asura:
Fissure -> Cross Flame -> Projectiles -> Swords
If the tank stands 10 meters or close, Flame Asura will drop a 10 meter damaging flame puddle under him that deals massive damage and likely kill all the melees.
Fissure: Throws a linear flame wave, easy to avoid, just sidestep
Cross Flame: Throws flame waves in a cross formation, also easy to avoid by tank sidestepping, but DPS must be careful to not get hit by both, as it does heavy damage.
Projectiles:
Asura will shoot several projectiles at the tank, can be shielded with projectile resist skills or tanked and lifestealed through.
Fire Swords
The most dangerous attack, will drop 3 fire swords on the tank with persistent AOEs. Tank should stand 16m away at all times so this attack does not hit the DPS, DPS should watch out for these AOEs at all times.
Flame and Frost Globes:
After thirty seconds into the fight, a message warns “The Flaming and Frozen Asuras conjure Flame and Frost Globes” and red and blue orbs will spawn randomly in the black circles above, and move towards the Asura on that side. If they touch Asura, that Asura gains a permanent stack of “Absorb Orb”; 3 stacks will cause it to enrage and wipe the raid. The orbs location, color and order is completely random.
These orbs can be blocked/countered/parried/deflected, which will give 2 Heat/Frost stacks. These stacks can be shared; if the person blocking is alone they will get 2 stacks, if someone else is near them, each will get 1 stack. There is a delay between blocking the orb and getting stacks, so you can block and Backstep towards someone to share the stacks with them.
After blocking an orb, the Asura on your side will shoot a projectile at you, so use an iframe to prevent the damage.
At 3 stacks, the Heat/Frost buff will transform.
x3 ->
x3 ->
Each stack of Heat/Frost buff deals 3,300 damage to you every 2 seconds, but on 3 stacks it will no longer do damage to you. You can change to the other color by blocking the opposite color orb, regardless of stack count.
After 90 seconds, a message warns “The Flaming and Frozen Asuras absorb Flame and Frost Globes” and the Twin Asuras will absorb all 2 stack Heat/Frost, but not 3 stacks. Same color stacks will heal for about 5% of max HP per stack, opposite color stacks will damage for about 5% of max HP per stack, regardless of the number of stacks. If you have no buffs, you will die.
The goal is to have as few people as possible with same color Heat/Frost buffs, and as many opposite color stacks as possible for the largest amount of self damage.
In order to do this, each side will have 1 Tank, 1 Keeper and 1 or 2 Healers (mechanic healers, not class healers), and the remaining DPS.
- Tank: The tank must get 3 stacks of the same color buff, which requires cooperating with keepers.
- Keepers: The tank won’t be able to handle all the balls while tanking, so 1 person on each side are assigned to focus on blocking orbs of the same color. Destroyer and Blade Dancer is a very good pick for this, as they have high mobility and a spammable block and high regen. HM points in defensive tree is recommended for this role, as their dps uptime on the boss will be low.
- Healers: The healers will need to get 3 stacks of the opposite colored buff since they are needed for healing the tank during sword swipes.
- DPS: People without a role will try to block opposite colored orbs and get 1-2 stacks. Avoid reaching 3 stacks, so the bosses will take damage.
Blocking Order:
The buffs last for 90 seconds and 7 balls of each color will spawn each phase, so the order is very important to make sure that everyone gets a buff and the healers keep their buff for the final phase.
When someone blocks their orb, they should type out in chat the orb number they blocked. This will significantly help organization.
All same color balls will be blocked by tank and keepers. It’s recommended that you split the keepers between top and bottom, and the melee tank blocks all of the same colored balls from 1:00 and 5:00 (or 11:00 and 7:00, depending on side of the room).
Ranged tank will likely need more help from the keepers in blocking balls, as they will be constantly moving, and may not have a spammable block.
Roles + assignment example:
The table is only for orbs of the opposite color, so for DPS and Healers
If someone dies and gets resurrected, they should share with the healers so they won’t die to the suction.
Orb Number | Blocker’s Role |
1 | Healer 1 + 2 |
2 | Healer 1 |
3 | Healer 2 |
4 | DPS 1 + 2 |
5 | Healer 1 + 2 |
6 | Healer 1 |
7 | Healer 2 |
If melee tank doesn’t have enough buffs due to balls not spawning relative to their position, they must communicate and may potentially rotate the boss. The stacks fall off after 90 seconds, so the tank must make sure to refresh their buff on one of the last 4 balls.
Vitality Blooms:
After absorbing buffs, a message warns “Vitality Blooms grow around the Flaming and Frozen Asuras” and the Asuras will spawn 4 flowers around them which will heal them and start shooting blockable projectiles at the tank. These flowers can be removed by same color Heat/Frost buff (Tank/Keeper) stepping on them, and they will leave an orb behind for a total of 4 orbs.
Holding the orb gives access to three abilities:
- LMB: Instant heal over 2Ă—8 linear range
- 1: Massive heal (3 second cast time) over 2Ă—8 linear range
- 2: Gain protection buff which lets you cross the middle river, but orb disappears.
The orbs are only for the Healers and Keepers for the next part of the mechanic in keeping the Tank alive.
After Keeper removes Flowers, the must grab an orb and use the protection buff and move to other side and grab an orb there, where he will work as a Healer.
The Healers should grab the orb before the next mechanic starts.
