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Raid Wing 8 - Mount Balrior

The Key of Ahdashim

This guide provides tips and strategies for the eighth raid in Guild Wars 2. If your group is struggling, the guidelines in Introduction to Raiding might be useful. Check out the glossary page if you're not familiar with a term used in this guide and make sure to run an optimal build from our list of recommended builds for this encounter.

Introduction

The starting area is covered by scattered titanspawn, but they do not need to be killed, so just ride past them up the mountain until you hear yelling.

Glenna has got herself in trouble again and needs rescuing. Defeating the titanspawn here will unlock the base camp checkpoint. The enemies here hit astonishingly hard for trash mobs, so it's recommended to go in as a group.

Once cleared, two paths open to the east and the west, each leading to a boss. Unfortunately, a legendary creature blocks the path in each direction. These creatures serve to introduce some of the mechanics in the upcoming boss, but they have to be completed each time.


Legendary Blighted Beast

To the east is a Legendary Blighted Beast and three Empowering Beasts. As long as the Empowering Beasts live, they will regularly buff the Blighted Beast with Empowered_(Greer,_the_Blightbringer) Empowered, increasing the damage it deals. As such, it is important to kill them first.


Legendary Sentient Conduit

To the west, the area surrounding this legendary is covered by regular enemies. They do not have to be killed, but they can be a nuisance when fighting the Legendary Sentient Conduit so it may be best to clear them out first. The main mechanics of note in this fight are the purple barriers that trap you and knock you back if you try to cross them. There is also a mechanic that drops several medium-sized AoEs on each player, making it very dangerous to stack - the Decima encounter strongly incentivises splitting the group, so making sure the squad has a good number of ranged builds is advisable.


Greer, the Blightbringer

It is extremely beneficial to bring projectile defense to this encounter as it can mitigate a lot of the mechanics, including some that provides the boss with stacks of Empowered_(Greer,_the_Blightbringer) Empowered.

Stability Stability is very useful due to the large number of attacks that CC players.

Condition cleanse is also very useful, as most of the attacks inflict conditions, and some can corrupt boons as well.


Setup

You should have an idea of how to approach the fight before starting it, as there are three targets and moving between them can be quite dangerous.

In the middle is the main boss, Greer. To the south is Reeg, and to the north-west is Gree. Each of these minibosses has half of Greer's moveset, but they will not move during the opening phase. This means they will limit themselves to throwing the occasional ranged attack unless they are engaged in melee. Greer, meanwhile, will move to attack the group if he is not occupied. There are a number of ways this encounter could be approached, but it is recommended to have a player tank Greer.

The phasing in this encounter is unusual:

  • If engaged immediately at the start, both Gree and Reeg will phase at 75% and become untargetable.
  • Greer will phase at 65%, then become invulnerable and both Gree and Reeg will reappear in new locations.
  • To attack Greer again, the minibosses must be phased to 50% - they will not phase at 75% health at this point, and they can also move. If the whole squad moves to attack one, the other will come to you.
  • Once both minibosses are phased to 50%, Greer will become vulnerable again, and both minibosses will respawn in their original locations.
  • If engaged in this phase, both Gree and Reeg will phase at 25% and become untargetable.
  • Greer will phase once more at 35%, becoming invulnerable as Gree and Reeg appear in their second locations.
  • In this phase, the minibosses must both be killed and as before they can move.
  • The final phase is against Greer alone.


This arena is very large, and all the bosses can use very dangerous attacks - moving haphazardly is therefore very risky, and people should stick together to stay safe. As such, it is more efficient from both an offensive and defensive view to minimise running around by engaging Greer first, but the correct approach is always the one that works for your group. That said, the following approaches are more recommended than others:

  1. Everyone heads to Greer in the main phases.
  2. Try to phase Reeg quickly, then all move to Greer - if Greer stays in their starting location, then Gree's attacks will barely reach the group, making them easy to avoid. Reeg's meanwhile are much longer range and more dangerous, so taking them out quickly can be a safe approach. Optionally, you can have one player tank Greer, but the aggro is easy to lose and the tank is not immune to any mechanics so the job is quite difficult.


The benefit of taking Gree out early is minimal, so it is not recommended to deal with them before the main split phase.

Finally, in the split phases it's worth everyone going to one of the minibosses as the other will join you and they don't pose much threat even together. Of course, if the group does struggle then splitting is still fine. If you engaged Reeg first in the main phase, then starting on Gree in the split is efficient as they will be at higher health.

When the second main phase starts, just repeat the approach you used in the first.


Tanking

Greer can be tanked, but unlike other raid bosses there is no reliable fixation mechanic. Instead, Greer will focus on the closest player in front of him. As there is no clear indicator of what is considered "in front" and some of Greer's attacks cause him to swing, it can be hard to maintain aggro if the rest of the group is not sufficiently behind him, and hard to regain aggro if he starts targeting others.

