Scenario Enemy Ability Guide

This guide lists information about the enemies encountered in scenarios split by locations and wave types. If an ability is shared by many enemies in the wave, it’s denoted that at the top and the explanation is given once rather than repeated for each enemy. While this approach saves space, I realize it makes it harder to determine exactly which abilities a specific enemy has at a glance. I’ll try to format the guide better eventually.

Compiling this information has taken some time and it’s probably still missing some effects that I glossed over or didn’t encounter due to avoiding/interrupting them. If there’s anything to add or correct, let me know and I’ll update the information.

General Information

Common ailments

Some debuffs and afflictions come from many different sources. All of the effects here stack to 10.

  • Exposed - Increses damage taken by 2% per stack.
  • Debilitated - Reduces all damage dealt by 3% per stack.
  • Corrupted - Reduces heal, barrier and leech effects by 5% per stack.
  • Infected - Damage over time. Increases damage taken by unspecified amount.
  • Accursed - Damage over time. Reduces heal, barrier and leech effects by unspecified amount.
  • Bleeding - Damage over time that bypasses barriers.
  • Burning - Damage over time.
  • Poisoned - Damage over time.
  • Filth Exposure - Deals damage over time, increases damage taken, reduces movement speed, reduces healing, leech and barriers.

Hostile Mutator Subroutine

These are special modifiers that can affect a single enemy on any pack. The announcer will let you know if an enemy is affected and the mutated enemy will be shown on the minimap with an orange skull icon. All the mutations also increase enemy health by 25%, except for the Behemoth mutation which increases health by 87%.

  • Acidic - Trails a pool of acid on the ground, which applies a stacking DoT on whoever stands on it. The DoT can be cleansed.
  • Behemoth - Greatly increased health, reduced speed and CC immunity.
  • Commander - Has an aura that heals over time and reduces damage taken. Only spawns in 4-packs.
  • Hellish - Casts ground targeted AoE explosions. Small radius. Prioritizes the players.
  • Infected - Spawns two locusts on death. The locusts will rush at whoever had aggro on the infected enemy and cast Immature Assault when they are in melee range. This skill is a point blank AoE explosion that deals low damage to the player but extremely high damage to the survivors. Always deal with this type of mutation away from survivors. If you kill an infected enemy in the camp, run away before the locusts reach you. As a last resort in a bad situation, you can try to kill the locusts before they finish casting the explosion. The locusts have the same health as the 4-pack enemy values.
  • Strange Attractor - Regular attacks can apply a snare (35% reduced movement speed). Also has a point blank AoE which will pull the targets toward it. Very large radius. Deals a small amount of damage to survivors but doesn’t pull them because they are CC immune. Melee range is a safe zone from the pull, but some enemies with large hitboxes (e.g. Locusts) do not have this safe zone. Can be interrupted.

Filth Infected Replacements

During any wave and for any pack size, one or more enemies can be replaced by filth infected humans. These enemies attack very rapidly and leave a pool of filth after they die. Standing in the pool of filth applies 1 stack of Filth Exposure per tick.
Abilities:

  • New Flesh - Passive ability, resistance to impairment effects.
  • Palsy - Melee range cast, applies 3 stacks of Exposed.

BUG - There’s an irregularity that causes filth infected replacements in 2-packs to potentially have the scaling values of a single spawn enemy rather than a 2-pack enemy. It can happen with regular or mutated replacements. It only sometimes happens with 2-packs, never with 4-packs or single spawns.

Hellspawn

During the second wave of any Scenario, you can get Hellspawn rather than a local enemy type.

4-pack Rakshasa: Melee attacks.

  • Purebred - Passive ability, resistance to impairment effects.

BUG - Rakshasa spawn as 3-packs in the Castle scenario. They have the same scaling values as their 4-pack counterparts from Mansion and Hotel.

2-pack Hell Soldier: Always paired with another Hell Soldier. Melee attacks.

  • Warhead - Point blank AoE cast, applies 2 stacks of Exposed.
    They also have the Learned Behaviour ability that triggers on ally deaths, but the cast is very inconsistent.

2-pack Succubus: Can be paired with another Succubus or an Incubus. Ranged attacks.

