Dragonstar Loonshit

This Episode of "All Almost Mechanics" is taking part in "Dragonstar Loonshit"This is located in the North Western part of the Craglorn map as shown below left. The bosses appear in the last circular of each loonshit, and all arenas await pretty much the same layout wise apart from round 10 beneath right. I shall explicate their mechanics as well as what you lot should and shouldn't do while facing them.

Location

Dominate Fights

Loonshit One: Champion Marculd

This boss is pretty direct forwards, the tank should keep agro on the dominate at all times while blocking the heavy stuff. The group should e'er remain Behind the boss or the will be hitting with nasty area of bear on abilities. This can be a adequately mobile fight so the tank has to pay close attention to potential repositioning of the boss throughout!

Heavy attack – Every bit simple equally it sounds, this heavy attack will knockdown and do High concrete harm. The tank needs to be certain to BLOCK this set on. If a dps or healer is hit with this they should attempt to contrivance roll on time to avoid it, or block it and promise they don't have a one shot. This should generally ALWAYS exist on the tank. So be certain your taunt does non fall off!

Dawnbreaker – The boss will cast a frontal aoe Dawnbreaker attack, very like to the player version of information technology. This will practice HUGE impairment and apply a knock downwards. The tank should block this or simply stand out of it but the group(dps and healer) should NOT get hit with this. Information technology can potentially one shot anyone who is not a tank or is unprepared for it. Since this is of course frontal aoe, it stands to reason that the tank must Ever keep the boss turned AWAY from the group!

ADDS – In that location will be adds spawning in the fight. The kickoff waves spawns with the dominate, the second spawns at 75% of the boss's wellness, and the third at 40%.

The adds are all different to each other, you will have dual wield types, casters, healers and two handers. These are small adds and easy to kill if they are controlled so the tank should bring them in to where the boss is and cc them in position while the group impale them with aoe (or focus them individually, depends on the grouping setup and dps output). The healers demand to be interrupted to forestall healing and the two handers MUST be blocked if they heavy assail anyone. They hit very hard and tin one shot an unsuspecting player!  They also need to exist interrupted if they offset charging upwardly a circular aoe effectually them. The flare-up if it succeeds will practise High damage.

In the last pack you lot must be extra careful, there is an add with a sword and shield with a flag on his back. THIS MUST be FOCUSED. He has nasty breath aoe attacks and very large hard hit heavy attacks. The tank needs to grab this asap and the grouping should prioritize the target at all costs.

Circle Of Protection – The boss will occasionally cast a Circle Of Protection on the flooring. Information technology is CRUCIAL that the tank notices this. The circle will buff the boss with resistances and rapidly heal the boss while standing in information technology, as well as Whatever adds. You MUST every bit the tank, continue the boss OUT of this circle at all times otherwise it is going it exist an extremely long fight!

Uncomplicated NOTES: Keep the boss even so, turned abroad from the group. Pull adds in to where the dominate is and focus adds until they are down.  Every time you lot encounter a circle of protection, reposition the dominate.

Loonshit Two: Yavin Frost0Skin & Katti Ice-Turner

This boss is unproblematic simply there are some rather nasty additions to the fight which must be paid attention to. One is ranged and i is melee, so the tank must understand how to manipulate ranged vs agro. Ranged targets will only always come up TO the tank if the ranged target cannot reach them (information technology will chase until in range). Melee however will e'er follow very close. SO the play tricks to this fight is to taunt BOTH bosses, BUT, put the Melee boss as shut as possible to the Ranged one. Not the other style around (skilful tanks know this, new tanks will need practice). Keep them every bit close as possible to each other and at all costs, proceed them faced Abroad from the group.

The dps/healer players should always stay on the enemies back, not the front! Focus the mage down Commencement she is your main priority!

Bonfire – It is essential that you follow the base mechanics of the loonshit while on this fight. If y'all have gotten this far you lot have already re-lit the blaze at least twice. If this boss fight goes on for besides long the fire WILL go out and you will have to lite information technology again, pay attention to this mechanic else everyone will freeze to death.

ADDS – In that location are many adds in this fight at effectually 50% of the combined boss's wellness bar and once again at around 26%, and the tank will take a hard time controlling them all. And then people need to first of all not panic! Don't run around like a headless chicken, dodge and block as and when required and stay focused.

The adds will demand to exist taken care of so have plenty of aoe downwards on the basis to help bargain with them and focus individuals based on importance and danger of the enemy you are facing.

Archers are your number one priority. The tank needs to chain these in and pivot them asap and they must be killed, they have huge damage and can be a real trouble if left alive too long.

Trolls are easy to deal with but hold them notwithstanding every bit a tank and anybody else stay out of their face.

Melee enemies and casters are general trash and so not as well bad but the one with the flag on his dorsum MUST be focused. If he heavy attacks players they will die unless they block. Then be conscientious and go along your eyes open!

