Odin
Like the faint encounter, your group’s raid damage must be maximized. Odin will unleash Shin-zantetsuken at 15% or after approximately 7 minutes, wiping your raid if he is not killed within approximately 30 seconds.
This tutorial assumes you are solo tanking to increase your total damage rate. Because some mechanisms may disable players, everyone must be cautious. Dodging is crucial in this battle, as dead players deal no damage.
Hall of Sorrow
Raid-wide damage
Throughout the fight, Odin will cast Hall of sorrow. A raid-wide AoE that can quickly be healed through.
Valknut
Point blank AoE; melee and tanks should avoid
Line AoE – plenty of dodging!
The first skill is Valknut. This is a high-damage AoE that melee and tanks should avoid.
Hall of Stone
Ground Aoe Circles – avoid
Back-to-back
The hall of stone will target the next three players. These are huge AoE rings that all players should avoid. Move as soon as the telegraph appears and avoid boxing yourself in. If this hits a player, they will take damage and be petrified for eight seconds. This is unavoidable. Because DPS is vital, a petrified damage dealer may be devastating.
Hall of Lead
Targets three players – damage and slow (dispellable)
Can splash – Spread Out
Hall of Lead will damage and slow three random players. This power can and should be cleaned quickly.
Sanngetall
Tank crunch!
Tanks and external cooldowns are a must.
Sanngetall is Odin’s death sentence-likeability. This ability’s three-second cast will strike the main target for 8,000 unmitigated. I’d suggest a virus and cooldown rotation to minimize damage, as well as stone skins and apples.
Einherjar
Raid-wide damage + bleed
Heal – can dispel if necessary
Einherjar is a raid-wide AOE that deals a lot of damage and leaves everyone bled for 30 seconds. In this battle, the healers must trust one another. During this time, it’s best to assign particular tasks. Healers may mitigate bleed damage, but they can also be dispelled. Regroup everyone and watch out for the tank crunch.
Gagnrath
Line AoE – dodge
Back-to-back – keep moving
Swords spawn on the outer ring throughout the fight. Intimidates and knocks back anybody they strike. This may occur in two ways. Or from the external carnal points to the interior carnal points. They will appear in pairs initially, but as the battle continues, they will be cast back to back. The telegraphs are apparent and allow you plenty of time to escape. Because Vulknut frequently casts, melee and tanks must be especially cautious. Keep an eye out.
Gungnir
Targets 3 players – damage + gungnir “adds”
Raid-wide bleed while they are alive – Kill them asap.
These purple AoE puddles will eventually mark three people. After that, three gungnirs will descend on the player. Injuring anybody in the puddle. Shift these three targets apart, so they don’t overlap. While the Gungnirs are alive, they will bleed the raid. So everyone must switch and eliminate them asap. During this period, healers must heal through the hall of sorrow, and everyone must avoid AoEs. This phase of the battle is already difficult enough for the healers.
Shin-zantetsuken
- 15% or “enrage”: 30s cast – pop all coolies.
- If you don’t kill Odin within 30s you entire raid will be instantly wiped
This cycle will continue until Odin reaches 15% or the enrage timer. He will then start casting shin-zantetsuken. No further damage will be dealt with. Therefore tanks and healers should switch to DPS and burn. Use pots, cooldowns, and limit breakers to take him down. You have approximately 30 seconds to kill him during the animation.
That’s it. Odin down. This battle is primarily on avoiding mechanics and doing substantial damage.