After 15 seconds since spawning the flowers, a message warns “The Flaming and Frozen Asuras absorb nearby Vitality Blooms” and the Asuras will try to absorb the flowers, enraging if they take any. SOUL FIGHTERS AND TANKS SHOULD MOVE CLOSE TO THE CENTER KILL ZONE AND USE HP BUFF HERE.
Powerful Attack:
After failing to absorb the Vitality Blooms, a message warns “The Flaming and Frozen Asuras gather energy and prepare for a Powerful Attack” and they will slam the ground.
Anyone with no buff or the same colored 3 stack Frost/Flame (DPS, Tank, and Keeper if they haven’t crossed over) will be immobilized for 22 seconds.
Anyone with the opposite colored buff (Healers, and Keeper if they have crossed over) will take massive damage over time, but if you are holding an orb, you will get a buff that makes you immune to the damage.
After immobilizing everyone but the orb holders, the Asuras will Phantom Grip their tanks and hit them with massive damage 5 times.
During the first phantom grip, tanks will be taking constant ticks of 6,500, and the final hit will deal 176,000 damage, while still taking the 6,500 ticks. This is not survivable with normal gear, so they must ensure that they are above 190,000 max HP at the bare minimum. This is also assuming heals are perfectly timed. The damage isn’t reduced by anything, all that matters is max HP.
The second phantom grip does 30% more damage on everything, but the tanks will have an HP buff. In order to survive this, they must have about 210,000 with SF buff for first grip.
If the tank does not have the same colored 3 stack buff, they will be killed by the first slash. If either tank dies, the Asura who lost his tank will enrage and wipe the raid.
The people with orbs must heal properly in order to keep the tank alive in an order.
1st Heal: Starts casting #1 Massive Heal right after the tank gets the First Hit. the Massive Heal will land before the 3rd Hit.
2nd Heal: LMB instant heals the tank after the First Hit, and casts #1 Massive Heal right after the tank gets the Second Hit. The Massive Heal will land before the 4th Hit.
3rd Heal: LMB instant heal after the 1st and 2nd Hits, and #1 Massive Heal after the tank gets the Third Hit. The Massive Heal will land before the 5th Hit.
After each Massive Heal, the healers must keep using the instant heal to keep the tank alive, because the tank gets continuous damage even after the 5th Hit.
If both tanks survive, a message warns “The Flaming and Frozen Asuras leap” and the Asuras will switch places and Phantom Grip the people with the same colored buffs (Tanks and Keepers)
Surviving the slashes will give each tank a stacking Max HP buff, which is required since subsequent slashes will deal increasing damage. Therefore if a tank ever dies, it will most likely end up as a wipe.
On the third set the slashes do enormous damage to the point where the tank will die on the first hit, so the Asuras must die before then, convert one of the Healers into DPS and not gain 3 stacks so Asuras get damaged more.
Boss 2
Minibosses:
Fengsho:
HP: 610,000,000
Enrage: 4:00
Dark Thrall: 3,640,000 HP
This miniboss has very high HP for his enrage timer, but almost all the damage will be dealt to him through his mechanic.
Fengsho will periodically summon Dark Thralls around the arena, which attack like normal thralls. When brought to 1 HP, they will use Obliterate, exploding after 5 seconds applying the “Soul Damage” debuff which deals heavy damage over time to everyone in the arena, including the miniboss.
The DOT stacks and lasts for 10 seconds on players, and 20 seconds on the miniboss. The DOT deals 6,100 damage per stack every 2 seconds to players, so heavy healing is needed for this miniboss.
Kill the thralls 11-15 seconds apart from each other, make sure to coordinate which thrall you’re killing, and only bring it to 1 HP when 5 seconds are left on your debuff. The miniboss just requires a lot of healing and coordination.
Blood Thrall:
HP: 131,800,000
Enrage: 5:00
CC Bars: Immune
This miniboss boss uses normal thrall attacks, but will also constantly spawn circles around him. After a second, each circle will spawn a Nether Pulse, knocking up and damaging anyone who’s on it. Avoid the circles throughout the fight.
At 90%, 60% and 30% HP, the thrall will become invulnerable and 2 Eluvium Sentinel statues will come to life. These statues need to be CC’d, grabbed/gripped and pulled to the center circle to remove the shield.
Once all the statues are in the center, Blood Thrall will tether 3 random players which deals 17,800 damage over time per second to them, who should run to the edges of the room to remove the tether.
Boss: Great Thrall
HP: 1,356,800,000
Enrage: 10:00
CC Bars: 8x
This boss is considered the easiest boss. Almost all of the boss’s HP will be dealt to itself by mechanics, and relies only on the tank.
Attack Pattern:
Hellfire + Waveform -> Double Swipe -> Slow Field + Uppercut -> Punishment -> Time Distortion -> Slow Field + Uppercut -> Punishment -> Time Distortion -> Slow Field + Uppercut
If the tank stands 10 meters or farther, the boss will do a gesture and the tank will receive massive damage and lose aggro.
Hellfire + Waveform
When you engage Great Thrall, it will give the Hellfire debuff to the farthest 3 people, and the Waveform debuff to the closest person.
Hellfire will instantly kill you after 45 seconds if you do not enter soul separation.
Anybody who goes into soul separation will have their aggro reset, so the tank must not get Hellfire. Everyone else must make sure to be farther than the tank.
