Updated Mechanics for Tanking bosses in e17 dungeons
This is broad advice not meant for minmaxing. With minor corrections it’s applicable to any dungeon level below e17
General suggestions are - keep your cooldowns to use for specific abilities mentioned, or use them when going <50% hp. Directions are from the entrance point of view, unless noted otherwise.
Polaris:
Boss 1 "Haugbui Jarl"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
2 interruptible abilities:
Charged Hack - Either Interrupt or use cooldown
Mjolnir’s Echo - Interrupt every time, resets aggro if connects
1 uninterruptible ability:
Electrified Hack - Use cooldown, do not stand in water
This boss will also cast “Deep Calling” that will spawn blasts in place of every player that will charge and explode in about 1 second dealing massive damage. Avoid standing in those blasts or blocking other people from moving with those blasts. Keep the boss on any of the islands.
Boss 2 "Blarbane Sorceress"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
No interruptible abilities
No cooldowns
Call of The Deep spawns circles dealing damage on random players, do not move into someone with a circle.
Deathsquall is a cast that places huge aoe on the tank. Place that AoE in the right passage and move the boss to the leftmost corner after it’s placed. After about 10 seconds 2 adds will come in, those have to be grabbed by the tank. (Use Elite, like anomaly, AoE basic, or a signature ability). The boss will also occasionally cast shield on herself that can be purged but it’s usually on the dps.
Boss 3 "The Varangian"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
Same interruptible abilities as 1st boss.
Intermittently the boss will submerge and spawn 7(!) adds. Keeping either signature or elite ability to grab all of those adds is advised. Keep in mind that without Nemain signet your signature will only hit 6 out of 7 adds.
After boss re-emerging avoid being hit by deep blast AoE as it will reset aggro if it connects.
While the boss moves between phase 1 and 3 it will spawn 2 packs of 3 adds. Grab those with AoE attack of your choice.
Phase 3: Just deal with the interrupts on the boss and use cooldowns if damage from DoT on the platforms drops you to <50% hp.
Boss 4 "Haugbui Mother"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module
No interruptible abilities
No cooldowns
After the start of the boss, exploding bomb adds will intermittently walk into the arena. Suggested way to deal with them includes either of the following - knocking all 3 them down with Kneecapper, knocking all 3 of them up with anomaly, or slowing them until they die with Raging Volcano. They can also be ignored for the dps to deal with, important part is just not being exploded by them.
After the boss drops to <50% hp it will trigger a big slow aoe around herself dealing massive damage and spawning 3 smaller adds that have to be grabbed with either an AoE attack of your choice or, preferably, an AoE taunt like Mass Evulsion / Sonic Blast
Boss 5 "Primordial Dweller"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
Interruptible ability:
Synapse Spasm - Ability that deals significant amount of damage and chains from the tank to the nearest players if it isn’t glanced or evaded. Can be shielded with a cooldown but should be interrupted.
No cooldowns
This boss will cast a shield on itself that can be purged with something like a gadget or Evulsion but it’s not the tank’s responsibility. The tank stand on the rightmost crate in front of the boss to avoid having deep blast explosions spawn on them. Bomb adds will enter intermittently until the boss goes down to <50%. They should be killed by the dps as soon as possible and are usually ignored by the tank.
A smaller pack of 5 adds will occasionally spawn during normal phase, that can be grabbed with an AoE ability of your choice or a ranged taunt like Mass Evulsion or Sonic Blast.
Eventually the boss will change phases casting a shield on itself and making the crate area in front of it a persistent damage AoE that will kill anyone but the tank that stands in it and deal significant damage to the tank. Standing in it is not recommended
3 packs of 5 adds will spawn in 3 spawn points, in the very left corner, between the entrance and the exit, and to the right of the exit. An AoE elite is strongly suggested here to grab all of the packs as they are moved towards the middle of the arena. Dps and the healer should make every effort to meet the tank and not drag the adds away.
Boss 6 "The Ur-Draug"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module
Agents: Take out Divacious and (or) Boone agents as the damage reflect effect can create a feedback loop that will cause you to take significant damage.
Interruptible ability:
Cosmic Gaze - Cone AoE that pushes the tank back and knocks them down. Can be interrupted or ignored as it doesn’t deal a lot of damage. Interrupting is suggested so you don’t take damage needlessly or lose aggro by not hitting the boss being prone.