The most reliable way is to tank inside Greer's hitbox. This allows you to sidestep his auto chain and keeps you relatively close to the rest of the group (as it is most efficient to have a healer be the tank, making it easier to provide support). Unfortunately, Greer's hitbox is covered by an Aura of Corruption that ticks for a small amount of damage and applies Poison Poison. The damage isn't of much concern, but the Poison Poison reduces your healing and thus makes it harder to recover when you take more significant damage.

Other considerations:

  • will be created very close to your location, making it harder to dodge if you're a target, and it will likely travel through your position on the way to the stack regardless.
  • You will either need to be reliable at dodging , or require a player to quickly run to your location if you're targeted, or for you to run to the stack. Either can mess with tanking.
  • hits hard, and you won't really be able to get out of the AoE. It is beneficial to keep a dodge available, so being able to block one or both of the two initial stomps will be very helpful. The can be jumped as long as you're not too close to the center of the AoE.
  • The first parts of occur at 90 degrees to where you should be, giving you enough warning to avoid the attack without needing to dodge. You may need to move back a bit so there's space to stand.


Gree & Reeg

The two minibosses each have a selection of Greer's attacks, though typically less powerful versions. They also both have an ability called , where they fire a medium-sized orb at Greer, granting him two stacks of Empowered_(Greer,_the_Blightbringer) Empowered if it hits. These orbs will Knockback Knockback players they hit, but they can be blocked, making projectile defense even more essential. A player can also destroy the projectile by moving into it with a block, but this requires them to move whereas many projectile defense skills can be cast at range. The minibosses will fire an orb every ~15 seconds, and both fire at the same time.

As a reminder, both minibosses will use . Their version has a cooldown of 75 seconds and only targets one player, but is otherwise the same.


Their other abilities are as follows:


Gree

During the main phases, Gree will use - this version has a cooldown of 75 seconds. If you fight Greer in his starting location, this attack can just about reach the group, and when combined with Greer's own version, can shut down a lot of the safe space.

During the split phases, Gree will use around every 35-45 seconds. It also uses the chain, though the final attack knocks players down rather than creating the corrupting wave.

It can also use , but in this case it will target distant players instead and can be used even if Gree can see targets.


Reeg

During the main phases, Reeg will use . Unlike Gree's , this attack can easily reach the group if you fight Greer in his starting location and stand as far from Reeg as you can.

During the split phases, Reeg will use and . Interestingly, Reeg will use at the start of the phase even when it is so far from the group that the spheres despawn before they reach their targets, effectively skipping the mechanic if you start the split phase on Gree and are as far from Reeg as possible.

Reeg can use the chain, but seems to do so very rarely and will often interrupt itself.


If you choose to focus on one of the minibosses first, they will become invulnerable and stop attacking when they reach 75% health.


Greer

Note: Many of the attacks in this encounter are very visually aggressive, and frequently overlap each other. This is made worse by there being three targets on the field. An effort has been made to keep the animation examples clean, but this was not always possible.


Regardless of strategy, Greer will fire as you start the encounter. This attack does have a maximum range, so it may not target the absolute furthest players depending on how spread out the group is.

Blob of Blight

Greer targets the three most distant targets within range and creates a trio of spheres in front of him that track their targets for up to 12 seconds, firing out damaging projectiles in all directions as they move. The three players will have a blue targeting effect on them, and a repeated "clunk" audio cue will play as the spheres are prepared.

The small projectiles deal moderate damage and apply a stack each of Poison Poison and Torment Torment, but they can be destroyed by projectile defense. The spheres themselves deal moderate damage, Launch Launch the player, corrupt five boons, and inflict three stacks each of Poison Poison and Torment Torment. If the sphere hits its target, it will remain in position for five seconds, continuing to fire out projectiles.

While travelling, any player can dodge, block or invuln through a sphere to destroy it, but they should be careful not to get hit by other spheres that may be behind it. The sphere cannot be destroyed until it starts moving, so it is unreliable to destroy them where they are created.

This attack will repeat after 120 seconds. Due to typical phase timings, it's likely to be the first attack used in phase 2 as well, though it's often delayed in phase 3 for some reason.


- Greer fires a at all players in front of him at huge range, dealing moderate damage with each hit. The sheer number of attacks can easily down a group, so projectile defense is hugely beneficial
Greer can repeat this attack every 17-18 seconds, but he is less likely to do so if there are targets in melee range.


Eruption of Rot

Greer targets two random players with a medium-sized green AoE that empties of color over eight seconds. After this, if there are two or more players (including the target) inside the green, it will deal moderate damage to those players. If not, Greer will gain two stacks of Empowered_(Greer,_the_Blightbringer) Empowered and a spawns on the targeted player, launching players and inflicting Bleeding Bleeding and Poison Poison as well as Infectious Rot Infectious Rot - a pulsing red AoE that surrounds the player and constantly applies Poison Poison to those inside it. This effect lasts for 20 seconds, but is removed if the player is downed. If that weren't enough, a spawns at the location of the original , lasting for five seconds and ticking a small amount of damage and corrupting boons.