Hellfire will be reapplied to the farthest 3 people as soon as it is removed or expires from all players who have it.
Waveform:
Waveform is a time bomb that only does damage to people in soul separation. It looks like this in soul separation if you have characters on. It explodes immediately after the first slow field + uppercut in the attack rotation.
It does damage over a few seconds with several hits, so you want long duration iframes such as frost sheath by force master or destroyer, or simply block them.
Double Swipe:
Slashes twice with claws, nothing special.
Slow Field + Uppercut:
The boss throws a field at the tank’s location that severely reduces movement speed to anyone who steps in it. It then throws a linear energy wave in front of it, this merely does damage.
Punishment
This pattern is the same as the Raven King’s, but you do not get the ground indicator, you have to watch the boss’s animation. You must physically avoid this attack, getting hit or iframing applies the “Bleed” debuff which deals 6,200 damage over time per 2 seconds over 60 seconds.
Both hands lifted up = Out/In
One arm down one arm up = In/Out
OR
Time Distortion:
The boss is CCable during this attack.
If you stun it, then it will just continue its attack pattern
If you knockdown it, then it will rise up and send everyone facing it into Soul Separation
If you are facing it while you are in soul separation, you will instead be sent out of soul separation.
If you are sent into soul separation with a Hellfire debuff, the debuff will be removed and you will gain a stacking Perpetuity buff that increases Attack Power and Critical Damage, and stacks higher while you’re in soul separation. You will also gain the Soul Separation debuff for 2 minutes, once that expires you will die.
If you are sent into soul separation without a Hellfire debuff, you will instead have significantly reduced damage while in soul separation, but as the nuke mechanic will deal most of the damage to the boss, this is not very relevant.
While in soul separation, the Punishment attacks will not hit you, but the boss will spawn lines of dark pits around him. Standing in these pits when they explode will do extremely heavy damage and daze, and probably one shot you.
Soul Separation Tactics
The one thing you have to keep in mind, the tank cannot get Hellfire. The easiest way to do this is to just have entire parties rotate in and out of soul separation.
At the start, only party 1 (with the tank) engage, and party 2 stands at the edge until they get the Hellfire buff. Each phase has two Time Distortions, so one must be stunned and the other knocked down. The order does not matter, but you must be consistent. In the first phase, party 1 goes in while party 2 faces away, and alternates for every knockdown after. Tank must always face away.
Every knockdown phase, everyone but the tank should face the boss to swap positions. The alliance view should look like this
This seems inefficient since people will get damage down, but the nuke mechanic will do more than enough damage to make up for it, and this is far simpler than alternative strategies.
Wraithwell Cores:
There are six Wraithwell Cores on the map. After applying the fourth Hellfire, a message warns “The Wraithwell Cores have been reset” and the Cores will activate, turn white, and start healing the boss.
The boss will apply the “Trace” buff onto the tank, and start repeatedly creating a 120 degree Trace field in the direction of the Traced target. During this he will still do his normal attacks. If the tank dies then the cones will stop being produced.
If you are in the real world, the field will instantly kill you if you do not have the Trace buff. If you are in soul separation, the field will just deal heavy damage.
If the Trace cone hits the Wraithwell Core, it will turn black and deal massive damage over time to the boss. Once all Cores are black, a message warns “All Wraithwell Cores have gone dark and are attacking the Great Thrall.” The following chart shows the positions of how to turn the Cores black.
Yellow area is the 120 degree aoe on the tank.
At the start of the phase, the tank will be at 2:00, and the rest of the raid at 11:00. The tank will move clockwise for the first three clones, then back counterclockwise for the last two. The raid must move accordingly.
The tank can just move clockwise for all 5, but the raid will have to adjust to the different boss positioning. Determine the best strategy for your group and communicate.
After 6 Trace cones are fired, Trace is removed and the Wraithwell Cores will turn back to white.
The boss will still be performing its attack pattern and other mechanics during all of this, so keep doing everything the same.
At 12% HP, a message warns “The Great Thrall is out of control” and all the Wraithwell Cores will permanently deactivate and stop giving the Trace buff. The boss will continue to do normal attacks until it dies.
Cheese Strategy:
This strategy is slower than everyone DPSing the boss, but is significantly safer as only the tank needs to do anything.
At the start, only the tank goes on the boss. Everyone else hits the boss once so tank doesn’t get Hellfire, and then stands on the edges of the room. Revive anyone who dies to Hellfire.
Everyone stands at the corner. The lone person will get Hellfire, once Trace expires (after 6 cones or less than 10 seconds left of Hellfire) they must run to where everyone else is, die to Hellfire, and get revived while the next person goes in.
The Wraithwell Core mechanic will bring the Great Thrall down to 12% HP. When people die to Hellfire on the edges, the other people near them should revive the dead people. When the boss reaches 12% HP and the Cores stop doing damage everyone goes in and bursts the boss.
Scion’s Keep
The evil machinations within the Irontech Forge continue in the Scion’s Keep. Elite soldiers in augmented suits form rank alongside the newest generation of automatons as the Iron Army’s leader—the Iron Conqueror—makes final preparations for a full-scale invasion of Gunwon City and Zaiwei.
This raid is entirely separate from Temple of Eluvium, meaning you can enter with an entirely different group and before attempting Temple of Eluvium. Despite this it is usually considered the “third boss” of Temple of Eluvium due to its difficulty and loot table.
