This is a general guide that will cover all the events and triggers that happen during E10 (and additionally E17) New York Raid and what to do about them.
New York Raid has a maximum duration of 10 minutes (failing to kill the Lurker under that time will result in a force wipe) that is split in 3 phases:
- From the start of the raid until the first Shadow Out of Time (cast at 75% HP remaining on the lurker)
- Between Shadow out of Time and the killing of 3rd Bird of Zero Point Pathogen
- Between Back Hulk spawn and The Lurker activating again and Lurker / the raid dying.
Each phase will have additional mechanics for the players to deal with which I will detail in the order they appear.
Raid composition for E10 is:
1 Healer
2 Tanks
7 DPS
E17 is instead 2 Healers and 6 DPS.
Prior to the raid start roles will be defined and NPC pickups will be assigned to 2 (Rose and Mei Ling (3 in case of E17, + Zuberi) people. Pick up roles define who will have to reenable NPC buffs in a way that will be described down below, they can be assigned to DPS (and to a healer in E10 as well). DPS will also have to decide which buff circle they will stand in during Phase 3, either Rose (orange) or Mei Ling (yellow), which one you will stand in will depend on the reach of your weapon.
In E10 Healer will be placed in a group with both tanks and one of the DPS in another group will have to equip Clean Up / Opening shot to cleanse root cast before Pod attack as well as buff the group DPS. In E17 each group runs dedicated healer to do both of those things. E10 will also have 1 DPS assigned to go off the grate in case active healer gets a pod target to prevent personal from triggering (further details below).
Raid Caller is a coordinator role whose job is to control the damage output of the raid to prevent mechanic stacking and issue mechanic warnings about things such as AoE triggers and pod targets. Caller commands override general directions of this guide.
Raid Progression (see map below for visual detail)
Phase 1:
This phase starts with the Tank running in and pulling aggro on the Lurker as well as DPS running to the grate as fast as possible (red line). If one of the DPS gets targeted by a filth drop the ideal place to leave it is under lurkers right armpit (red circle). Care must be taken not to overstep and run into persistent filth pool that will immediately kill you. If you are prone to lagging and get a filth pool a safe option is to turn around and drop it in the middle of the walkway, or you can start further away and drop filth off to the side. (yellow line)
During first phase all DPS must remain on the grate in front of the Lurker at all times, save for when they are targeted by a Pod cast (will show up as a red crosshair above target’s head). If you are the pod target your job is to get off the grate and away from other players but still be in reach of their weapons so that they can damage the pod and free you promptly (ideal place for being podded is shown with yellow star). If you are not a pod target, then your job is to either free the pod target if you are able to reach the pod with your weapon without leaving the grate or to keep damaging the boss if you are unable to damage the pod. If pod target is the healer then a designated DPS will leave the grate until healer is unpodded and can resume placing filth (in E10 only). Only players are targeted by the pod in phase 1.
Pods that trap players and NPCs will eventually start an ability cast that, if not interrupted, will heal the pod to full. This cast will usually be interrupted with a random CC effect from one of 6 DPS players, but if the dps is low and it takes a long time to kill the pod a situation is possible where excessive amount of CC effects stacked on the pod (3 cc effects in a row) will cause it to gain temporary CC immunity and you will lose the ability to interrupt the cast. Focusing the pod to deal with it as soon as possible is advised.
Phase 2:
Phase 2 will start with Lurker casting Shadow out of Time and becoming untargetable. DPS should make haste to safety as being caught out by the shadow will most likely result in being one shot. Hiding behind one of the 3 rubble piles in the back of the zone will shield you from the damage. Do not hide behind side rubble piles (yellow hexagons) as they get covered in filth immediately after phase change.(E17 difference: Casting Shadow out of Time now also applies slow that must be cleansed by a healer and temporary filth AoEs to everyone so it is necessary to spread out and avoid grouping too many people together as it will lead to excessive AoE stacking and damage)
After the Shadow passes Hulks and some minor adds will spawn in locations noted on the map as H1-3 and after a brief delay a bird will land in spot noted as B1-3. They will be tanked by each tank separately. (E17 difference: Hulks are now immune to crowd control) DPS priority is to kill the Hulk first, then small adds that will be usually grouped up on the healer and only after clearing everything a bird should be focused down. Killing the bird will trigger another Shadow out of time cast and move all the spawn one number up, so that second hulk spawns in H2 spot, bird in B2 spot, et cetera. This will repeat two times. After third Shadow out of time, Phase 3 begins.