No cooldowns (Use cooldowns if you’re going <80% during normal tanking phase as each cleave can deal 75% of your hp in one hit if it’s not glanced or evaded. You can also just use cooldowns preventatively when you start tanking the boss. Elite + Signature should be enough to last you through the 1st phase until it goes to the hide and seek phase.)
The boss must be faced towards the wall to prevent dps being cleaved and to prevent the tank from flying 10 miles away after being hit with Cosmic Gaze. This boss will cast Slam which is a huge uninterruptible cone AoE you can easily walk out of.
In Hide and Seek phase several adds will spawn. Only hit them if you can do so from the safety of the rock. Hide behind the rock and avoid standing in red circles that are intermittently applied to random players. Avoid placing other players into your circle. Pay attention to where the Ur-Draug currently is. If it approaches the rock you’re currently behind, the tank walks out from cover and uses a cooldown to prevent the rock from being destroyed. That will cause Cosmic Sundering AoE to be placed on the tank, that will deal massive damage and knockback.
After Hide and Seek is over the boss must be grabbed by the tank as soon as possible (preferably with taunt). Following short phase is the same as phase 1. Eventually it will submerge and go to the middle to cast Mass Extinction. Hide from it behind the rock. When it emerges a slow will be applied to you, that should be cleansed by the healer. Move to the opposite direction from the dps. During the enrage the boss will explode all the rocks, knocking back everyone standing next to them, and pull everyone towards itself. Nothing special here aside from not cleaving dps.
Hell Raised:
Boss 1 "Antimony Ministrix"
No Interruptible abilities
No cooldowns
Recommended Gadget: Whatever really
Unlike lower elite difficulties, here Macroshock isn’t interruptible so you don’t have to worry about it. Whoever it’s cast on can hide from the boss behind one of the pillars to cancel the cast. Just move her around without standing in purple Enervation AoEs from the pillars. She has the rubberband mechanic where she will step back if she’s in melee rand with the tank, so keep that in mind so that you don’t push her back into the AoE.
Boss 2 "Corroder"
No Interruptible abilities
No cooldowns
Recommended Gadget: Electromagnetic Destabilizer / Unification Susceptibility Module
This boss has a cleave attack and must be faced away from the dps and the healer at all times. Intermittently it will cast Flaming Armor and gain 5 stacks giving it damage reflect and bonus protections that have to be purged from it.
You start tanking the boss by pulling it either with or without damage and run to the upper half of the descending passageway. Stop about halfway up, turn and wait for the boss. Shoot or taunt it as it’s about to pass dps hiding behind the pillar.
Eventually it will start casting Caustic Outpouring which is a huge circular aoe with a small safe zone insdie, right around the corroder itself. Stay inside the safe zone as the ability is cast. Immediately after the cast ends, corroder will spawn a circle AoE under itself that deals massive damage to everyone in it. This circle AoE takes about 2 seconds to spawn. When you see it start appearing, move as fast as you can past the corroder and all the dps and position yourself slightly below the pillar dps hid behind at the start, again facing the boss away from the dps. You must make sure to gain enough distance on the boss so that it doesn’t attempt to cleave you as you are moving through the dps and the healer standing in the middle as that will cleave and one shot them.
Repeat this, but be mindful that each time you have to pay attention to the flame walls that advance from above and compressing the amplitude of boss’s movements.
Boss 3 "Hardwired Fleshtank"
1 Interruptible abilitiy
Searing Brand - Just a hit that deals massive damage. Won’t kill you but is unpleasant to receive, especially as he’s prone to casting it up your ass while you’re trying to run across flaming ground taking damage over time.
Use cooldowns when you have to move between flaming platforms
Recommended Gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module / Effigy O33 Reconstructor
There is no discernable mechanic or pattern to how flaming platforms on this boss work, however there are patterns of moving it that have worked more consistently. The most consistent one is with starting the boss on the left platform, moving it clockwise through the exit to the right platform and then to the middle and whatever the circumstance dictates. The boss also cleaves so face him away from the dps if possible, but don’t hesitate to cleave them if you have to move the boss to the particular spot on the platform or to not die in fire.
Boss 4 "Traumadriver"
1 Interruptible ability:
Searing Brand - see above
You technically can move out of any of the boss’s abilities, however moving him carelessly is ill-advised so I would recommend to cooldown at least Molten Metal.