A weekly lockout occurs after defeating the first miniboss, Gonno. There is currently no way to reset this lockout.
Minibosses:
Gonno:
HP: 132,700,000
Enrage: 3:00
CC Bars: 6x
The first miniboss fights similarly to TE-1138 Heavenpiercer of Sundered Nexus. He spawns with 2 Enhanced Floating Type 08 adds which fight similarly to Excavator Type 09 of Sundered Nexus, but 1 more will appear every 30 seconds; have someone distract these as they will despawn once Gonno is defeated.
Gonno can be CC’d during his AoE attacks.
Maze:
There will be a maze you have to find your way through. It has trash mobs and obstacles throughout it, avoid getting hit by the traps and obstacles as they do a lot of damage. When one person reaches the end, everyone will teleport to the middle and a path through the center opens up. The pattern is not the same every time, but above is an example of the map.
Ezdis & Olmek:
HP: 82,400,000 each
Enrage: 3:00
CC Bars: 4x
These bosses have the exact same attacks as Fujin and Raijin from Naryu Labyrinth. Group them up and AOE them down, or separate them, whatever your raid wants to do, there are no mechanics involved.
Iron Conqueror:
HP: 992,000,000
Enrage: 13:20
CC Bars: Immune
Roles: Tanks
Phase 1: 2 Ball Drivers, 4 Conductors (including tank)
Phase 2: 6 Ball CCers
Notes: Everyone should be ready to be a ball driver in case they accidentally last hit.
Have backups for conductors in case someone dies.
Attack Pattern:
Double Slash -> Ground Smash -> Uppercut -> Meteor Strike/Cross Pattern -> Double Slash -> Stab -> Back Slash -> 5 Hit Whirlwind
Double Slash:
Slashes tank twice, nothing special.
Ground Smash -> Uppercut
Ground smash is unblockable and dazes, Uppercut is blockable and aerials.
Cross Pattern
Creates a square under it, then two expanding crosses. They don’t CC but do very high damage and are unblockable.
Meteor Strike:
AoEs will appear 5 times outside of the center circle, melee don’t have to worry and ranged should either be close, or use a 5-hit iframe skill. Getting hit by this does heavy damage and dazes, so either iframe or avoid it.
The Cross and Meteor Strike attacks should be iframed with Blade Master or Blade Dancer Iframe. This is important for Steel Ball driving.
Stab:
Does damage, nothing special
Back Slash:
Sweeps spear behind him twice, and the first hit dazes. Tank should move behind the boss where everyone is so it does not hit the raid. This attack does heavy damage, but if you’re hit by it you can f roll the first hit to avoid second hit damage. Back slashes are not blockable..
Spin:
Does two small spins covering 8 meters with the first hit causing knockdown, then three larger spins covering 15 meters that knockback. Blockable, and doesn’t do a ton of damage, but getting cc’d can cause major issues.
Anti-Ranged:
If tank gets out of melee range, Iron Conqueror will shoot projectiles at the tank that apply the Rupture debuff, which is permanent. Rupture reduces Recovery by 50% and 4 stacks is instant death. These cannot be iframed/projectile resisted so the tank must be on point.
Sword Dance:
Every 50 seconds, the boss vocally declares “Your weapons are weak” and will generate a field-wide explosion, have a 3 second shield that makes him immune to all damage, and right after it expires he does four-hit rapid explosions.
Each hit does sizable damage, but if you are hit by the four rapid explosions, you will receive one stack of the “Kingfist” debuff, two stacks of this will instantly kill you. The damage will probably kill you anyways, so party iframes must be used for this.
It is highly recommended to have a Summoner in every party, preferably with the +1s duration on Party Dandelion Mystic Badge. Assassin can work, but they need to be very careful with their Decoy usage as this attack can occur at any point in the boss’s attack pattern.
If your party is not able to push to the 95% phase (add spawn) before a cast of “Sword Dance” goes off, it may be very hard to meet the enrage timer.
Phase 1 (95%, 80%, 65%, 50%): Adds + Steel Balls
When the boss reaches these HP thresholds, a message warns “The Iron Conqueror activates a Security Device” and he will summon two Iron Armor adds. These adds will be on the circles in the corners of the arena, opposite from each other. Shortly after summoning the adds, he will throw projectiles at the two farthest people that leave damaging puddles, those people should be in the corners the adds are not. Example below.
At the same time as summoning the adds, Iron Conqueror will spawn 6 electric orbs around him, and after a few seconds, he will do his Downfall pattern.
A message will warn “The Iron Conqueror uses a Destruction Device” and 3 of the 6 electric orbs (one of the two patterns above) will have a circle light up around them as shown below.
After a few seconds, those orbs with the circles around them will send a lightning current through people near them, which must be conducted to the boss. 4 people, tank included, must line up to one of the active orbs conduct the current to the boss from the orb. Each player should be standing at a rough distance of 3m, 6m, 9m, 12m (keeping approx. 3m between each player).
Once the electricity is conducted and the boss is dazed, the two parties should move out to help with adds. If the boss isn’t electrocuted, everyone will receive massive damage and the boss permanently gains a damage buff.
Do not move until the boss is dazed, otherwise the conducting may fail.
Dead corpses can conduct the current. If people die on the inside, this will cause some major issues. Prioritize getting people up who are on the inside.