In addition to the horror show above, standing in two greens at the same time will instantly down a player, and each of the minibosses can use the attack as well - potentially resulting in four occurring at once. The miniboss version of this attack will target a single player, and players have 10 seconds to stand in the green. As the two different sources of this attack, it is safe to stand in two greens if they will hit at different times.

Surprisingly, the can be dodged, mitigating the threat if the player has good enough timing, though it still leaves a behind and Greer still gets Empowered_(Greer,_the_Blightbringer) Empowered.

In the final phase, this will target three players, but you no longer have to worry about additional uses from the minibosses.

Greer's version has a cooldown of 120 seconds, so like , you're likely to only see it once near the start of each phase. The minibosses' version has a cooldown of 75 seconds.


Sweep the Mold Rake the Rot Stomp the Growth

Greer's basic attack chain is a three-part move where he first sweeps his right arm in a cone attack that deals heavy damage, Knockback Knockback, and inflicts two stacks each of Bleeding Bleeding and Poison Poison. The next attack sweeps his left arm in a similar pattern, also dealing heavy damage, Knockback Knockback, and inflicting Cripple Cripple and two stacks of Poison Poison.

The final attack in the chain is a series of three stomps in a large AoE centred on the "tank". The first two deal heavy damage and two stacks each of Poison Poison and Vulnerability Vulnerability, while the final launches out a that deals heavy damage and corrupts eight boons in addition to inflicting Poison Poison and Vulnerability Vulnerability.

The first two attacks can be dodged or blocked, while the wave can be jumped over or dodged.

Greer may occasionally use another attack before .


Enfeebling Miasma

Greer breathes out poison in a pattern of three massive conal AoEs in front of him. Each hit corrupts four boons as well as inflicting Weakness Weakness and six stacks of Poison Poison. A pattern of circular AoEs that apply the same effect linger in the area for 13 seconds.

After the initial attack, there are gaps between the circular AoEs that allow you to move through the cloud safely.

Like many attacks, this has a cooldown of 120 seconds, so you're likely to only see it once per phase.


Cage of Decay

A spread of arrow indicators appear in front of Greer, and a slow-moving ripple of thorns travels along the arrows almost immediately, dealing moderate damage, Knockback Knockback, and inflicting a stack each of Bleeding Bleeding and Poison Poison. The movement is slow enough that a player knocked back into the path can easily be hit again if they don't have a stunbreak. When the ripples reach the end of the arrows, they create a that applies Plague Rot Plague Rot - a nastier version of Infectious Rot Infectious Rot that will additionally apply Infectious Rot Infectious Rot to any player that touches your AoE. If you pick up this effect, you will need to stay away from other players until it expires (it lasts 25 seconds). You will get this effect even if you dodge or use invulnerability to avoid the damage and boon corruption.


Like many attacks, this has a cooldown of 120 seconds, so you're likely to only see it once per phase.


The next two attacks used by Greer are less common, as they require Greer not to have a valid target for other attacks. So in practice you may not see them from Greer, but the minibosses may use them.

Ripples of Rot

If Greer can't "see" someone in front of him, he will jump to the closest player, sending out a wave of thorns in all directions similar to . As the thorns reach the outer limit of the AoE, a ring of thorn barriers will be created that block projectiles and prevent movement. Attempting to pass through the barriers will deal moderate damage and inflict a stack each of Bleeding Bleeding and Poison Poison.


As Greer starts facing the entrance to the arena, he will prefer to walk into melee rather than using , though it may be a consideration when finishing the split phases.

The second attack will be aimed at distant players, but it seems to be low priority so in all likelihood Greer will have closed to melee range before he would use it.


- Greer will thrust his hands into the earth, Launch Launching any players at the impact point. He then targets the three most distant players and hurls a cascade of spores at them, covering the ground in between with AoEs that deal moderate damage and inflict three stacks each of Confusion Confusion and Poison Poison.
Although each AoE is not too dangerous, the sheer number of them can make this attack devastating if there isn't projectile defense.


At 80% health, Greer will become invulnerable, gain a defiance bar (strength: 6000) and start channelling , which constantly fires out AoEs dealing moderate damage until he's broken.

Although the skill tooltip suggests a penalty for failing to break the bar, players have over 30 seconds to do so, making failure very unlikely (if indeed it can be failed).

Upon being broken, Greer loses 10 stacks of Empowered_(Greer,_the_Blightbringer) Empowered and becomes Exposed Exposed for 10 seconds, and two fly off from Greer, dealing moderate damage on impact and spawning two Empowering Beasts.

This attack is repeated at 50% and 20%, each time spawning one additional Empowering Beast.


Given that the Empowering Beasts are slow to apply Empowered_(Greer,_the_Blightbringer) Empowered, it is worth continuing to focus on Greer until Exposed Exposed disappears.


