Hell Eternal
If you’re familiar with Nightmare Hell Eternal from TSW, much is the same, but other things have changed!
Archaean Seismocratist: The main change here is the introduction of Rot Iron chains. They severely hinder players in place, and if not cleansed, will, after a short time, kill them. So someone with a cleanse is very important (Purification DDrone will hop from player to player and cleanse everyone, for instance). None of his casts can be interrupted. He casts Shadow in the Blood on the tank, which is a large AoE which can damage anyone else who stands in it and explodes after a few seconds. He’ll also cast a large AoE Caldera which if it hits anyone, they die. He’ll also Flame Lash a DPS, which pulls them toward him and knocks them down.
Lustrehunter: The scardey-cat demon with all the eyes shields himself with Occluding Lens; it can’t be purged in E5+. He’ll also periodically Fallback, stunning everyone, rooting them with Rot Iron chains, while he runs away. He’ll start buffing himself (and at this point he’ll drop aggro as well, so make sure you give time for the tank to get it back), and he’ll also place Mephisto’s Reach on himself, creating a highly damaging AoE. Tanks should use their shield defensive CDs and stand in it.
Prime Maker: It starts off with a reflect shield which needs to be removed by dragging it through water puddles. Periodically, people will be afflicted by a fiery DoT, which needs to be cleansed. As flames come out of the center of the forge, it gains “Heat” 1 stacks at a time, at about 1 stack per second; at 100 stacks of “Heat” its shield goes back up. Move the golem to a new well right around 40-50 stacks of “Heat”, or if it casts something that’ll make the tank move anyway.
Reduction is interruptible and Corrupts the tank while doing a lot of damage as well; it can be interrupted but he’ll recast it anyway, so depending on how hard he’s going to hit with it (and it will be hard regardless) it may be better to let the tank put a shield up rather than stun it. Standing in the flame wisps will stack Corrupted and damage FAST. The wisps can’t be killed and tend to trail behind the golem, so staying in front of him is a good idea. Its other casts, which cannot be interrupted, are Carburising Flame, an AoE that spawns under player feet, and Furnace Blast, a large AoE around the golem. On top of all this, the golem gets a stacking damage buff; depending on how beefy the tank is, they’ll have to start kiting the golem to avoid death, often right around the third time the golem’s shield is removed. Run and dodge along the center line of the platforms so that the golem will walk through water. A taunt gadget can be useful to turn around real fast and taunt it so that the DPS don’t end up with aggro.
Draw Heat seems to make all his fire spirits explode, so don’t be close to fire spirits when he casts it! Occasionally the tank will get some spirits on them and end up with 10 stacks of Corrupted; that needs to be cleansed as well.
This guy is really rough.
Flagillatrix Superior: She needs to be taken to the left and then, if the fight lasts that long, turned at the intersection. She casts Spitelance, which can be interrupted but also gets her to move forward really fast so can be used to position her, Vigil, which sets off yellow alert alarms that are alarmingly LOUD and make her Mortar Monstrosity move faster. If her Tyrants get close to the party, the Mortar Monstrosities will cast Firmament Barrage, causing a number of red tracking reticles to chase people as well as a large AoE Earthen Revolt. She also periodically summons hellsoldiers to accompany and shield her; they need to be killed quickly.
The three Hadean Guards: All of them can cast Painwheel Overdrive, an interruptible AoE, but won’t until one has been killed. It’s best to kill Brutus, then Iscariot, then Cassius; if people can’t figure out by now not to let Iscariot burn them, maybe they should put their credit card away!
The Iscariot, Hadean Guard: She casts uninterruptible Immolation Invocation on the player doing the most damage, which will burn them as they stand unless they run around trailing damaging fire after them. She’ll occasionally cast Rot Iton; Iscariot is the only one who casts this that can be interrupted.
If she is the last left alive, she will cast Shadow in the Blood on the tank while continuing to cast Immolation Invocation. She may summon adds as well in E5+.
Brutus, Hadean Guard: He regularly shields his companions with Black Iron Bulwark, which can’t be purged or interrupted (though if you’re very lucky, it will end up on someone’s chaos doppelgängers). He also casts Drink Deep, which will heal him and damage the tank, so don’t let him do it. If he is the last alive, he casts Body Hammer, which can’t be interrupted but can be dodged; first he tries to stun and damage the tank, then turns onto another player to charge at them. May also summon adds in E5+; may cast Mephisto’s Reach if he’s the last one left. I don’t know this for sure.
Cassius, Hadean Guard: She normally casts Chirurgy, an interruptible heal for herself or one of her allies. The cast is visible as her lifting one hand that glows white, if you want to stun it while your reticle is on a different demon. If she’s the last alive, she will shield herself in Occluding Lens, a reflect shield that cannot be purged. She will also cast Klaxon and summon adds periodically that also shield themselves, but their cast can be interrupted.
Whichever Hadean Guard is last seems to get a sizeable damage buff, and the adds don’t help.
Eblis, Dominus Inferni In Profundis: Eblis will Solar Collapse putting giant red AoE nearby that turn into semi-persistent fire hazards, along with red reticles that chase people. On top of it, he likes to cast Rot Iron in the middle of everyone running away. Cleanses are important! Because of this, he should be kept to the edges of the area. He’ll often Dark Rush, dropping Shadow in the Blood on everyone he dashes through. Ideally, this should only be the tank, and because backing against a wall won’t stop his dash, it’s better to keep him out in the open where the tank can then back up away from the rest of the party, giving melee DPS room to attack. Shadow in the Blood can do a lot of damage to someone who steps in it, even killing them.
He’ll also occasionally stun someone with Consummation, which sucks down a lot of their HP and stuns them (and Eblis) for a short time. Drink Deep has returned; it needs interrupted lest he heal himself. He also periodically casts Occluding Lens on himself; it cannot be purged.
Eblis will Cast Out two or three times during the fight, yanking everyone into a bubble full of moving ground AoE periodically; while in the bubble, he’ll cast Painwheel Overdrive, which can be interrupted, and Vanquish, two column attacks that blast from his wings, which can’t. If he also attacks the tank, it’s the last Cast Out. Damaging him enough in disco bubble phase will either cause him to Cast Out everyone into the normal Hell, or he’ll die. The outsides of the disco bubble are guarded by adds that will cone attack anyone near them, so the only safe place is near Eblis.
If you encounter an issue where Eblis uses Cast Out while Shadow in the Blood hasn’t detonated yet, thus turning the disco bubble into an insta-gib bloodbath, congrats, your group has too much DPS! Holding fire until the AoE detonates should work.