  • Heartbreak - Single target ranged cast, roots target in place.

2-pack Incubus: Can be paired with another Incubus or a Succubus. Melee attacks.

  • Lifesmelt - Self cast buff, attacks heal nearest Succubus. Can be purged.

Single Incubus: Melee attacks.

  • Portal Feedback - Self cast buff that grants Major Defense, significantly increases glance chance. Can be purged.
  • Salted Earth - Ground targeted AoE cast.

Mansion - New England

WAVE 1

The first wave will have Draug, Scarecrows or Zombies.

Draug

Draug waves uniquely don’t have any 4-pack spawns. All Draug enemies, including the bosses, have the Coastal Ward ability that they will cast when they are in the water.

  • Coastal Ward - Self cast buff, can only be cast in the water. Reduces incoming damage. Can’t be purged.

All non-boss Draug share two other self-buff abilities, Vengeful and Blood in the Water. Both of these abilities have blank descriptions and it’s difficult to determine what they do in a scenario environment.

  • Vengeful - Self cast buff, blank description.
  • Blood in the Water - Self cast buff, blank description.

2-pack Draug Mauler: Melee attacks.

  • Berserker Rage - Point blank AoE attack, knocks targets down.

2-pack Draug Spiker: Melee attacks

  • Harpoon - Ground targeted AoE attack, knocks targets down.

2-pack Draug Seacaller: Ranged attacks.

  • Electric Tide - Ground targeted AoE, leaves an electrified area that damages anyone standing inside.
  • Pounding Wave - Ranged snare (70% reduced movement speed).

Single Draug Broodwitch: Melee attacks.

  • Ink Spew - Frontal cone AoE attack.

Draug Bosses

Both Draug bosses share the Barnacled ability.

  • Barnacled - Self cast buff, increases glance chance. Can be purged.

Draug Lord: Spawns in the middle of the pool. Ranged attacks.

  • Anchor’s Chain - Single target ranged attack.
  • Pulse Wave - Point blank AoE attack, knocks targets down.

Draug Behemoth: Spawns in the middle of the pool. Melee attacks.

  • Watery Spike - Single target ranged attack.
  • Water Spirals - Ground targeted AoE attack, snares targets (70% reduced movement speed).
  • Deep Blast - Point blank AoE attack, knocks targets down.

Scarecrows

All scarecrows share the passive Built to Last ability and cast the Burning Man buff at low health.

  • Built to Last - Passive ability, highly resistant to impairment effects.
  • Burning Man - Self cast buff on low health, inflicts elemental damage when struck.

4-pack Chainsaw Scarecrow: Melee attacks.

  • Power Cut - Frontal column AoE attack, inflicts 1 stack of Bleeding.

2-pack Doll Scarecrow: Ranged attacks.

  • Pediophobia - Ranged cast, applies 2 stacks of Accursed.

Single Shotgun Scarecrow: Ranged attacks.

  • Heavy Slug - Frontal cone AoE attack, knocks down targets. Since all scarecrows are highly impair resistant, try to avoid this rather than rely on impairs.

Scarecrow Bosses

Scarecrow waves uniquely only have one boss variant, which isn’t a scarecrow.

Revenant: Spawns on the west side of the pool. Melee attacks.

  • Call to Crows - Channeled frontal column AoE, applies 1 stack of Accursed per tick.
  • Flicker - Point blank AoE attack, knocks targets down. Disappears after cast.
  • Flickering Ambush - Single target attack, uses after reappearing from Flicker.

Zombies

4-pack Swarm Zombie: Melee attacks. No special abilities.

2-pack Cultist Zombie: Ranged attacks.

  • Cult Promise - Self cast barrier, absorbs 50% of incoming damage to a maximum of 1000 per hit. Can be purged.
  • Cult Pact - Removes the barrier from another Cultist Zombie. Not sure what else it does.
  • Chaotic Forces - Multiple random ground targeted AoE blasts.

Single Nauseous Zombie: Melee attacks. Not feeling so well.

  • Heave Ho - Ground targeted AoE, leaves an area of vomit that damages anyone standing inside.

Single Ripper Zombie: Melee attacks.

  • Rip and Tear - Single target melee attack, applies 1 stack of Bleeding.

