![]() Position either to the side or the back of the Aspirant. If no interrupts are off cooldown, allow the balls to chase you around until the channel is over.Īttacks in front of the Aspirant with a large set amount of Holy damage. This ability is easily interrupted or stunned. Spews balls of light along the ground that hunt each member of the party. Rune of Healing can be used by party members as well to restore their own health, so long as you don't allow mobs to stand on it. Targets the ground with a lingering healing field that restores five percent maximum health every two seconds for ten seconds. If possible, isolate the Mystic from its allies in order to prevent the mass healing AoE. Heals the Mystic's allies for a third of their maximum health. This can be interrupted with a stun, though it would be better to focus on downing the Runecarver as quickly as possible.Īpplies a DoT that does a set amount of Shadow damage every one and a half seconds for six seconds. Pop defensives and focus down the Shieldmaiden so that the stack doesn't get too high.Īttacks in a wide arc in front of the Shieldmaiden that deals a set amount of damage to everyone hit and applies a reduced healing debuff.ĭPS should position behind the Shieldmaiden while the tank faces them away from the party.ĭeals a set amount of Shadow damage to a random party member. Reduces the armor of the Shieldmaiden's current target by ten percent. Use Dispel or Purge to get rid of the shield. Shields the caster to absorb a set amount of damage. Move away from the radius of the AoE, as Sentinels cannot be stunned. Move the Sentinel away from any other mob so that they don't benefit from the aura.Ĭreates a linear lingering storm effect on the ground that damages the party.Īvoid the storm effect on the ground by moving away from it.Īttacks in a wide AoE with a long cast time. Gives the Sentinel's allies immunity to interrupts and stuns. Keep an eye out for wandering tornados and avoid them accordingly. Tornados are born from Static Field and travel across the length of the arena, dealing a set amount of damage. If it's to the left or to the right of you, move to another part of the arena, then move back when the damage field is gone. Watch the sides of the arena to see where the Storm Drake will spawn. ![]() Once the field dissipates, it will repeat the action for the other two thirds of the arena. Storm Drakes glide across a third of the arena, coating it in a lingering damage field. The healer should be ready for party-wide damage once Hymdall begins the cast.Get ready to avoid the Storm Drakes' abilities below. Hymdall deals a set amount of damage to every party member and summons Storm Drakes for Static Field and Ball Lightning. If you're targeted by Dancing Blade, quickly move away from the area and avoid it for the rest of the fight. The sword will deal damage to anyone it touches every two seconds. Hymdall plants a sword on the ground near a random party member. The tank should counter the DoT with defensives, and the healer should apply whatever shields or HoTs they have to do the same. Hymdall deals a set amount of damage to his current target and inflicts bleed that deals damage every two seconds for eight seconds. Move out of the way of both the damage field and the vortexes. Targets an area on the ground and summons wandering vortexes that damage party members on contact. This attack is easily interrupted or stunned, so do this as a priority.ĭeals a set amount of Nature damage to anyone within a cone in front of the Drake.ĭPS should stand behind the Drake while the tank faces it away. Move away from the rest of the group while focusing on battering down the Thundercaller first.ĭeals a set amount of Nature damage to the Thundercaller's current target. Keep your burst damage until the Champion is just over the threshold, then burn it down as quickly as possible.Ī random party member is targeted with an unavoidable AoE that deals a set amount of damage to any ally around them. Once this unit falls beneath 30 percent health, they gain five percent health back every one second for six seconds. Popping minor defensives, such as barriers, and not pulling too many Champions at once will help mitigate the damage taken. Deals a large set amount of Physical damage.
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