Split Phase 1 (65%)

At 65% health, Greer will become untargetable and throw up a shield that protects him from further damage. Players will be Launch Launched away if they are too close. Shortly after, Gree and Reeg will relocate - Gree to the northeast of the arena, and Reeg to the southwest. These positions are the same in both split phases, so you can start moving immediately to where they will eventually spawn. Both minibosses will use extra attacks in the split phase - see the previous section for details.


While you could split into two teams to take the minibosses on at the same time, they will both move into melee range and stack close together, allowing for some cleave damage. For this reason, it is recommended to focus on one of them and let the other walk in.

If you phased one of the minibosses earlier, then target the other as their health will not reset and the time it takes for them to close the gap will help balance them. Otherwise, you can pick whichever you prefer.

Starting on Gree is probably safer due to removing the threat of Reeg's , and Gree's attacks being more disruptive making it beneficial to take it out first.

Meanwhile, starting on Reeg may be slightly faster as Gree closes the gap quickly and will jump directly to the group whereas Reeg likes to stand nearby and fire projectiles, so starting on Reeg will stack the minibosses better for better cleaving.


Each miniboss disappears when it reaches 50% health, and when both are gone, a new main phase will start.


Phase 2

As the phase starts, Greer becomes vulnerable once more, and Gree and Reeg respawn at the same locations they were in at the start of the fight. It is generally recommended to follow the same strategy you used in phase one, but be aware of which way Greer is facing, as he may use if there is no one in sight.


As Greer's big attacks all have a cooldown of 120 seconds, you'll likely only see each of them once in Phase 1, and a group that is slow enough to see them more than once is very unlikely to be able to kill the boss before it enrages. In addition, a group would have to be very fast for Phase 1 and Split Phase 1 to be finished in under 120 seconds. This means most groups will start Phase 2 with all of Greer's cooldowns available once more, and he will likely perform a similar sequence of attacks as in Phase 1.

In other words, expect him to use immediately.


Otherwise, Phase 2 plays out very similarly to Phase 1 with the exception that at 50% health, Greer will use , and this time it spawns three Empowering Beasts when broken.

If attacking the Minibosses, they will disappear at 25% health.


Split Phase 2 (35%)

This split phase is functionally identical to the first split phase, except you will be killing both minibosses.


Phase 3

Both minibosses are now dead, so this final phase is actually the easiest, with the only changes being that now targets three people and four Empowering Beasts will spawn after at 20% health. Unless you're playing it very safe, you can probably ignore the beasts as they won't have much time to buff the boss before it dies.


Decima, the Stormsinger

While not strictly necessary, many groups split the squad into a melee and a ranged group at this encounter. This is because later phases feature a mechanic that targets the five most distant players while simultaneously making it harder to deal with another mechanic, meaning you want the same five players to be consistently targeted. Decima also has an attack that instantly downs players inside her hitbox, making it risky to have one group stand inside her while the other group can still be at max melee range.

As such, the most reliable method is to have one group that can perform well outside of melee range.


The mechanics in this fight often interact with each other, so it's valuable to understand every part even if it's not directly relevant to your role.


Kiting

In addition, throughout the fight the most distant player will be targeted by:

Fluxlance

Starting 12 seconds into the fight, Decima targets the most distant player with a - an orange arrow indicator tracks the player, and after five seconds it will fire and deal moderate damage to anyone along the line of the indicator, charging any conduit in the AoE. If a player is standing behind one of the conduits around the arena, it will absorb the attack.


At this attack begins, Decima will consume her stacks of Peal of Harmony Peal of Harmony and charge the nearest uncharged conduits to the kiter for each stack. She starts the encounter with five stacks and gains an additional stack for every 5% of health lost.

She will also consume her stacks of Peal of Discord Peal of Discord, with one of the closest players to her getting a medium-sized AoE called that detonates for moderate damage after five seconds. Players with this mechanic should spread out to avoid hitting players multiple times, but be aware that it will charge a conduit if hit by the AoE so this is more important to avoid. Decima gains five stacks for every 10% health lost, which means that depending on your DPS, you can end up with all ten players getting the AoE. The damage from this attack can be dodged, allowing this mechanic to be ignored if the group is confident.

These effects only occur when there is an orange . This is every occurrence in later phases, but only every other in Phase 1.


If a player is hit, they will also gain an effect called Galvanic Sensitivity Galvanic Sensitivity which significantly increases the damage they take from (green AoEs).

Every other time this attack occurs, the arrow indicator will instead be bright red. This will instantly kill any player it hits, so the only way for the targeted player to survive is to hide behind a conduit.

This attack occurs every ~17 seconds.


It is extremely useful for the kiter to have some kind of teleport skill, as this can ensure they are always able to get behind a conduit for the red arrow even when blocks their path.

With a low enough cooldown, this can also be used on the orange arrow to take it away from the group.


Conduits

As each phase starts, the arena becomes covered by a pattern of conduits. These take the form of three rings of six conduits each and while the pattern is fixed, the rotation of the pattern depends on where Decima is facing. This means you can technically manipulate the positioning, though it doesn't affect playstyle much beyond potentially allowing you to use fixed markers.