Iron Armor Adds:
HP: 12,000,000
Enrage: 1:00
Each of the adds has a 1 minute enrage, if it’s not killed within the enrage then the raid will wipe.
Just before the mechanic starts, a colored ring will indicate which add will spawn where. Since they appear in random positions opposite of each other, parties should be assigned to specific sides to handle wherever they may spawn.
Until the adds fully spawn, anyone who gets too close to them will be knocked away.
The adds will be a melee and a ranged add, which are respectively brown and white, fighting similarly to Granite Titan from Naryu Sanctum.
The ranged add will throw hammers if the tank is ranged, and if they’re melee it will spam the ground slam that aerials. The melee add will alternate triple punches, shoulder drops that hit in a full AoE and aerials, spins, and daze vacuums that ignore iframes, and throw AoE knockdown cannons if the tank is ranged.
The ranged add will drop a persistent damaging puddle under it and periodically shoot lightning at the closest target which applies the “Curse” debuff up to three times. Three stacks of this debuff will detonate for massive damage. Stand next to another person to share it. After shooting lightning it will throw a hammer to the first person who received Curse, before resuming attacking the tank.
When an add dies, a Steel Ball will spawn that lasts for 30 seconds, and follows the person who last hit the add. They will also become immune to CCs and receive a target marker on them.
Most teams assign one person to do the ball driving, this should be someone who is confident in being able to last hit the add with burst damage. Everyone should know how to do it though, in case they get the last hit.
Each ball has its own duration, so the adds must die at the same time. Constant communication is key here. Make sure to assign a certain HP threshold to hold DPS on for the adds, and make sure that helpers do not place AOE/ground effects that may steal the last hit.
When both steel balls are summoned, they are connected by an electrical line that does very heavy damage and ignores iframes, so the raid must move accordingly or use strafe/dashes.
The balls do periodic damage to nearby people, but it isn’t very significant, so the targeted person should keep it still until the electric line is created.
When the electrical line touches the boss, it does enormous damage. It will also destroy the electric balls. The balls need to be moved in an arc around the arena so the line passes through all the balls. The direction is up to your team, here are examples for each add position.
Everyone must know how the electric line is moving. If they are hit by the electric line, they will die which will mess up the next Downfall Pattern. Do not get hit.
If either driver dies, the ball following them will despawn and the line will disappear. When the boss does his Cross Pattern/Meteor Strike, Blade Masters/Blade Dancers should use their iframes.
After the last orb is destroyed, the drivers should stop moving. The balls will explode 30 seconds after they are created, use Force Master/Destroyer iframe here. The explosions will most likely be desynced, so stay in the sheath until both explode.
The boss should have less than the HP necessary to start the next add pattern if the electric line is done correctly. It will try to absorb the electric orbs, healing 10% of his HP per orb, and use 1 attack, before summoning the next set of adds.
People will most likely die during this, try to get them up so they don’t mess up the Downfall pattern. Summoner cats are very useful here.
Phase 2: 35%-10%
As soon as the boss hits 35%, all adds and steel balls will disappear. A message warns “The Iron Conqueror summons an Iron Star” and six steel balls will spawn at the 12:00, 2:00, 4:00, 6:00, 8:00, and 10:00 positions in the corners of the room.
His attack pattern will reset upon hitting the 35% phase, with one slight alteration during the first rotation.
After the uppercut, the steel balls will fire red lasers to the boss, forming a pinwheel shape. Unlike the electric laser this does no damage to the boss, but will still do massive damage to players and ignores iframes.
Set Aggro:
When the lasers connect, a message warns “The Iron Conqueror targets a player” and the boss will point his sword and mark the closest person to him with the “Opponent” buff for 2 minutes which makes them immune to the lasers but will be focused on by the boss’s attacks regardless of who has aggro. Make sure the tank gets marked.
Breakdown:
After marking the tank, he will do an unblockable frontal AoE cleave called Breakdown.
After Breakdown, the boss will resume his normal rotations.
Team must still all watch out for Sword Dance.
Sword Dance will always come out at the following patterns once you reach the 35% phase:
- Directly after Meteor/Cross > Double Slash
- After Adds Spawn > Double Slash > Slam
- After the lines reach their innermost point, then start to move out (hexagon laser phase)
- After the 2nd set of CCs go out
- After 2nd set of adds are killed, following the Meteor/Cross > Double Slash > Stab
- After 3rd set of CCs, following the Spin attack
- After 4th set of adds are out
- If you can’t get to 10% by this point, you will likely not meet enrage.
Lasers:
As soon as the boss hits 35%, everyone must be positioned like this before the laser comes out after the first Uppercut.
This will prevent the Back Slash from hitting people.
The Lasers will move in response to the boss’s attack animations, but this is merely a visual effect and does not correspond to their actual hitboxes, instead pay attention to the shadows on the floor.
The Lasers will slowly rotate clockwise, and after 80 seconds, the team will be positioned on the opposite side, and a message warns “The Iron Conqueror summons help” and one Iron Armor add will spawn.
If everyone positioned correctly, they should be at the positions above. Party 1 will take care of the add that spawns on the upper side of the arena, and party 2 will take care of the lower add. These adds still have a 1 minute enrage, so kill them quickly.
When the adds spawn, the lasers will disappear. A message warns “The Iron Conqeuror causes an Iron Star Explosion” and the steel balls will become targetable, and shortly after that, CC’able. 1x CC them quickly, else they apply Rupture on everyone if allowed to explode, the stack cannot be iframed. Note: picture is inaccurate with positions, the balls will be against the wall on the little squares.