Katti Ice-Turner (Destruction Staff skills)

Ice Root – She volition cast a channeled ability, normally at the tank or whoever has aggro, which needs to be interrupted. If not interrupted she will cast a footing projected aoe and the player affected volition take Loftier single hit harm and be rooted in water ice. You will have to dodge curlicue out of this or wait for it to expire. As dps/healers you lot do Non desire to be hit by this and so proceed eyes on her at all times and exist set to interrupt her!

Water ice Wall – Katti will occasionally cast an ice wall of elements on the ground, this tin do high damage over time and also tedious you down/immobilize yous. This is presented with a large strip type aoe on the ground (much like a charge ability) and should exist avoided.

Storm – At depression health she will cast a big circular aoe effectually her dealing high ice damage over time, simply stay out of this until information technology is over or until she is dead.

Yavni Frost-skin (Ii Hander Skills)

Heavy attack/uppercut – This boss is very unproblematic, he hits Hard and has a lot of basic attacks. The main i to avoid is his heavy set on. he will try to uppercut whoever has aggro (should exist the tank) This MUST be blocked else you lot will be thrown into the air and backwards!

Cleave – Too as basic attacks he will cleave occasionally. This is a fast paced frontal aoe attack. This doesn't cause Likewise much of a trouble harm wise but dps and healers should avert it if possible. Only stay out of the bosses face up!

Loonshit Three: Nak'tah & Shilla

This arena is a pain but equally described and demonstrated in the video at that place are of course ways to co-ordinate with your group to make this very simple and almost fool proof when it comes to the poisonous substance. The dominate however tin can go a niggling tricky especially since one of them is ranged and likes to run around and teleport. Then the tank and the group must NOT panic and must focus on controlling themselves and the enemy. You can tank them where they spawn simply that is VERY risky for when the poison comes upwardly and most will die to it so below if you don't favor the stacking on the spawn signal i will explain a safer positioning.

The tank should endeavor to taunt both bosses and run towards the east spawn area. This volition put the ranged dominate on the corner. Once the dominate is at that place, walk dorsum IN again and hold information technology there while stacking the melee on top of it. This corner is SAFE from all large poison bursts in the room (so no poison one shots!).

The group should focus downward the Mage/caster dominate FIRST. The melee is very easy to position, the mage is tricky.

Stranglers – The 4 corners of the room have stranglers and during the fight they will pull people across the room to their position. If yous are pulled during a poison burst and you get THROUGH the poison in transit, you will die. And so, it is a lot easier if a dps goes around and kills these stranglers equally and when they announced. They don't have a lot of health and so shouldn't be also difficult to acceleration. Leaving them alive however can be a mess, so exist conscientious, and remember the lines between the corners to avert the toxicant. There are safe spots equally explained in the video!

ADDS! – At effectually 53% at that place will be adds spawning in the room. These can get tricky so be sure you have enough of AOE down on the ground. They don't have a lot of wellness but they tin can overwhelm you if you lot are not careful.

The wizards need to exist chained in and interrupted while they are alive else they volition put massive aoes on the floor and your group will have a hard time surviving.

Nerids need to be focused asap! They are your priority targets!

Wamasu – The wamasu will spawn at between xl-45% health of the dominate's combined hp. Y'all MUST focus this down. The tank should bring it into the group and plough it away. All dps/healers should stay behind it at all times. It has a frontal aoe and nasty stupor harm attacks so kill this as before long equally possible regardless of the other enemies in the room. If this stays alive for too long you will have problems.

Nak'Tah (Tempest Calling Skills)

Streak – This boss is slippery, SOMETIMES, this dominate likes to be in the face up of people, and will streak away OR streak into melee range. So in one case positioned, running away is a pain, but when Not positioned, information technology can sometimes land where y'all want information technology. Nonetheless, if this happens, the group MUST stand behind it. A BIG assail is coming and only the tank should endeavor to stand up in it…

Overload! – As yous may take guessed this dominate is a wizard, and information technology has wizard abilities. IF the boss gets shut information technology will make up one's mind sometimes to cast Overload! It will emit a HUGE widespread cone channeling high lightning damage while the result is active. The tank can stand and cake this, all dps/healers should stay OUT of this or pretty much die.

Lightning Form – Just like the sorcerer class, this boss can go into a lightning course. Resistance is up and also standing TOO close will make you accept shock damage each 2nd. Yous tin can withal accomplish with melee while continuing outside of this aoe as it is quite pocket-size, merely you do non desire to stand inside of it for long periods of time.

Liquid Lightning – The boss will cast a mid sized circular aoe on the footing which does lightning damage over time, practice NOT stand in this.

Shilia (Duel Wield Skills)

Cripple – This dominate will cast/channel for a couple of seconds and requires an interrupt. failure to interrupt will cripple a player stunning them to the basis (they will have to break complimentary) and applying a drain damage over time to them. Interrupt this mechanic and it wont be a problem!

Spin to win! – The boss volition occasionally cast steel tornado (spin hitting all targets in aoe). While it looks dangerous, he really doesn't hit that hard. you tin can block it, or heal through it.