Zombie Bosses

Zombie Hulk: Spawns on the east side of the mansion. Melee attacks.

  • Dead Weight - Point blank AoE attack, knocks targets down.
  • Exhumation - Ground targeted AoE attack.

Shambling Bear: Spawns in the middle of the pool. Leaves a trail of damaging creep as it moves. Melee attacks.

  • Ursinity - Self cast buff, grants an extreme damage buff, immunity to damage and crowd control. Run away.
  • Bear Boite - Single target melee attack, applies 1 stack of Infected.
  • Spilled Blood - Ground targeted AoE attack, leaves an area of blood that damages anyone standing inside.

WAVE 2

The second wave will have Hellspawn, Spectres, Ak’ab or any of the first wave enemy types.

Spectres

All Spectres alternate between the Phase In and Phase Out states.

  • Phase In - Increases damage taken.
  • Phase Out - Heals a portion of damage taken back, unless affected by DoT or CC effects. Can be purged.

All Female Spectres share the Care to Dance ability.

  • Care to Dance - Single target ranged cast, roots target in place.

4-pack Spectres: Ranged attacks.

2-pack Male Spectre: Ranged attacks.

  • Chivalry Is Dead - Cast on a different spectre. A barrier that redirects some of the damage taken to the caster.

2-pack Female Spectre: Ranged attacks.

  • Spectral Restoration - Self cast heal.

Single Male/Female Spectre: Ranged attacks.

  • Ghastly Draining - Ranged channeled leech over time.
  • Otherworldly Scream - Point blank AoE attack.

Ak’ab

4-pack Ak’ab Nymph: Melee attacks.

  • Moulting - Self buff, significantly increases glance chance.

2-pack Ak’ab: Ranged attacks.

  • Dash - Frontal column AoE attack, knocks down targets.

Single Ak’ab: Melee attacks.

  • Dash - Frontal column AoE attack, knocks down targets.
  • Marked Prey - Single target snare (70% reduced movement speed).
  • Mandible Stab - Single target melee range attack.

MANSION FINAL BOSSES

Ak’ab: Spawns on the west side of the pool. Melee attacks.

  • Dash - Frontal column AoE attack, knocks down targets.
  • Chittering Call - Spawns 2 Ak’ab Nymphs, same as the 4-pack variants.
  • Royal Jelly - Melee range channeled leech over time. Interrupt as quickly as possible.

Wendigo: Spawns on the east side of the pool. Melee attacks.

  • Lean Winter - Channeled heal over time.
  • Wendigo Psychosis - Applies 1 stack of Exposed.
  • Unquenchable Hunger - Self cast buff, increases hit chance.
  • All-consuming Hunger - Self cast buff, increases critical hit chance.

Wraith: Spawns on the southeast corner. Melee attacks.

  • Shroud of Razors - Passive ability, inflicts damage to attacker when glanced.
  • Enshroud - Self cast barrier, absorbs 50% of incoming damage to a maximum of 10000 per hit. Can be purged.
  • Chill to the Bone - Single target ranged cast, roots target in place.
  • Scythe Through - Point blank AoE attack, snares targets while casting, knocks targets down.
  • Chain of Fools - Single target ranged attack.
  • Red Ribbons - Point blank AoE attack, knocks targets down.

Hotel - Egypt

Half-time boss spawn locations are erratic in Egypt and the bosses will often not get an icon on the map either. If there is no icon on the map, stay at the middle of the camp and keep an eye on both doors.

WAVE 1

The first wave will have Locusts, Ghouls or Cultists.

Locusts

All Locusts, the Locust boss included, share the Digestive Goop and Regrow abilities.

  • Digestive Goop - Randomly creates 3 patches of acidic goop on the ground that deal damage to targets that stand on them.
  • Regrow - Self cast heal. Impairing doesn’t trigger internal cooldown so the Locusts can often try to cast it again immediately. Try to impair close to the end of the cast to buy time.

4-pack Swarm Locust: Melee attacks.
2-pack Spitting Locust: Ranged attacks.
Single Locust: Melee attacks.

Locust Bosses

Locust: Melee attacks.