As the fight starts, three s spawn between conduits on the innermost ring. The area directly between the checkpoint and the boss will be clear, and the fences appear between alternate pairs of conduits. These fences block movement and deal a moderate amount of damage to anyone who hits them.

20 seconds into the first phase, the fences will swap to cover the current gaps. If the kiter does not move, they may benefit from making sure they're in front of the conduits so they are not cut off from the squad.


In phase 2, the fences will form curved lines between three conduits, each inner conduit connecting to the closest conduit anti-clockwise in the middle ring, then from this conduit to the closest anti-clockwise in the outer ring.

Approximately 20 seconds after the first fences appear, three more will appear between alternating pairs of the inner ring. Which pairs connect is random. After approximately 20 seconds they will disappear again, but the original fences will remain.


In phase 3, fences will connect all adjacent conduits in the inner ring, enclosing the group. This is in addition to the fence pattern from the start of phase 2.

Approximately 15 seconds after these fences appear, alternating fences on the inner ring will disappear, while new ones appear connecting alternating pairs of conduits in the outer ring. Both of these pairs are random.


In all phases, the fences will switch back and forth between the two patterns - after the pattern is selected, it will not change within a phase.


Every time a conduit is charged, it will gain a red damaging AoE called . The more times it is charged, the larger the AoE, and the more damage it deals.

If a conduit receives four charges, all players will become Exposed Exposed, and Decima will gain five stacks each of Peal of Discord Peal of Discord and Peal of Harmony Peal of Harmony.


At various points in the fight, each charged conduit will release a green that slowly moves towards the boss. Each spark that reaches Decima gives her a stack of Charge_(Decima) Charge, which increases the damage of Thrumming Presence Thrumming Presence and . If she reaches 10 stacks, it will cause a raid wipe.

To prevent a spark from reaching Decima, players must stand in the green AoE, which will cause it to stop moving and both it and the players will take damage. After ~4.5 seconds, the spark will disappear. More people standing in the AoE will cause it to disappear faster, and a player can stand in multiple sparks at once (taking damage from each one). The damage from standing in a spark is low unless the player has Galvanic Sensitivity Galvanic Sensitivity, in which case it's enough to down a player in seconds.

For each charge a conduit has, it will release a larger spark. These larger sparks require more players to stand in them (indicated by the number of small triangles appearing above each spark), but do not seem to take notably longer to disappear. This could make it efficient for the kiter to charge conduits to two stacks each in order to reduce the total number of sparks, but in later phases the larger greens can cause issues for the ranged players as they are harder to avoid. It's also important to avoid ever letting a conduit reach three stacks.


Strategy

Decima surrounds herself with Thrumming Presence Thrumming Presence as the fight starts, indicated by a faint red outline. This deals a small amount of damage every second, but more importantly it applies Harmonic Sensitivity Harmonic Sensitivity to players inside the AoE which causes them to take additional heavy damage if they get hit by .

Getting hit by removes Harmonic Sensitivity Harmonic Sensitivity and applies Galvanic Sensitivity Galvanic Sensitivity for 30 seconds. Notably, this debuff prevents you from receiving Harmonic Sensitivity Harmonic Sensitivity, so kiting players can stand inside the Thrumming Presence Thrumming Presence with minimal drawbacks after the first of each phase.


Shortly after, Decima performs - a series of stomp attacks followed by a cascading series of cone attacks surrounding her. The first two stomps cover half of her hitbox each, so they can be sidestepped if you're quick enough. All attacks deal heavy damage and the last hit applies Cripple Cripple, but there's a long gap afterwards before she attacks again, so players shouldn't need to worry too much about avoiding them.


12 seconds into the phase, the most distant player is targeted by . Players in the group should be careful not to stand in the arrow, as it will deal a lot of damage and essentially make them unable to deal with another mechanic later.

Immediately after, the pattern will change.

Seismic Crash and Earthrend

Approximately two seconds after hits, Decima attack, creating an orange AoE directly underneath her that deals a huge amount of unavoidable damage to anyone inside it - while most forms of active defense don't work, skills that "reverse" damage or prevent getting downed, will.

There are two different attacks, both with the same orange AoE. The order she uses them in is random, but they will always be used one after the other.


(shown above) causes a series of ring AoEs to appear around the boss as she jumps in the air, hitting players for heavy damage and knocking them back as she slams down.


causes her to spin in place, while covering the outer part of the arena with bright orange AoEs. Getting hit by these will deal heavy damage and pull players towards Decima.


The knockback distance in either case is significant, making it likely that the player will bounce into a , taking even more damage as they bounce off. For in particular, there is a risk of knocked players being targeted by if they don't move back quickly enough.

Players don't really have any reason to be in the outer AoE of , so the main risk of this attack is getting knocked into it by .