Recommended Gadget: Unification Susceptibility Module
This boss will require starting the fight at different timings based on how much dps your group is able to output. With high dps timing suggestion can be disregarded. To start the boss fight and not end up with the exit area completely blocked off by the enervation circles from the pillars the boss should be aggroed when the enervation aoe train reaches either one pillar on the left side (left looking from the entrance at the exit) past where the boss is standing or all the way to the first pillar at the left side of the entrance. Former allows you the most time but makes switching from left to right side later tricky, latter allows you more space at the end but for a shorter amount of time.
The boss will cast 4 abilities:
Stripmine - Circular AoE on one of the dps or healer, ignore it
Searing Brand - see above
Molten Metal - giant circular Aoe centered on the boss, deals massive damage and applies fire DoT stacks to everyone. Use a cooldown or move out of it. Be careful to not box the dps in with it when there might not be enough space to move.
Flaming Sword - A line attack that is cast to one side of the tank and swipes sideways over the position that the tank was in when the ability started casting. It is imperative that the boss is faced into the wall as directly as possible so that the cleave aspect of this ability is minimized.
Move the boss to about 2-3/4 in as necessary and pay attention to enervation pattern.
Boss 5 "Recursia, Many-in-One"
1 Interruptible ability:
Macroshock - random target attack that oneshots a player. Internal cooldown on this is less than 12 seconds so you need 2 interrupts for it, using just a gadget won’t work.
No cooldowns
Recommended Gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
This boss has the same rubberband mechanic as the 1st one so be mindful of moving her into reflect shield AoEs by accident. She will cast Arcane Halo that covers the entire area except a small window around her. The damage from that can be survived with a cooldown, but there’s no reason to do it. Interrupt Macroshocks whenever they come up. If you’re playing with a default UI it helps to look at the bottom hp / cast bar rather than the one above her head as that one has a habit of disappearing or nor showing Macroshock cast bar.
In the add phase interrupt some adds if you want / need, but keep in mind you will need at least one interrupt almost intermediately after the add phase ends. Anomaly is a great Elite to use here, as it can clear a lot of adds at once. You could also use Elementalism offhand for Blizzard elite but that is not significantly better but does compromise your survivability.
When she goes into 3rd add phase she will no longer gain shield, and the next reflect shield AoE will go on you 100% of the time, so make sure to be as far from her as possible but still in range to interrupt a macroshock with Anomaly / Evulsion / Attractor gadget.
Boss 6 "Machine Tyrant"
1 Interruptible Ability
Demolish - Massive damage AoE and knockdown. Interrupt to prevent melee dps from dying.
Use cooldowns at your discretion, boss’s basic attacks can deal up to 50k damage if not glanced or evaded
Recommended Gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module
Facecheck the boss and move it over the first anima well pool to remove the shield. You can hit it with a taunt if necessary, but that will take off 1/3 of your hp, so maybe don’t. It cleaves so face it away from the dps you like. As long as all 4 other players are alive there will be no Firmament barrages chasing you so you can relax and stand in place while tanking it. Do pay attention though, one can sneakily spawn right under you. Once someone dies you will inherit their barrage circle and will have to move.
Now, the important part is that the de-shielding well is supposed to spawn at 12 seconds left on the shield timer. When that happens the boss will shoot an anima projectile from it’s head in the direction of the well to help you see it. Unfortunately, you won’t see it because it’s above you camera 90% of the time, so keep your head on a swivel. Try moving it over the well at as little time left as possible but don’t push it. 5 seconds is good.
Don’t get bombed when it goes to the centre and just go to the well to remove it’s shield as soon as possible. It’s not an aggro reset so you don’t have to taunt.
Darkness War:
Boss 1 "Batab Crusher"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
Interruptible Abilities:
Blood Boils - Big AoE around the boss that deals significant damage and has to be interrupted to prevent melee dps from dying
No cooldowns
This boss is pretty straightforward as you only have one ability to interrupt and nothing to shield with cooldowns, the minor challenge here is dealing with the adds, There will be consecutive waves increasing in the amount of adds. First wave that spawns immediately as the boss is aggroed consists of one add by the entrance and 2 by the exit, one of which will be turned into a slow walking bomb that deals large damage in a medium sized aoe when it is in proximity of a player.