  • Call to the Swarm - Spawns 2 Swarm Locusts, same as the 4-pack variants.
  • Batter - Single target melee range stun.

Scorpion: Melee attacks. Regular attacks can apply 1 stack of Neurotoxin. Not a Locust but tries its best to fit in.

  • Venomous Column - Channeled frontal column AoE. Applies 1 stack of Neurotoxin per tick.
  • Spray Poison - Frontal cone AoE attack. Applies 1 stack of Neurotoxin. This attack goes a lot farther than its visual indicator.
  • Neurotoxin - Stacking damage over time. Stuns the target at 5 stacks. Can be cleansed.

Ghouls

All Ghouls, the bosses included, share the Spite ability.

  • Spite - Applies 3 stacks of Corrupted.

All Ghouls except for the Shaman boss and one variant of the single spawn Ghoul share the Singlemindedness passive ability.

  • Singlemindedness - Passive ability, grants immunity to movement impairing effects. Doesn’t seem to grant immunity to knockdown.

The Ghoul Shaman and one variant of the single spawn Ghoul share the Sickly Foam passive ability.

  • Sickly Foam - Passive ability, successful hits have a chance to apply 1 stack of Necropolis Rot
  • Necropolis Rot - Reduces critical chance by 1%, stacks to 10.

4-pack Skinny Ghoul: Melee attacks.

  • Bleeder - Passive ability, applies 1 stack of Bleeding on every 5th successful hit.

2-pack Sickle Ghoul: Melee attacks.

  • Overrun - Point blank AoE attack, applies 3 stacks of Exposed.

Single Ghoul Brute: Melee attacks. Has two variants, one with Singlemindedness and another with Sickly Foam. The Sickly Foam version has green fumes coming out of its body.

  • Regurgitation - Ground targeted AoE, leaves an area of vomit that deals damage to targets that stand in it.
  • Monstrous Swipes - Channeled single target melee hits. Channeling stops when target gets out of range.

Ghoul Bosses

Ghoul Brute: Melee attacks.

  • Frenzy - Self cast buff, grants an extreme damage buff, immunity to damage and crowd control. Run away.
  • Rampage - Ground targeted AoE, deals damage and applies 2 stacks of Corrupted.
  • Monstrous Swipes - Channeled single target melee hits. Channeling stops when target gets out of range.

Ghoul Shaman: Ranged attacks.

  • Prehistoric Sickness - Point blank AoE attack, applies 3 stacks of Necropolis Rot.
  • Wave of Sickness - Point blank AoE attack with a melee safe zone. Very large radius. Either position the boss to break line of sight with survivors or impair the cast.
  • Bleaching of Bones - Ground targeted AoE attack.

Cultists

All the non-boss Cultists except for the 2-pack Pistol variant have the Purge the Blasphemous passive ability.

  • Purge the Blasphemous - Passive ability, critical hits purge 1 buff from target.

4-pack Female Burning Cultist: Melee attacks.

  • Terrible Strike - Point blank AoE attack.

2-pack Male Burning Cultist with Sword: Melee attacks.

  • Blazing Strike - Point blank AoE attack, applies 1 stack of Burning.

2-pack Male Burning Cultist with Pistols: Ranged attacks.

  • Flensing - Passive ability, critical hits cleanse 1 debuff from caster.
  • Unlucky Shot - Ground targeted AoE attack, applies 2 stacks of Accursed.

Single Female Cultist with Shotgun: Ranged attacks.

  • Uncaring Sun - Self cast buff, increses mitigation. Can be cleansed.
  • Shotgun Blast - Frontal cone AoE attack, knocks targets down.

Cultist Bosses

Male Cultist Preacher: Ranged attacks that chain to nearby targets.

  • Accursed Blast - Ground targeted AoE attack.
  • Spilled Blood - Ground targeted AoE, leaves an area of blood that deals damage to targets that stand in it.

Female Burning Cultist: Very rapid melee attacks.

  • Call to Flames - Summons 4 Spirits of Flame. These spirits deal very high damage and apply Corrupted.
  • Blazing Strike - Point blank AoE attack, applies 1 stack of Burning.

WAVE 2

The second wave will have Hellspawn, Mummies or any of the first wave enemy types.

