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.