After some time a bigger wave will spawn, using an AoE elite like Anomaly or Raging Volcano is advised, but with proper timing it can be dealt with only signature AoE ability
Boss 2 "Xbalban Bloodhound"
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module
No interruptible abilities
1 uninterruptible ability:
Gaze into the Void - Deals massive damage and knockback, a cooldown must be used to prevent being oneshot. This ability has internal cooldown that is shorter than 60 seconds, so you must either have a weapon of efficiency to use your elite cooldown every time, or use 60 second cooldown on one application and either another 60 second cooldown for the second, or a protection gadget.
There will be several packs of adds that have to be aggroed before pulling the boss. It can be done slowly or by pulling all of them with an AoE elite. Take care not to get hit by a sudden Gaze cast while your back is turned on the boss. After the adds are dead, point the boss away from the dps to prevent them being hit by Underworld Miasma, a cone filth aoe Try placing it facing the boss to the outer wall of the arena so it covers as little of it as possible. Use cooldowns to shield yourself from the gaze casts and be mindful of being flung into the cone of persistent filth.
Boss 3 "Dark House Sorcerer"
No Interruptible abilities
No Cooldowns.
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
There are 2 phases to this boss, in and out phase. The fight starts in the “in” phase, during which the boss will cast 3 types of line aoes, still line, moving line and still cross. Avoid being hit by those. After it switches phases, middle of the arena will be covered with persistent AoE dealing significant damage, and add(s) will spawn. Using AoE elite or signature is recommended. Each consecutive phase will increase the amount of adds spawned by 1.
Boss 4 "Unbound Ak'ab"
No Interruptible abilities
No Cooldowns.
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
4 Ak’ab adds will spawn and must be grouped before killing as they will spawn persistent damaging AoEs. The boss will enter burrowed underground from the exit side. After unburrowing, taunting is recommended to pull aggro.
Avoid the dash, as it deals significant damage and knockback. Eventually the boss will burrow and target the furthest player. 4 more Ak’ab adds will spawn. Walking over the burrowed boss will cause knockback.
Ways to deal with this include - going to the very entrance of the arena to avoid unburrow damage, or dps trading places with the tank as it will not unburrow in the same place as it went down.
Using AoE elite alongside Evulsion / Attractor gadget to pull adds is recommended to group them.
Boss 5 "Mayan Battle Mage"
1 Interruptible abilitiy:
Blood Omen - AoE circle placed on the tank, interrupt to prevent melee dps dying.
No Cooldowns.
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
There will be waves of adds increasing in size coming in during different phases. Keep AoE ability of your choice to grab the adds, and keep an eye on the entrance to not miss any. Use AoE Elite like Raging Volcano or Anomaly to grab 3rd add wave that has the most enemies.
Taunt the boss when it teleports to either side, avoid being hit by bombs when the boss teleports up.
Boss 6 "Wayeb-Xul, the Hound of the Nameless Days"
1 Interruptible Ability:
Exhale the Void - A cone AoE of persistent filth. Must be interrupted to prevent dps being teleported into it after concuss and instantly dying.
No cooldowns.
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
Evulsion or Manticore Agitator gadget is required on this boss.
Adds can be grabbed either all simultaneously or in waves. In the latter case the will eventually self aggro in waves if not grabbed by the tank, so attention must be paid. If grabbing all the adds, AoE elite is required, like Raging Volcano or Anomaly.
After all the adds are dead the boss will land. Use cooldowns as necessary as it’s attacks deal significant damage if not glanced or evaded. Interrupt cone AoE. Eventually it will start casting Concuss. The boss must be taunted between the end of Concuss cast and you being stunned and teleported away with either evulsion or taunt gadget, otherwise you will lose aggro and one of the dps will die.
After that it will cast Open The Rift, a large AoE centered on itself that will instakill you if you’re inside. Eventually it will cast Reanimation and fly away.
Hit respawning adds with AoE ability of your choice in phase 2.
In phase 3 face the boss away, and stand facing Varangian, as that prevents being stunned by Concuss. Use any taunt immediately after Concuss cast ends. Adds can be ignored, unless you must prevent dps from dying for 1 or 2 seconds to finish off the boss.