Assign one person to each ball. It is strongly advised to have someone with a ranged CC handle the balls at 2:00, 4:00, 8:00, and 10:00, as the melee add’s vacuum can interrupt CCs.
The balls farthest from the adds should be handled by ranged people, as Iron Conqueror will cast a Breakdown at the two farthest people, who should be the people at the balls far from the adds.
Once all the balls are CC’d, the lasers will reform into a hexagon, then start to move inwards and then rotate. The balls/laser may not travel in sync. If the add is still alive, Backstep/dash through the laser and kill it then move in towards the boss. Do not try to use a 5 hit iframe and walk through the laser, it will kill you.
80 seconds after the first add spawns, another add spawns.
The balls will become CC’able again, but the people baiting breakdowns won’t be able to CC this time since they’re too close to the boss.
Shortly after the second CC, the balls will reform into the pinwheel shape, and will return to the edges of the arena before rotating.
If the phase goes on long enough to see a third and fourth add spawn, keep in mind the parties will be on opposite sides of the map (south instead of north, north instead of south).
When you reach 10% HP, everything disappears. If the boss is close to 10%, just send one person to tank the add and finish off the boss.
Phase 3 (10%):
When the boss reaches 10%, all adds and balls will disappear, and the boss’s attack pattern radically changes. There’s no more mechanics, just an attack pattern and DPSing him down.
Attack Pattern:
Double Slash -> Flash Step (daze) -> Uppercut -> Meteor/Cross -> Jumps to farthest person -> Breakdown on jumped person -> Breakdown on tank -> Breakdown on random person -> Sword Dance -> Double Slash -> Back Slash -> Spin -> Double Slash -> Throws 3 AoEs to far people (stay separated) -> Ground Smash -> Uppercut -> Normal attack pattern
This is not very difficult and contains no true mechanics other than his attack pattern, so unless you are low on DPS or time he should die.
Rewards:
The reason Scion’s Keep is considered the third boss of the Temple of Eluvium raid becomes evident when you look at the loot.
Soul Shields:
Iron Conqueror drops pieces 5 and 6 of the Temple of Eluvium soul shield sets for each class. Three pieces drop and are completely random which ones.
Mystic Amulet + Elemental Necklace:
Iron Conqueror will also drop either the Iron Conqueror Medallion which is the badge exchangeable item to trade in for a Legendary Mystic Amulet for Force Master, Summoner, or Warlock, or a Dragonbane (Shadow) or Windborn (Wind) Necklace.
Divine Grace Stones:
Iron Conqueror will drop 2-3 Divine Grace Stones on each run. These are used for fusing Soul Badges.
Aransu Orbs:
These orbs are both for bid and from the dynamic chest, you need a lot of them to upgrade your Aransu weapon.
Boss 4
Minibosses
Magma Augerite: 38,400,000
Chilling Augerite: 38,400,000
Enrage: 1:00
CC Bars: Immune
These minibosses have the same attack pattern as Dawn Ivory Specter from Dawn of Khanda Vihar (first miniboss). The only mechanic is that they heal if close to each other. If you have very high DPS, you can group and AOE them, otherwise assign two tanks to pull them apart from each other.
Kroda, Ikari, Tarax:
HP: 96,600,000 each
Enrage: 3:30
CC Bars: Immune
Split the raid into 3 groups, and have each group fight one miniboss. They have the same attacks as Acrimor of Naryu Foundry.
Each time they hit you, they will apply the “Exquisite” debuff for 30 seconds. 4 stacks of this debuff will detonate the debuff for massive damage, so avoid getting hit.
Every 30 seconds, each miniboss will take turns spawning lava under themselves before jumping to the center, and doing a room wide AoE that instantly kills you if you don’t block or iframe it. Force Master and Destroyer’s party iframes are ignored by this AoE. This AoE will also damage the other minibosses if they’re not doing their counter. That miniboss will then shoot lava puddles under the 3 farthest people, so range classes should hug the wall, then jump back to its original spot.
Shadow Siren:
163,300,000 HP
Enrage: 3:30
CC Bars: Immune
Shadow Siren’s attack patterns are similar to the melee attacks of Jinsoyun the Dark Emissary from Heaven’s Mandate.
Select 2 melee DPS with the highest burst, 1 person will stand 42m away on the rock at 12:00, 1 person will stand at stairs at 3:00 42m away. These people do not hit the boss until after the third adds phase.
Select 2 ranged people with high DPS and fast reaction speed. These 2 people will hit the boss once, then go to 3:00 and 9:00. Nightmare Fiend will constantly throw AOEs at the 2 farthest people that force you to dance until you die.These AOEs go through iframes, so they must be dodged.
Everyone else go to melee distance and DPS the boss from there.
Adds Phase 90/60/30%:
When Shadow Siren reaches the HP threshold, she will vacuum everyone within 40 meters of her except for the 2 farthest people on her aggro table, and spawn 4 adds, one each at 12:00, 3:00, 6:00 and 9:00. The adds will randomly select people and those people will start uncontrollably dancing, which deals heavy damage over time. After 10 seconds of dancing, you will instantly die.
The 12:00 melee will kill the add that spawns at 12:00, and the person at 3:00 will run to 6:00 and kill the add there.