Phase 3:
Phase 3 starts with the Hulk spawning in H1 spot. The Hulk will be grabbed by the tank and must be dpsed down as fast as possible (as well as minor adds surrounding it). When running back a DPS might get a filth drop cast on them. It is imperative that hiding places behind the rubble piles (yellow hexagons) on the left and right, as well as the grate itself remain as free of the filth as possible, if you get a filth drop AoE on you while running back in at any point during this phase dropping in as far away from those places is recommended. If unsure of where to go, middle lamp post (yellow star) is always a safe option if it’s available.
Once you have made it to the grate, you should take a place in your buff circle and dps the lurker. (avoiding fist aoe).
Once the Lurker goes down to 67% hp it will trigger a large AoE attack “Personal Space” (blue circle) that you have to get out of as quickly as possible. Once the AoE lands it will send the NPCs flying back and will disable their buffs, dedicated players will then have to walk up to downed NPCs (indicated with first name letter + number, i.e. R1 for Rose 1st location) and use them to pick them up and reenable their buffs. (*E17 difference: Zuberi enables the rest of the NPCs’ buffs so his pickup is a priority) If you’re not assigned to picking up any NPC your job is to return to the grate as soon as possible and resume damaging the boss.
Intermittently the Lurker will cast Shadow out of Time again, during which you should run out and hide in a hiding spot behind one of the rubble piles on the side (yellow hexagons) until it passes. It will not affect the NPCs. Shadow out of time causes a Hulk to spawn in one of the Hulk spawning places, make it’s way towards one of the players (usually the healer) and be intercepted by one of the tanks. DPS priority is to kill the Hulk.
Intermittently the Lurker will cast a pod on one of the players (proceed the same as in phase 1) as well as on one of the NPCs (either Alex, Mei Ling or Rose). You have to listen to the Caller and immediately move away from the NPC being targeted by a pod. Unpodding priority is Player>NPC. Alex is neither unpodded nor picked up.
When moving away from a podded NPC be aware of the fist AOE, a situation is possible wherein Mei Ling becomes a pod target blocking half of the grate and fist coming down on the other side of the grate essentially making entire grate a kill zone. Options in this situation are to either move all the way to the left and jump on the rubble pile in front of the safe zone to avoid the fist or move and stand slightly in front of the fist when it lands for a brief moment before quickly returning to the grate once the danger passes.
At 45% hp and 25% hp the Lurker will repeat “Personal Space” casts (see above). They will be called out by the Caller.
When the lurker will reach 5% hp it will trigger a Special “Final Resort” attack that starts a final dps race. Final Resort is an AoE attack similar to Personal Space. In addition, everyone will get 40 stacks of “Whispers of Darkness” applied to them and will have to kill the lurker before the stacks run out to prevent a full wipe. Once you have stacks applied to you you no longer have to hide from the “Shadow out of Time” if Lurker casts it.
Overview of the raid zone:
Legend
Red Line - Suggested run in path
Yellow Line - Alternative run in path
Red Circle - Ideal filth drop placing
Yellow Circle - Mei Ling buff
Orange Circle - Rose Buff
Yellow star - Ideal podding place / backup filth drop place
A,M,Z,R(1,2.3) Positioning of Alex, Mei Ling, Rose and Zuberi after first, second and third personal space respectively
H1-3 - Hulk spawn locations and their order (they will keep spawning in them in that order after each shadow out of time, it’s not limited to just 3 hulks, but repeats in 1-2-3-1 fashion
B-1-3 as above, but for birds, birds are limited to 3 spawns total
Original image credit: Rifla
Colourful mess: Me.
Videos
https://www.youtube.com/watch?v=VhJizC8HtJ0 - DPS perspective on e17 raid clear, shows all the mechanics of e10 as well, video by Ceruleana
https://www.youtube.com/watch?v=ZrmchezqEbg - two and a half hour long video that goes into great detail about e10 raid mechanics. Does not mention e17 raid as it was filmed prior to it being introduced but still a great resource.
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