Mummies

All Mummies share the Endless Gaze ability.

  • Endless Gaze - Ranged cast that applies 1 stack of Accursed.

The 4 and 2-pack Mummy variants share the Chaotic Psalm attack.

  • Chaotic Psalm - Frontal cone AoE attack.

4-pack Mummy: Melee attacks.
2-pack Mummy: Melee attacks.

Single Mummy: Ranged attacks.

  • Walled In - Self cast buff. Grants immunity to damage and healing over time. Can be purged, impaired or disrupted with a hit from behind.
  • Echoes of Aten - Self buff, greatly increases hit chance.
  • Curse of Lethargy - Ground targerted AoE attack that snares (70% reduced movement speed) targets.

HOTEL FINAL BOSSES

Jinn: Spawns behind the barricade by the pool. Ranged attacks.

  • Towering Inferno - Stacking self buff. Each critical hit grants 1 stack. Resets cooldown on spells at 5 stacks.
  • Unstable Eruption - Single target cast. Point blank AoE damage pulses that deal moderate damage to target and heavy damage to nearby friendlies. Can’t be cleansed. Cast is short but can be interrupted.
  • Searing Heat - Point blank AoE attack with a melee safe zone. Very large radius. Either position the boss to break line of sight with survivors or impair the cast.
  • Firepower - Point blank AoE attack, knocks down targets.

Mummified Executioner: Spawns around the corner in the backyard. Melee attacks.

  • Death Sentence - Puts a 1 minute timer on the target. The target will die if the boss is alive when the timer expires.
  • Word of Anubis - Single target cast, stuns target.
  • Unjust Execution - Frontal 180 degree AoE attack.

Lava Golem: Spawns near the front entrance. Often doesn’t get a minimap icon. Ranged attacks.

  • Candescence/Scalding Crust - Passive ability, Candescence grants leech if the target is suffering from damage over time and Scalding Crust inflicts damage to attackers.
  • Lava Flow - Frontal column AoE attack.
  • Fire Storm - Point blank AoE attack with a melee safe zone. Very large radius. Either position the boss to break line of sight with survivors or impair the cast.
  • Burning Crash - Ground targeted AoE attack, applies 3 stacks of Burning.

Castle - Transylvania

All bosses spawn outside at the top of the stairs.

WAVE 1

The first wave will have Vampires, Werewolves or Fungal Filth.

Vampires

All non-boss vampires share the Hemostasis and Thirst for Blood abilities.

  • Hemostasis - Passive ability, consumes bleeding effects for healing.
  • Thirst for Blood - Self buff, increases hit chance.

The 4-pack and single Vampire variants share the Surgical Strike ability.

  • Surgical Strike - Single target melee attack, leeches health.

4-pack Vampire: Melee attacks.

  • Hunger Unending - Passive ability, increases critical hit chance when low on health.

2-pack Blue Raincoat Vampire: Melee attacks.

  • Gore Geyser - Ranged single target attack, leeches health.
  • Gore Detonation - Ground targeted AoE attack, applies 4 stacks of Debilitated.
  • Feast - Channeled single target ranged attack, leeches health.

Single Vampire: Melee attacks.

  • Pounce Dodge - Passive ability, applies 1 stack of Bleeding on successful hits and on evading.
  • Lash Out - Frontal column AoE attack, knocks down targets.

Vampire Bosses

Vampire General: Ranged attacks.

  • Leech Bomb - Ground targeted AoE attack, leeches health.
  • Spilled Blood - Point blank AoE, leaves an area of blood which deals damage and applies 2 stacks of Accursed on each tick.

Vampire Hulk: Melee attacks.

  • Impaling Strike - Self buff, increases glancing chance by 50%. Can be purged.
  • Surgical Strike - Melee range attack, leeches health.
  • Ball and Chain - Point blank AoE attack, applies a very long duration snare (70% reduced movement speed).
  • Demolisher - Point blank AoE attack, knocks down targets.

Werewolves

Both the 2-pack and single spawn Werewolf variants share the following abilities.