The Ankh:
Boss 1 "Squalid Hekaturgist"
No Interruptible abilities
No cooldowns
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Electromagnetic Destabilizer
Learn the pattern of the motes’ movement. Getting caught by one results in being silenced and taking masisve damage over time. The boss has a mechanic where it will move out melee range of the tank, so if you are melee be mindful of where you are pushing the boss.
You can purge Ankh Power stacks with Mass Evulsion and(or) gadget, otherwise just don’t get moted. When you get an AoE circle on you, move as little as possible as the damage is negligible.
Boss 2 "Doctor Klein"
No interruptible abilities
1 Uninterruptible Ability
Dreaming Shroud - Massive filth damage single target channelled ability cast on the tank. Use at least an elite ability, or better a combination of Elite and 60 second cooldown abilities. Keep in mind that filth damage can be neither glanced nor evaded, so cooldowns like Kneecapper or Anomaly offer very little to no protections from it. It will also interrupt any channels that you are doing, stopping Raging Volcano or Anomaly casts. Best combinations are Invoke Self cooldown + anything else, or Unstoppable Force / Immutable + anything else.
Recommended gadget: Fey Line Stone
At the start of the fight, use evulsion to pull the reaper down or let the dps hit it on their own, hit the boss to stop him from double casting abilities. After the reaper dies it will cast an AoE over whoever had aggroed it last. If deals negligible damage to the tank as well as knockdown.
Eventually a bring purple flash on both you and Klein will indicate an imminent Filth Shroud cast. Use cooldowns to prevent yourself from dying. Afterwards Klein will start casting a big filth wave that will instakill everyone in it’s path. Step back and use the teleport gadget to teleport through the wave (careful timing required. Alternatively you can place a damage over time ability on the boss that lasts long enough to hit him after the wave cast like Bombardment). Hit the boss to interrupt casting his abilities. Deal with the reaper again. Rest of the fight is the repeat of above mentioned mechanics.
Boss 3 "Orochi Dead Ops"
No Interruptible abilities
No cooldowns
Recommended gadget: Osmium Configuration / Mistresses’s Bashoshen
It’s highly recommended to have decent AoE capability on this boss, like Mass Evulsion, Signature and / or AoE Elite. Orochis will cast Grenade AoEs on the tank that knock down, so having an Elite that grants CC immunity like Unstoppable Force or Bombardment can be helpful, but not necessary. Alternatively Osmium Configuration gadget also grants you knockdown immunity as well as extra protections.
Hit the Orochis with as much AoE as you can to keep aggro and purge them with Mass Evulsion / Gadget if you have either when they cast Filth Rebirth that applies healing stacks to them.
The final Orochi will cast a Full Clip ability that is an invisible column, similar to Full Auto ability seen on other adds in places like Venetian Missile Crisis mission. Face the Orochi away from dps to avoid them beind swiped.
Boss 4 "Dimensional Arachnid"
No Interruptible abilities
No cooldowns
Recommended gadget: Electrogravitic Attractor / Mistresses’s Bashoshen
Use AoE ability to hit as many of Research assistant adds as possible as it will prevent them from casting a channel that will buff the Spider boss’s damage output. Using a signature or and AoE elite is advised.
Move yourself and the boss out of the filth pools it casts to prevent damage to yourself and melee dps.
Research assistant adds can be ignored after they are interrupted as they deal negligible damage. Pull them towards the boss if you can so that they are hit by the dps without any distraction.
Boss 5 "The Colossus, Melothat"
Interruptible abilities
No cooldowns
Recommended gadget: Purification Drone Model UW-0
Your job here is tanking the adds and grabbing the Orochi that are behind the back gates. Right after the fight starts turn and hit the gate and two mummies that are in front of it. When the gates go down, hit the mummies behind it with whatever AoE you want, AoE taunt or Elite is the best. Proceed and hit the Orochi by the 2nd gate.Use cleanse gadget to cleanse the slow applied by Closedown cast or interrupt the cast itself. Stay close to either side of the walkway as it will cast a big Frag AoE that can block dps from moving or kill them. Grab the mummies past the 2nd gate with AoE as well.
When the big boss wakes up by the 1st gate it will spawn 2 adds behind the boss that will walk up and try to kill the dps. You can either ignore the adds that spawn behind the boss or walk up to the boss on the left side of the walkway staying as far to one side as possible to prevent the Frag AoE from being placed blocking the dps’ retreat and quickly pull the mummies with a Signature hit or Mass Evulsion.