The furthest 2 people on the aggro table will not get gripped, this should be the 2 ranged that tapped the boss and spread out at the start. AOE pools will also get thrown at them, they should dodge them while being mindful of their raid members, and help kill the adds.
When the 9:00 and 3:00 adds are killed, some people will be freed from dancing. These people should immediately move to kill 12:00/6:00 adds. AOE pools will also get thrown at the furthest people, this should be the initial 2 ranged people.
Hive Queen:
HP: 1,254,800,000
Enrage: 13:00
CC Bars: 6x
Roles:
Phases 1-3: 1 Tank (Blade Master is highly preferred for this), 3 ranged center people
Assign exactly 1 FM for center (you can have more than 1 FM in center, but the bug bomb might jump between them so you have to be very careful about it)
Add Phases: 1 pulling skill per big spider total of 3; (Kung Fu Master’s Tremor and Rising Dragon, Destroyer’s Blitz and Drag, Blade Dancer’s Dual Strike)
1 pushing skill per spider total of 3 (Warlock Repulse, Soul Fighter Displace, Blade Dancer Phantom Grip Move 2), can be substituted with a second pulling skill.
1 Rooter per add (total of 3), Force Master Frost Palm and Soul Fighter Snowball Chill preferred, Summoner works okay.
Phase 3 (41% and under):
1 rooter (Summoner or Force Master) and 2 pullers (Destroyer or Kung Fu Master preferred) for phase 3 adds, phase 3 bomb lure (ranged class).
Engaging:
The tank should engage the boss at the 11:00 position from range with a ranged attack.
When the tank engages Hive Queen, she will dash to the tank and perform a frontal 180 degree scan burst applying the “Indignity” debuff.
The debuff stacks, lasts 60 seconds, and deals 8,800 damage over time per 2 seconds even if you iframe it just like the Raven King’s and Great Thrall’s Punishment, so the tank must stand away from the raid so the zone does not hit everyone.
After the attack, a message warns “Ominous energy spins on the ground” and she creates an instant death zone along the edges of the room as well as a cone projecting out from the center that rotates clockwise, starting from 12:00-1:00, while also resetting everyone’s aggro to the boss. This zone will always be present on the map, except during mechanic phases 71%/41%, where it will disappear. If this zone touches the boss, the boss enrages and the wipes the raid.
At the same time as the kill zone appears, the central area will glow. Standing in the central glowing area gives the “Attack Power Bonus” buff which increases Attack Power by 130 and Critical Damage by 18% and gains 1 stack per second up to 10 stacks to only 3 people and resets aggro every time it stacks so don’t worry about overDPSing.
If there are more than 3 people, one person will lose the buff and go into Aftermath, where they can not get the buff for 30 seconds and their damage is significantly lowered instead of raised in the central zone.
This can happen if another ranged steps into the central zone, or if a melee gets knocked back into it. It is very important this does not happen, the center people are your main sources of damage. The buff can sometimes glitch out and just disappear for no reason.
Attack Pattern:
Triple Swipe -> Knockback Pulse (2 hits) -> Triple Swipe -> Grip (CC’able)
If the tank stands 10 meters or farther away, Hive Queen will do a gesture and the tank will instantly die.
Triple Swipe:
3 swipes aimed at the tank, nothing special.
Knockback Pulse (blockable):
Releases two pulses that knocks back everyone in a 14m range, you must watch out for this attack. Melee can get knocked back into the center zone, and ranged can get knocked back into the instant kill zone. It’s best to alternate Blade Master/Blade Dancer and Assassin/Summoner iframes for this attack, but you should also personally iframe it just in case.
Grip:
Grabs the tank, this attack must be CC’d or the tank will instantly die.
If you stun the boss, then it will just remain in place and repeat its normal rotation.
If you knock the boss down, it will do a getup attack which knocks back 6m around it (iframe this), and will do her movement pattern.
The first 3 rotations stun the Grip. After that, the rotating instant kill zone will be close to Hive Queen, so you will need to knock her down every time she uses Grip to move her away from the instant kill zone until the end of the phase.
Getup Movement:
Note: If the boss is phased during the Getup Movement Phase (70%/40%), from Rise Up to Bug Bombs, the raid will instantly wipe. If she is close to the thresholds then either stun her instead of knockdown, or stop DPS until after Bug Bombs.
Rise Up -> Dash Towards/Away from Tank + Target Melee -> 180 degree Indignity Zone on Tank-> Front/Back Indignity Blows on Target -> Bug Bomb
Rise Up:
The boss will do a get-up attack, knocking back everyone around her. A message warns “The Hive Queen is looking for her next target” and mark the closest person to her other than the tank.
Dash Towards/Away from Tank:
Afterwards, the boss will have a voice bubble. Pay attention to NPC chat for this.
“You can do better than that.” -> Moves towards Tank
“How droll” -> Moves away from Tank
It will move a set distance away or towards the tank, depending on which line she says, knocking back everyone in the way. The tank must react extremely quickly to this.
Indignity Zone
Hive Queen will do an indignity zone on the tank after moving, just like the beginning. The tank must move quickly to the other side of the boss to avoid it hitting the raid.
Indignity Blows
The marked person from the Rise Up will have a cone attack aimed at them, and then behind her, applying the Indignity debuff.
This is resistable unlike the Indignity Zone, so if you can’t move to the side in time (or are the target) then just use a resist skill.