  • Animal Ferocity - Passive ability, gains 1 stack of Rage on critical hit.
  • Rage - Stacking buff. Increases critical hit chance, lowers defense.
  • Lycan Precision - Self buff, increases attack rating. Instantly applied when entering combat. Can be purged.
  • Bloodthirst - Self buff, increases critical chance. Can be purged.

4-pack Wolf: Melee attacks. No special abilities.

2-pack Quadrupedal Werewolf: Melee attacks.

  • Claw Open - Frontal cone AoE attack. Applies 2 stacks of Bleeding.

Single Bipedal Werewolf: Melee attacks. Spawns with 3 stacks of Rage.

  • Overrun - Frontal column AoE attack. Knocks targets down and applies 5 stacks of Exposed.

Werewolf Bosses

Both Werewolf bosses look the exact same to me. You can determine which one it is by the buffs it has before engaging.

Werewolf Pack Leader: Very rapid melee attacks.

  • Animal Ferocity - Gains 1 stack of Rage on critical hit.
  • Howl - Summons a wolf that will periodically cast a frontal column AoE dash that knocks down targets.

Werewolf Berserker: Melee attacks.

  • Lumbering Rage - Self cast buff, grants an extreme damage buff, immunity to damage and crowd control. Run away.
  • Bloodthirst - Self buff, increases critical chance. Can be purged.
  • Winter’s Claws - Passive ability, applies 1 stack of Creeping Chill to targets with each hit.
  • Creeping Chill - Stacking debuff, deals damage and stuns the target at 10 stacks. Can be cleansed. Keep an eye on this to avoid being stunned when the boss is about to go into Lumbering Rage.

Fungal Filth

4-pack Fungal Bug: Melee attacks. No special abilities.

2-pack Fungal Seeder: Ranged attacks.

  • Strange Miasma - Ground targeted AoE, leaves an area of fungus that applies 1 stack of Infected per tick.

Single Fungal Hulk: Melee attacks.

  • Vile Miasma - Point blank AoE, leaves an area of fungus that applies 1 stack of Infected per tick.
  • Ejected Matter - Single target ranged attack, applies 3 stacks of Poisoned.

Fungal Filth Bosses

Fungal Bug: Ranged attacks that chain to nearby targets.

  • Surface Virulence - Passive ability, when affliced by a damage over time effect, it counters by applying 1 stack of Poisoned.
  • Leeching Miasma - Ground targeted AoE, leaves several areas of fungus which apply 1 stack of Infected per tick.
  • Chaos Spreads - Single target ranged attack, leeches health.

Fungal Hulk: Melee attacks.

  • Vile Miasma - Point blank AoE, leaves an area of fungus that applies 1 stack of Infected per tick.
  • Ejected Matter - Single target ranged attack, applies 3 stacks of Poisoned.
  • Deep Roots - Ground targeted AoE attack, roots targets in place.

WAVE 2

The second wave will have Hellspawn, Fauns, Deathless or any of the first wave enemy types.

Deathless

4-pack Familiar: Melee attacks.

  • Blighting Cut - Single target melee attack, applies 1 stack of Exposed.

Both the 2-pack and single variants of the Deathless Red Priest have the Bloody Vespers ability.

  • Bloody Vespers - Self cast heal.

2-pack Deathless Red Priest: Ranged attacks.
Single Deathless Red Priest: Ranged attacks.

Single Deathless White Priest: Ranged attacks.

  • Circle of Sulfur - Creates an area that buffs Deathless. Any attack from Deathless standing in the area will hit twice.
  • Unholy Denial - Self cast barrier, absorbs 50% of incoming damage to a maximum of 10000 per hit. Can be purged.

Fauns

4-pack Wisp: Ranged attacks.

  • Deadlights - Single target ranged attack, applies 1 stack of Accursed.

Both Faun variants have the Evil Eye and Deer Kick attacks.

  • Evil Eye - Single target ranged attack, applies 1 stack of Accursed.
  • Deer Kick - Frontal cone AoE attack, knocks down targets.

2-pack Faun: Melee attacks.
Single Faun: Ranged attacks.

CASTLE FINAL BOSSES

If you are in the northern buff pedestal room at the start of the final boss phase, the boss will go inside and come down the spiral staircase to your location, instead of going down the outside stairs and through the main hall. This little trip will cause the Padurii to lose most (sometimes all) of its wisps on the way.