Once big boss is enraged retreat past the 2nd gate. When the boss takes a nap, move all the way back to the exit. When the boss wakes up 2 more Orochis will spawn behind the filth barrier and walk in, hit them with AoE as soon as possible (they are unhittable while they are behind the filth barrier). There will be 2 more adds spawning behind the big boss immediately after it wakes up. Either let dps deal with them or move carefully and grab them with AoE / Mass Evulsion. Keep in mind that you will get more slows and grenades thrown at you by now 3 Orochis.There will be another 2 adds spawning from behind the boss as it passes the middle point between 2nd gate and the exit.
Boss 6 "Melthothat and Dr. Klein"
1 Interruptible abilities
Klein - you have to go up
No cooldowns
Recommended gadget: Electrogravitic Attractor (use it to pull 2nd reaper) / Unification Susceptibility Module (just for general protections) /
This boss cleaves in a cone in front of it. It also has Alzheimer’s and myopia and can forget and / or fail to see the tank in front of it, so it’s recommended to stand as close to it as possible. Run in and stand as far to the right as you can and use Evulsion / AoE Signature / anything you can reach the boss with on it. Evulsion is best as it pull the boss to you and is a taunt. Be careful as if you’re standing in the middle of the walkway you can pull the boss into it blocking yourself in.
Tank the boss facing it away from the dps until forced to move when it casts Sinkhole AoE on you. If you don’t have melee dps you can move slightly to the side and keep the boss in roughly the same place. Remember that Sinkhole AoE is 10% bigger that it appears. Move slightly further out and then move back in when you can actually see the filth. If you have melee dps you will have to go all the way to the other side of the walkway because otherwise you will cleave them after 2nd Sinkhole cast since the boss will be angled into the backline.
Eventually it will take a nap. Go up and smack Klein so that he stops the nasty thing he’s doing. Drop down. Taunt the boss as soon as it starts standing up, as it reset the aggro. Repeat previous suggestions.
Eventually Klein will come down to have a word with you. Usually he will be persuaded by the dps to go back up before he casts a huge wave. If the wave is coming retreat to the road up where you’re safe from it. If somehow he’s still down there, you have to dodge the waves / motes and reach him to interrupt the casting. Use a cooldown and tank small waves on the left side, as if you’re moted it’s certain death. 99% of the time Klein goes up. Taunt the boss as he wakes up and after he dies go up. Hit Klein to interrupt the cast and pull the reapers with Mass Evulsion and Attractor if you have them (leave space in front of you for them to land when you do that, as they will not get pull if there’s nowhere to land). Hit Klein until he takes a dive. The longer the fight goes the harder he hits, so save cooldowns if you have 1 dps left of something.
Hell Eternal:
Boss 1 "Archaean Seismocrat"
No Interruptible abilities
No cooldowns
Recommended Gadget: Rapid Assistance Accessory
Don’t stand in Caldera AoE centered on the boss, you can live through it with a cooldown (even without, sometimes) but why risk it? Eventually it will cast Shadow in the Blood on you which is a circle AoE that explodes and applies Shadow’s Shadow to everyone hit that will detonate shortly dealing damage. It’s not going to hurt you but dps shouldn’t stand in it.
Use gadged to share that AoE with dps if they are trying to steal your loot from the chest.
Boss 2 "Lustrehunter"
No Interruptible abilities
Use a cooldowns to survive during Mephisto’s Reach (green aoe centered on the boss)
Recommended Gadget: Manticore Agitator / Unification Susceptibility Module / Purification Drone Model UW-0
Hit the boss when he’s stationary, Use a cooldown to not take excessive damage during green aoe, chase the boss after it casts Fallback. After the boss arrives at the next spot it will start casting Arcane Exposure. End of that cast is an aggro reset, so either have a taunt, or time your power ability hits so they happen after that cast ends, so that you don’t waste energy on aggro that is immediately reset. Be careful to not move back at the bottom most part of the maze (3rd from the last stop, including the final one by the exit) If you move him slightly up, instead of running around the wall, he will run straight up and if he has AoE active that can lead to dps taking a bath.
Boss 3 "Prime Maker"
No Interruptible abilities
Reduction - massive single target damage, use a cooldown to prevent.