It is very useful for group Aegis Aegis or Stability Stability to be provided for , and/or for players to dodge the knockback if they lack trust.


Coinciding with (regardless of which attack was used first), a set of will be released (see the Conduits section).


Immediately after the second attack, occurs again, this time the red version.


Decima will now repeat her attack pattern from the start of the phase.


Split Phase 1 (75%)

When Decima reaches 75% health, she will become immune to damage (though not clear her conditions), and lose all stacks of Peal of Discord Peal of Discord and Peal of Harmony Peal of Harmony. Players will also lose their Harmonic Sensitivity Harmonic Sensitivity and Galvanic Sensitivity Galvanic Sensitivity.


Decima's defiance bar (strength: 8000) will unlock, and all charged conduits will start releasing a stream of sparks. As before, she will gain a stack of Charge_(Decima) Charge for each that reaches her, but it will also cause the defiance bar to refill instantly.


When the bar is broken, there will be a few more seconds where sparks are still active, then Decima will detonate all charged pylons, dealing low damage to all players for each one with , followed by a final hit of moderate damage from .


Phase 2

As Phase 2 starts, Decima will lose all stacks of Charge_(Decima) Charge and become Exposed Exposed and Stunned Stunned for 10 seconds. Assuming you have a ranged group, these players should move away as soon as the Exposed Exposed and Stunned Stunned disappear, as the boss will shortly regain Thrumming Presence Thrumming Presence.


The major difference in Phase 2 is that when happens, the next four furthest players will also be targeted by . This is functionally the same effect, but is only ever the orange version, while the kiter still alternates between orange and red.

Additionally, a swirl of wind will briefly appear that pushes all players anti-clockwise. This deals no damage, but makes positioning trickier. The push effect can be avoided with Stability Stability.

As you want as few players affected by Galvanic Sensitivity Galvanic Sensitivity as possible, it's beneficial to have the same five players (including the kiter) always be the furthest away, with the kiter being a little further still. It can be beneficial to ensure these players are outside Thrumming Presence Thrumming Presence in order to avoid Harmonic Sensitivity Harmonic Sensitivity, but after the first this will no longer matter as long as those players stay further away than the melee group.

As with the kiter, it is beneficial to avoid having the arrows intersect with any pylons. In this phase, each of the targeted players is hit in turn which makes it relatively easy to stack as a single group and outheal the incoming damage. This minimises the chances of charging a pylon, and gives the melee group fewer arrows to avoid.


Additional s will appear between pylons as / begin, and this can have the effect of cutting the kiter off from the rest of the group


As before, sparks will start to emerge from charged conduits as Decima uses , but as only half the group is able to stand in the safely, the melee group needs to be more active while the ranged group needs to make sure to avoid them.


Split Phase 2 (40%)

The second split phase occurs at 40% health and is exactly the same as the first one.


Phase 3

For long sections of the final phase, the area around Decima will be completely enclosed by s.


One final mechanic is added in this phase. When the kiter is the target of an orange , there will be an additional green .

This green arrow targets the "most opposite" uncharged conduit to the kiter, and if no one stands in it the conduit will be fully charged, with all the negative consequences that entails. However, as long as at least one player is inside it will merely provide a single charge to the targeted conduit. If three players stand inside, it will not charge the conduit at all. The damage from this is also shared among all the players inside.

As coincides with (assuming Decima has stacks of Peal of Discord Peal of Discord), there is a potential danger of having players stack in the arrow with the Chorus - the timing required to spread for the AoE then get back into the green arrow is very tight (less than 1.5s), so it may be easier to only have three players inside the arrow, or just have people dodge the (without leaving the arrow). Additional safety can be provided with barrier or even a preemptive revival skill.

Note that the green fluxlance does not apply Galvanic Sensitivity Galvanic Sensitivity, nor is its damage boosted by Harmonic Sensitivity Harmonic Sensitivity.


As occurs opposite the kiter's location, and new conduits get charged near the kiter's location. The melee group may need to quickly run from one side of the boss to the other in order to stand in s, then run back in time for the next .

There are a lot of different approaches that could work here. The kiter could position themselves opposite to the rest of the group, so that appears next to the stack. This will charge conduits on the opposite side to the stack, and when the next happens (without the green arrow), the melee group can move away from the to collect greens. The drawback to this is that it is convenient for the kiter to be a support, and this would take them away from their own subgroup and could lead to lower boon/healing uptime.

Another approach could be to have the group rotate, so that the kiter can remain stacked, but the is moved out of the way of the melee group collecting sparks. The drawback here is that it requires coordinated movement, plus the more the kiter moves, the more spread out the s will be (this also applies to the previous approach).

The group could also simply position themselves on opposite sides. This would ensure that greens always come from the same locations, but requires the melee group to keep running about and having to avoid the - leading to lower DPS uptime and the increased possibility of missing mechanics.