Padurii: Melee attacks. Starts with many wisps that grant buffs.

  • Branch Whip - Frontal column AoE attack, knocks down targets.
  • Treacherous Growth - Large persistent AoE area that snares (70% reduced movement speed) anyone standing in it.

Vampire Magus: Ranged attacks.

  • Sanguine Bulwark - Passive ability, gains a leech buff when glanced.
  • Lord of Veins - Channeled ability that does random ground targeted AoE attacks over its duration. This attack leeches a huge amount of life. Any friendly target that gets hit will heal the boss, including the support drone.
  • Royal Blood - Large persistent AoE area that deals damage to anyone standing in it.

Zmeu: Melee attacks. Leaves pool of filth on death, too bad the scenario is over buddy.

  • Sloughing Filth - Point blank AoE, leaves a small pool of filth which applies 1 stack of Filth Exposure per tick.
  • Overhead Smash - Point blank AoE attack, knocks down targets.
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Miscelaneous scenario tips

The topic until this point is mostly an objective information dump, but I want to share some tips as well. I may add more tips to this post when I get more ideas.

Scenarios consist of two main sections: the waves and the bosses. It’s more optimal to approach these sections differently. The waves consist of enemy packs that spawn once every ~15 seconds. During the waves, your primary goal is to kill everything quickly before the next pack arrives. You should go 100% damage allocated with a burst damage oriented skill setup and try to intercept packs quickly, preferably before they reach the survivor camp. However, if you know the enemies well and you’re in a tight spot, you can be picky about this and let less harmful enemies pass by. You still don’t want a pile up on the camp, but sometimes it’s smarter to let the survivors tank a little bit. Energy recharges very quickly out of combat and you’d rather take on a new pack with full energy.

On the other hand, the bosses have their own phases and nothing else will spawn in that duration. For the bosses, safety is your primary goal as you don’t want to die and leave the boss alone with the survivors. Always deal with bosses sufficiently far away from the survivor camp as most bosses have AoE or chain abilities. Have a separate build for bosses that has enough survivability to handle the damage. Creating an alias such as “/alias blah gearmanager use scenario_boss_build” will allow you to quickly swap to scenario_boss_build by entering /blah in the chat.

Impairs are very important. However, if an attack can be avoided manually (by active dodge or just regular movement), try to avoid instead of impair. The main targets for your impairs should be self-heals or AoE attacks that are targeted towards the survivor camp. The Mistress’ Bashosen AoE knockdown gadget is peerless in scenarios and you should have at least 1 more impair if your weapon setup allows it. In situations that don’t require interrupting a cast, feel free to use your spare impairs just to incapacitate enemies for 4 seconds.

Signet of Cruel Delight is a crucial item for high tier scenarios. It is an Occult slot signet that heals you for a certain amount whenever you hit a critical. The heal can also crit and is subject to the generic crit and crit power stats on your character sheet (doesn’t include weapon expertise) so it keeps scaling with your offensive stats. This signet will single-handedly keep you alive in situations where you would otherwise die without a healing or mitigation cooldown. Signet of Thirst is better at lower levels but noticably falls behind once your crit and crit power glyphs reach high Mythic.

Rotate the scenario pedestal buffs to get rid of yellow (heal over time) buffs. A new random buff is spawned 2 minutes after the pedestal is emptied. The yellow buff is the weakest, with a 4% heal per second for 10 seconds. Red is a 15 second 100% damage boost and Blue is a 15 second 75% damage taken reduction. The red and blue buffs are significantly more useful to save for bosses or pack overflows.

You can target survivors (e.g. select nearest with default CTRL + Tab) and heal them with regular skills at a reduced rate. It’s absolutely not worth it during waves, but if any survivor is dangerously close to death during the interlude, you can quickly switch to a healing setup and spend 10-15 seconds healing before the next wave.

Some enemy effects like roots and knockdowns create a deadly combination with the long range threat (hostile snipers) and spectral disturbance subroutines. If you’re doing a scenario with these subroutines and get an enemy wave where these effects are very common (e.g. Spectres, Hellspawn), pay extra attention to cleanses and impairs.

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