If the marker dies before Indignity Blows, the raid will wipe.
Bug Bomb:
A message warns “The Hive Queen infests someone with insects.” This is the most complicated part of the fight.
A bug bomb will go onto one of the people on the center zone. After several seconds, the bomb will explode, and kill everyone within 10m who is not the bomb holder.
The number of bombs applied goes up each phase, 100-41% is 1 bomb, and 40-0% is 2 bombs.
The person with the bug bomb will have a subtle animation before the bomb explodes, but this is not reliable.
The easiest way to find the bug is to look in the party UI for the person with a red frame around their name.
In this example, #3 has the Bug Bomb.
After determining who has the bug bomb, they should move out of the center zone away from the team (and not into the instakill zone) until the bug bomb explodes.
Due to Force Master’s Flame Orbits, if everyone is close together the bug bomb will almost always go on Force Masters in the central area, and they can receive all bombs as a result.
The easiest way to handle this mechanic is assign only one Force Master to be in the center zone, and whenever bug bombs go out, they handle all the bombs. They have to be careful to not come back in until all their bombs explode.
Usually for simplicity’s sake, teams will have the same 3 people be in the center, regardless of if they get the Aftermath debuff. If you are struggling on DPS though, you can create a system where Force Masters rotate in and out based on bug bombs, but this can be significantly more complicated and cause more people to get the Aftermath debuff.
Add Phase (71%/41%):
The phases are identical, but the locations of adds are rotated 60 degrees.
When Hive Queen reaches 71% or 41%, the central area will deactivate and the instant kill zone will disappear. She will dash to the center and a message warns “The Hive Queen takes flight and summons Fallen Spiders” where she will fly up into the air, becoming invulnerable, spawning 3 big Fallen Spiders around the map and 5 smaller Frenzied Mites near each Fallen Spider, and project a damaging field directly under her.
During this entire phase, Hive Queen will throw AOEs at people, and 3 Indignity Shockwaves at the locations the spiders did not spawn that you can avoid by jumping over (failing to jump applies a stack of Indignity).
The Frenzied Mites will restore the Fallen Spider’s HP, and the Fallen Spiders will restore Hive Queen’s HP. However, shortly after the Frenzied Mites are killed, they explode for massive damage to everything near them, including the Fallen Spiders. The mites will also follow whoever has their aggro.
This is how the adds will spawn for 71%, green lines is the area where the Frenzied Mites spawn, red circles are the Fallen spiders. In 41% phase they spawn in the unoccupied areas.
You will need to group the small mites on top of the big spiders before killing them. This can be done by simply hitting the mite once and then standing next to the spider, but a more quicker and effective method is to use pulling and pushing skills.
First, group the Frenzied Mites into one group using pulling skills (Kung Fu Master’s Rising Dragon or Tremor, Destroyer’s Blitz or Drag, Blade Dancer’s Dual Strike). Warning, persistent pulling skills such as Force Master’s Shadow Grasp, Warlock’s Gravity Well, or Gunslinger’s Sidewinder can mess up the next push/pull part, avoid using these or wait until after the persistent pull has ended.
Someone with a pushing skill (Blade Dancer’s Move 2 Phantom Grip, Warlock’s Repulse, Soul Fighter’s Displace, Destroyer’s Move 3 Typhoon) should be standing near the puller. When all the Mites are grouped, they should be pushed to the Fallen Spiders. Alternatively a second pulling skill performed next to the spider can pull them the rest of the way.
During this, the Fallen Spiders will be doing their own attacks (Cone and Line AOE at their aggro holders, can be avoided by strafing).
Periodically they will attempt to restore the boss’s HP, so they must be rooted and their aggro holder needs to stand behind them so that they don’t do this. Force Master’s Frost Palm and Soul Fighter’s Snowball Chill are the most reliable for this. Aggro holder needs to face mobs like 45 degrees — straight perpendicular bugs out sometimes and the spiders still heal boss randomly.
When the Mites are grouped, use AOE to kill them. They will leave AOE markers before exploding and deal massive amounts of damage to the Spiders. Melees should move away as soon as the explosion markers appear.
If the Mites are CC’d when they die, they will not explode and disappear. Don’t use CCs.
Hive Queen will descend either when all the spiders are killed, or 50 seconds after she dashes to the center, regardless of if the adds are still alive or not. When she comes down she will dash to the tank and perform Indignity Zone, just like the start of the fight. The tank must be at 11:00 by the time she descends. If the adds are not dead, they must be killed quickly.
Final Phase (41%-0):
This phase starts right after the second add phase. The boss will be doing its rotation along with the instakill zone rotating, but there are two key differences:
- After applying the Bug Bomb, the boss will throw an Indignity Shockwave to the farthest person.
- Every 60 seconds, a message warns “The Hive Queen summons Fallen Larva” and one Fallen Spider and 5 Frenzied Mites will spawn in the space just before the instakill zone.
You kill them the same way as during the add phase. The rooter for these adds should bait the Indignity Shockwave. The people in the center should switch focus to the adds until they are dead, while still executing the bug bomb mechanic.
The add’s aggro can cause mistakes with bug bomb, be very very careful with this.
The add can get too close to the boss, avoid this as the exploding bugs will likely kill melees, and the tank needs to focus on moving the boss correctly.
Keep knocking down the boss, moving bug bombs out and killing the adds until the boss is dead.