Whichever approach is used, the playbook of this phase is as follows:

  1. s appear, and Decima uses .
  2. Wind blows, Kiter and ranged players get orange ; melee players get and have to stand in .
  3. pattern changes and Decima uses and .
  4. Ranged players get while kiter gets red ; melee players need to move to collect s.
  5. Repeat.


With both Decima and Greer dead, the path to Ura is open. Regardless of which boss is killed second, a path behind the arena becomes accessible that leads to the final encounter. There are some titanspawn along the way, but they can be ignored.


Ura, the Steamshrieker

At the top of the mountain, Ura hides. The checkpoint doesn't update until the fight starts, but doing so will also teleport all players into the arena.


Multiple mechanics in this encounter apply a unique debuff called Sulfuric Acid Sulfuric Acid, which can be removed with condi cleanse, significantly reducing the damage pressure. This debuff deals a small amount of damage every second, and if it remains on a player they gain a stack of Exposed Exposed every five seconds, lasting for 30 seconds.

Ura's defiance bar unlocks at 5% health intervals, both allowing for extra damage via Exposed Exposed and also interrupting her attacks. Not only that, but it removed stacks of a buff she is constantly building up called Rising Pressure Rising Pressure that increases her outgoing damage and reduces her incoming damage by 5% for each stack.

Finally, Stability Stability is very nice for supports to bring as there are several mechanics that CC you.


Bloodstone Shards

There are two small bloodstone shards on the floor, and Ura will appear once they have both been picked up. The players who do so each gain a Special Action Key (SAK) called dispel that negates a couple of mechanics during the fight. Using this ability causes the shard to drop onto the ground at the player's location, and they gain a debuff called Bloodstone Saturation Bloodstone Saturation for 45 seconds. If a player with this debuff picks up a shard again before it expires, they will start taking 20% of their max health as damage every second. This debuff can stack.


If a shard is left on the ground for three seconds, it will start pulsing a bright red AoE (the red AoE has no effect; it is merely to indicate the position of the shard), and all players will take 10% of their health as damage every three seconds. Therefore, all players should understand how shards are used and try to pick them up whenever they don't have Bloodstone Saturation Bloodstone Saturation.


Strategy

As soon as the second shard is picked up, Ura will appear a short distance away (the location is always the same, so the rest of the group can position themselves ahead of time). Players that stand in her hitbox will take a small amount of damage and Burning Burning from her Scalding Aura.

Throughout the encounter, Ura will randomly emit , dealing a small amount of damage and applying a stack of Sulfuric Acid Sulfuric Acid. While there is a visual for this, it is small and the effect is not severe enough to try avoiding, it just emphasises the importance of having regular condition cleansing.


Starting 10 seconds into the fight, and every 12 seconds thereafter, a Toxic Geyser will spawn. These geysers spawn in a fixed pattern, moving approximately from the north-eastern end of the arena towards the center. These geysers tick Poison Poison on anyone inside the AoE. The Poison Poison deals practically no damage, but the healing reduction can still be dangerous.

More significantly, if Ura stands inside the AoE of one of the Toxic Geysers, she will gain Resolution Resolution, Protection Protection and 25 stacks of Might Might every second.

The geysers can be targeted directly and killed, and they also have a defiance bar (strength: 800) that will remove the geyser if broken.

Pressure Blast

As soon as the fight starts, two random players who aren't holding shards will be targeted by a medium orange AoE and gain a pinkish screen border effect. After five seconds, everyone inside the AoE will be suspended in bubbles and slowly rise into the air while stunned, taking heavy damage every two seconds. This effect cannot be stun-broken.

To escape, a player with a shard needs to drop it underneath the bubbled players. Players with shards are immune to the effect and can go and stand on the targeted players preemptively. The two targeted players should stack on top of each other outside of the main stack. It may be useful for the group to say where to move ahead of time (e.g., to the left of the stack) to aid coordination.

When trapped in bubbles, there will be a white AoE on the ground underneath the players' original location(s). Some effects can end up moving the players however, so the shard should be dropped underneath the bubbled players, not necessarily where the white AoE is.

Ura can use this attack every 20 seconds, but other attacks may take priority leading to it being delayed.


Shortly after, Ura targets the most distant player and s herself forward a fixed distance, indicated by an arrow, dealing moderate damage to players in the path and very heavy damage to any player in her landing zone.

Depending on the damage of the group, this can cause problems as Toxic Geysers get closer so it may be worth having a player deliberately stand further away in order to bait Ura towards a safer location.

Ura repeats this movement approximately every 20 seconds, but only in Phase 1.

Slam

Ura's basic attack is a series of slams, the first two dealing moderate damage, and the third a conal attack dealing heavy damage and Knockdown Knockdown.


In general, Ura will cycle through Slam, though the further she gets into the phase the more she will deviate from this pattern.


Phase 2 (70%)

Return

At 70% Health, Ura summons a whirlpool that spins all players around her. She then teleports back to her starting location. A moment later, all players are teleported directly in front of Ura, taking moderate damage and becoming trapped in a . As usual, one of the players with a bloodstone shard must use Dispel_(Mount_Balrior) Dispel to release everyone.