Recommended Gadget: Unification Susceptibility Module
Start by facechecking the boss and moving it into the right circle to remove the shield. Cooldown Reduction as necessary. Place Carburising Flames halfway into the wall if possible. When the boss reaches 50-60 stacks start moving it towards the left shield removal point. Move it to the edge of it until it’s at 95 stacks then plunge it in. The boss might cast Furnace blast, a huge aoe that will force you to move back. That’s why you should keep the boss slightly behind the circle so that if it happens you will move back while also popping the boss right where it should be. Start moving it to the top shield removal circle by the exit when it’s at 40 stacks as it’s a longer walk.At this point you might want to use cooldowns as it gains a stacking buff from exploding fire spirit adds and will start hitting you like a mother in law. If it’s not dead by the third pool, go to the start.
Boss 4 "Flaggelatrix Superior"
1 Interruptible Ability
Spitelance - Dash column AoE deals massive damage, can oneshot you. Interrupt or move out.
No cooldowns
Recommended Gadget: Mistresses’s Bashoshen / Manticore Agitator
Correct timing to start the boss fight is after 2 Machine Tyrants met and passed each other right where the boss is standing. Let the closing one move to the left and start the fight. She has the same mechanic where she runs away from you if you’re in melee range so make sure to push her in right direction. Keep her at the entrance until she spawns first wave of adds. AoE attack is recommended to grab all the adds.
After the adds are dead, move her into the left corner.
Eventually she will go into distress call mode and summon her boyfriend. Two things to keep in mind here, while in distress mode, Machine Tyrants move much faster and the boyfriend add (The ■■■■■■■■■) can spawn either behind or slightly ahead of her. He has to be immediately aggroed as he has a nasty habit of casting a flaming sword on the first dps it sees. AoE taunt or ranged taunt help with that. The add itself has Salted Earth AoE that he casts on whoever has aggro and Flaming sword that has to be faced into a wall (for more details on flaming sword refer to Hell Raised boss 4). After her boyfriend is dispatched she will summon one more wave of adds but that shouldn’t be a problem.
General pattern to move here is left, up, right, up, right and there’s the exit.
Boss 5 "The Hadean Guard"
3 interruptible abilities
Painwheel overdrive - AoE centered on Cassius. Interrupt to prevent melee dps from dying
Chirurgy - Cassius’s heal cast on himself. Can be ignored
Rot Iron - Iscariot casts that DoT on a random target. Instakill if not cleansed. Can be cleansed by healer, so safe to ignore.
Cooldown Drink Deep by Brutus, otherwise nothing. Don’t get clapped there’s 3 of them though.
Recommended Gadget: Mistresses’s Bashoshen / Unification Susceptibility Module
AoE is recommended as we’re interrupting a threesome between Iscariot, Brutus and Cassius. There are multiple orders to deal with them that leads to them acquiring different abilities, we’ll only look at the most common one, Brutus, Iscariot, Cassius.
Start by pulling all of them with and AoE attack or a taunt. Use a cooldown to not taste Brutus’s big hammer. If you have AoE elite, apply that to all of them to gain the most aggro possible, use single target power ability on whoever is the priority out of the remaining bosses. Interrupt Painwheel overdrive Cassius casts. Interrupt Chirurgy if you can. After both Brutus and Iscariot are dead, Cassius gets lonely and start spawning adds. Grab them with AoE signature or taunt.
Boss 5 "Ebliss, Dominis Inferni in Profondis et Excelsis"
1 Interruptible Ability:
Painwheel Overdrive - same as previous boss, except now critical to interrupt in cast out phase as there’s almost nowhere to move out.
Cooldown Drink Deep - this deals ~75k unglanced and can oneshot you. It’s also deceptively long range, so keep your targeter on the boss often enough to not miss it.
Recommended Gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module
Start explaining to Ebliss why he’s wrong in the middle, until he decides to show off his cool wings. After AoEs spawn you can move to either left or right side, down to preference. Face him away from the DpS as it will cast a dash that will apply Shadow in the Blood on you and whoever the dash is passing through, so if there are dps next to you they will get hit as well. Keep him as close to the edge of the arena as possible. Once he goes into another AoE phase, move to the opposite wall, avoiding the AoEs and repeat the process.
Eventually he will pull you into a center for a Cast Out phase. There are 2 types - ones where he’s replaced by a copy and the final one where he retains his actual health. In the fake phases he will only cast line aoes that are easy to step out of.
