The Polaris
The new mechanics to Elite 5+ are very similar to Nightmare Polaris in TSW!
Haugbui Jarl: Lots of electrified water meant not to be stood in. Charged Hack can be interrupted and looks to be on a 20 second timer, same as most stuns. Deep Calling can’t be interrupted ordinarily, but it can be canceled by running behind the Jarl; it summons circles of dark water underneath feet–get used to moving! He also casts Mjolnir’s Echo, which scrambles hate, so needs interrupting.
Blarbane Sorceress: Tide Wall can’t be interrupted, but it can be purged. A couple adds show up to be rounded up. Deathsquall cannot be interrupted–she needs to be walked out of the damaging terrain she makes. Shoot the three incubator pods before starting the fight so the area is clean.
The Verangian: Deep Blast needs to be dodged out of. Charged Hack can be interrupted though at least in E5, a shield can eat it. He also casts Mjolnir’s Echo which is much more important to interrupt. When he dives he’ll summon a handful of adds. His new spot can be seen by faint ripples in the water. When he flees, there will be a circle of cargo crates. People tend to start out on the green crate–all of them start out safe, but they eventually charge with electricity so you’ll have to move. Be quick, the water is electrified. Or bring a pure healer or a bunch of Catastrophe Shelters so you don’t have to move.
Haugbui Mother: Corpulent Slam can’t be stopped. Two or theee tall exploding adds will show up; keep an eye out that all are there before unloading AoE on them. When enough damage is done to her, she’ll cast Eversion and explode into three smaller draug. They have an evade buff but go down quick.
Primordial Dweller: Tide Wall cannot be interrupted, but it can be purged. Psychic Death Zone cannot be interrupted. Get used to dodging dark water and dealing with the scrubbing bubble draug lord puppies! Watch for the exploding incubator adds sneaking up. Synapse Spasm can be interrupted, and should be. He doesn’t always shield up after a PDZ, so watch and be ready to get right back up on the crates.
A tank’s defensive shield CD is a great way to tell all the scrubbing bubbles HERE I AM and protect your healer. Watch for arcs of electricity aiming for the back and sides of the arena, that’s the bubble-summon; use a shield then. If the DPS are failing at their job, a tank can also aggro the bombs and then use Immutable to let them explode ‘safely’ but this isn’t really ideal.
The Ur-Draug: His attacks hit everything in front of him, so unless you’re the tank, don’t be in front of him. Slam can’t be interrupted. Cosmic Gaze can; it has both a knock back and a fair bit of damage. Eventually he will cast Rending the Veil. No, friends, if you are at level for the dungeon, you aren’t skipping the blue phase. Get used to it; the blue phase is here to stay! I believe attacking during this time will damage you anyway, but not sure since people don’t do it often.
The Ur-Things that spawn during blue phase can be killed, though they have evade buffs. Hide behind rocks or keep far away from the nearsighted Ur-Draug’s gaze (and his tail, he can see behind him), lest he Cosmic Sundering you to bitty bitty bits. He’ll Pulverize two rocks (sometimes the one you’re hiding behind–if you seem him winding up to do that, have the tank jump out and moon Ur-Draug with a defensive shield–the tank can take a Cosmic Sundering and if timed right Ur-Draug will forget all about the rock…otherwise swing to the sides and try to find a new rock ASAP, you might get away from him while he’s busy) then the phase ends and you can attack him as usual.
Tanks can use a shielding defensive CD to easily grab aggro after each blue phase. He’ll also occasionally dive and hinder the players in bubbles, then resurface under the tank–use a cleanse to get out of the bubbles.
Sometimes he’ll walk into the center and cast Extinction. Hide behind a rock! When he’s on his last legs, he’ll blow up all the rocks and yank everyone into him and summon Ur-Things.
(Thanks for the additions, JimmytheRabbit!)