The teleport can be dodged or invulned, thereby also avoiding the , so it's not necessarily a wipe even if no one is holding a shard.


This phase transition removes all existing Toxic Geysers. Phase 2 introduces two additional geyser types, both of which are much more threatening. The 70% defiance bar does not appear until after , but if you break it it will interrupt the attack that spawns one of these geysers so it is particularly worthwhile as typically you can't rely on defiance bars lining up with the best attacks to interrupt.


Ura will not use in this phase, and will only use if she has no other skills available as a result of being broken during a skill cast.

Create Titanspawn Geyser

A large orange AoE surrounds Ura as she jumps in place, Launch Launching players back as she slams down and deals moderate damage to everyone inside. If not interrupted, a Titanspawn Geyser will appear at a random nearby location. Upon creation, the geyser immediately spawns an Elite Fumaroller at its location, which moves to attack the group. 15 seconds later and every 15 seconds thereafter, a Champion Fumaroller will spawn.

The champions can be extremely dangerous, so the Titanspawn Geyser must be destroyed before they are allowed to spawn - the geyser can be directly killed, but the easiest method is to break their defiance bar (strength: 800).

Ura repeats this attack approximately every 35 seconds, but other attacks may take priority leading to it being delayed.


Typically, supports are the best candidates to deal with the Titanspawn Geysers, as they can bring strong CC with less of a DPS loss. However, it is important that they are destroyed regardless of who does it.


Eruption Vent

Ura holds an arm forward, and a random player is targeted by a pulsing ring effect. The targeted player gains a timer icon above their head, and their screen border turns a pinkish color.

On the sixth pulse, a Sulfuric Geyser appears underneath the targeted player, and when the eighth pulse would occur, an explodes at the location, dealing moderate damage and applying Sulfuric Acid Sulfuric Acid to anyone in the area. The vent causes a shockwave called Sulphuric Eruption that also deals moderate damage and applies Sulfuric Acid Sulfuric Acid, and travels far enough to cover the entire arena. Players close enough to the epicenter won't get hit by the Sulfuric Eruption.

Every second after spawning, players within the geyser will be afflicted with Sulfuric Acid Sulfuric Acid and five stacks of Poison Poison.


The geyser can be destroyed with damage, but three seconds after appearing it will gain a Hardened Crust Hardened Crust that prevents it from taking damage. The only way to remove this effect is to drop a Bloodstone Shard directly on top of it.

The delay in gaining this effect makes it common for players to drop the shard before it even appears, so it is important to check first.

Ura repeats this attack approximately every 20-25 seconds.


There are two main approaches to dealing with this mechanic - you can either have the targeted player take the geyser off the stack and ignore it, or drop it directly onto the stack, strip the Hardened Crust Hardened Crust, then let cleave kill it. The former approach reduces the safe space (though Ura rarely moves in Phase 2, if ever), and can be more disruptive if people don't notice the mechanic until too late and drop it away from the group but close enough that they're still within the AoE.

The second approach involves taking some guaranteed damage, and if the players with shards don't respond correctly, the geyser can remain active on the stack.


Starting 20 seconds into the second phase, coinciding with , a second Sulfuric Geyser will spawn in a random location at the edge of the arena. It acts the same as the player-targeted geysers, but due to their positioning, they are unlikely to present much danger beyond the instance of damage from the Sulfuric Eruption.

A new geyser will spawn every 45-50 seconds, seemingly coinciding with every other . The two geyser spawns are not completely linked though, as it is possible to prevent the spawn of one and not the other if you break Ura at the right moment.

Steam Prison

Ura rakes her claws along the ground, then wrenches them skyward as a random player gains a large ring AoE surrounding them, along with a pinkish screen border.

This AoE will track the player for three seconds, then a second and a half later, summons a ring of boulders at that location. The ring deals moderate damage and knocks players back if they try to cross it, though the knockback can be ignored with Stability Stability and you can freely teleport across the wall.

In addition, the reflects projectiles, which can cause serious damage to the group depending on composition.

The targeted player should move out of the stack as quickly as they can, and it would be very useful for supports to apply Stability Stability or provide some kind of portal so that the player can get back to the group afterwards.

The prison lasts for 10 seconds, and Ura can use this attack every 20 seconds, but other attacks seem to take priority leading to it often being delayed.


Phase 3 (40%)

There is no major transition for Phase 3, but Ura will regain and use it as soon as she can. She remains unlikely to use .


Toxic Geysers will begin to spawn again in Phase 3, starting at the southeast edge of the arena, then spawning in a line of three moving towards the center on a 12-second interval, then another line approximately parallel and slightly to the west of the first set. This is followed by another set of two further to the west, then the pattern starts filling in from the northeast edge of the arena.

The main result of this is that the geysers are almost certain to intersect with the group during this phase, so it may be necessary to target them directly as it is easy for Ura's hitbox to overlap the geysers'.

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