When Cast Out finishes he will be temporarily stunned. Move him back to the corner of the arena and repeat the above mentioned tactics. He will occasionally drain your or a random player’s heal, it’s not a cause for alarm, that attack cannot kill you.
When he goes into final Cast out he will be casting his usual array of skills and also Painwheel overdrive that has to be interrupted. Don’t get clapped by Drink deep, watch where you step and you’ll be fine.
Penthouse
Boss 1 "The Utas"
2 Interruptible abilities
Rabbit’s Foot - Blood / Templar Uta will cast it on either of her sisters to heal the target. Must be interrupted by someone
Four seasons - single target channel cast by Blade / Dragon Uta on the tank, deals massive damage with final hit.
No cooldowns. Use Signature to take less damage from random AoEs and dont get hit by a sword throw.
Recommended Gadget: Electrogravitic Attractor / Mistresses’s Bashoshen / Unification Susceptibility Module / Manticore Agitator
There will be 3 Uta bosses, denoted by their weapon of choice / faction allegiance:
Blood / Templar
Blade / Dragon
AR / Illuminati
You will have to tank them in whatever order they rotate aggro in. The order will depend on which one you attack first but is largely inconsequential. Common one to start with is AR Uta as that allows you to not have to deal with the most annoying AoE sweep attack for a short time at the start.
Active Aggro Uta will have “angry eyes” icon above her head and that’s the one you have to be focused on. Eventually she will start casting Assasin’s Guile and that’s a signal for you that and aggro switch is imminent. Look around the room to find another Uta that is casting Honorable Combat and engage her. By now a dps is likely to have a huge aggro overhead over you so taunting each Honrable Combat casting Uta is required.
Utas must be kept at rouglhly similar HP levels by the dps and if they fail to do that all of them will enrage massively increasing their damage. If their hp isn’t brought back into balance you will surely die, but you can save cooldowns to try and last several extra seconds for the dps to try to wrangle the situation back under control. There’s nothing else to use cooldowns on anyway.
Boss 2 "Bird of the Zero Point Pathogen"
No Interruptible abilities
No cooldowns
Recommended Gadget: Whatever
Face the bird away from the melee dps, don’t move it so melee dps don’t have to move over filth lines it spawns. As tank you always take inner circle on Entropy AoE casts. When it flies away avoid standing next to other people as you will get bombarded by filth and have a random damage AoE circle spawn on you. Hide behind the egg. If stupid dps kill the damaged egg, hide behind any egg and prepare to pull the add that will spawn out of it.
After it lands, run up and repeat the same tactics.
Boss 3 "Filthy Amalgam
No Interruptible abilities
No cooldowns
Recommended Gadget: Electorgravitic Attractor / Mistresses’s Bashoshen
There are 2 phases to this boss each of which is split into sub phases.
Phase 1 is an add phase. During that phase with each wave the space available to you will restrict.
There will be 6 waves of adds, first 2 will consist of small adds that cast cone AoEs that can oneshot dps. AoE Elite in conjunction with AoE taunt and signature are recommended. Try to have all the dps in close to the wall of the penthouse so that all the adds are funnelled towards them so they are easier to grab for you with one cast. Waves 3 and 4 will have 2 strong adds each those can spawn at the opposite sides of the balcony, so it can be tricky to hit both of them fast enough. Using ranged taunt like Evulsion or Attractor gadget to pull the away add and hittin the close add with whatever you have is advised. Waves 5 and 6 will have one hulk each and should be trivial. They will cast AoE slam circles around them, so you can keep them partially in the filth outside of safe zone, just be mindful of not going above 5 stacks of Filth DoT damage if you are friends with the healer.
After adds are done a small filth spider boss will spawn and run towards a spot to the right of the entrance. Run over the filth next to it (the spots where it will stop are denoted by a different filth patterns on the floor) and start getting aggro on it (taunt recommended here). Face it away from the dps and dont stand in any of the cones that it casts as it’s an almost guaranteed oneshot. Eventually it will grow in size and move to the next spot. Repeat the above mentioned tactics. If it grows fast enough it’s cone will turn to half circles and it will start dealing serious damage with it’s basics so start using your cooldowns judiciously.
Wow! You killed them all! You rock!
Leave any questions, additions or suggestion in the comments if you have them.