Simple NOTES: Stay together, hold both bosses together, interrupt when required, focus adds especially the wamasu, and if required send someone out to impale the stranglers. Tank holds stuff turned away, dps hits stuff in the back. Hug the corner so you don't get poisonous substance aoe'd to decease (safe spot).

Arena Four: Earthen Centre Knight

This boss tin can either be a slice of cake, or a hot mess. Information technology purely depends on your group'due south ability to empathise the mechanics and coordinate. The tank should of course taunt and hold the boss as all the same as possible at all times while turning the boss abroad from the group, Merely this is a adequately mobile fight if you want to exist safe and efficient. Then the tank will accept to reposition the dominate occasionally depending on what is happening in the room. Relax and focus, and don't drib the dominate!

Business firm Dres Enslaver – These are Fundamental! They will put a white beam on a role player of their choice. The axle volition exercise High damage over time so healing volition be required. After the beam has finished information technology will popular and an Enslaver Shadow will appear at the feet of the player affected.

The play tricks to this is control. IF you are a player that has a beam on them, run ot the edge of the map (wall corner any) and await out the beam. Once information technology is finished, dodge curl and become back to the grouping. THIS deliberately PLACES the shadows around the edges keeping them OFF the grouping.

Each House Dres Enslaver should be killed. This is where the tank comes in. If the tank just stacks the boss on them. They tin can be killed with AOE. failing that, if it is not convenient, kill the add together, then go back to the boss. This will be adequately fast paced though so you must pay attention.

Note: The Enslaver drops a Shadow after the beam finishes (placement is key) but if you KILL it before the axle is over, it will drop it where you are, and that COULD be in the grouping. CAREFUL!

Enslaver Shadow – These are what spawn from the beams. They spin a sword around violently on repeat in a round aoe. If you lot are caught in this you can die in as little as two ticks of impairment. So when you drop these off at the sides you MUST exit of their style fast, exercise Non stand in the aoe, and if these become dropped in the group, stay abroad!

Do not bother trying to kill these, they have high health and you lot volition get overwhelmed past the time you have killed them. Then merely, drop them off at the edges and ignore them. Picket your feet.

ADDS – These spawn at around 70% and 30%, they are small-scale annoyances. A mage and a kwama blazon each time. They more often than not dice pretty fast to aoe harm but be certain to kill them as presently as you lot see them so they don't cause too many complications.

Fossilize – The boss of course is a Dragonknight and has Dragonknight abilities from the earthen heart skill line. One of which is fossilize. The dominate will selection i random target and incase them in stone. This tin can be dodge rolled, but if defenseless, just break free.

Eruption – The boss will cast a small circular aoe on the basis which volition exercise flame harm over fourth dimension for a short time. Unlike the player variation of it, this does NOT final 18 seconds. It is fairly fast. But stay out of it.

Igneous shield – The dominate will occasionally put on a impairment shield, only go along damaging the boss to pause it, or wait until information technology has run out. Nothing stressful here really.

Bash – The dominate volition assail with a massive spinning bash at the tank (or whoever has agro, should be the tank ) Simply block this attack. If you fail you will be knocked downward and take high harm. Too getting knocked back here is very risky based on all of the aoe in the room yous could exist thrown into. So exist certain to Not miss the block!

SIMPLE NOTES: Tank stacks the dominate on the Enslavers. Enslaver beamed players should move to the edges and driblet off shadows (do not bother killing shadows). Priority is Enslaver kill first, boss kill 2nd.

Arena Five: Anal'a Tu'wha

This boss is uncomplicated but does involve a little repositioning if you want to be "safety". The tank should hold the boss where he spawns, turn it away from the grouping and the grouping should stay behind the boss at all times and watch for aoes.

Shadowcasters – At that place are TWO of these in the fight. And this is why the tank will demand to reposition the dominate. The first i is upon the start of the fight. And then keep the boss still and focus this down while doing aoe to the boss at the same fourth dimension. The shadow pulley must be killed asap equally explained and demonstrated in the video. If yous don't kill it in time and people get cursed…you must ALL individually find ane glowing plate and stand on it to cleanse earlier y'all explode and die.

The second shadow bandage appears on the west door of the loonshit at around twoscore% health of the dominate and must also be focused. So simple kill the first one, and and so move the boss to the other door for the rest of the fight.

ADDS! – The adds volition spawn at health percentages of the boss'south health. The showtime wave is at 100% (shadowcaster and a gargoyle) remember every bit a tank y'all MUST turn the gargoyles away from the grouping and block their heavy attacks. Also the gargoyle will slam the ground, when this happens, get out of the aoe until it is over and so come back in again. Pretty like shooting fish in a barrel to see.

The second moving ridge is at around 78%, in that location volition exist an assassin, a two hander, a scorpion and a gargoyle. Only stack these on the boss and kill them with aoe. Just be careful over again to not become heavy attacked or stand in front of the gargoyle as a dps/healer, and watch for the two hander heavy attacking the group.

The third add moving ridge is actually a close past piromancer. While a lone add, this can striking incredibly hard. The tank needs to concatenation this in asap! If information technology gets a take a chance to channel,, you must interrupt it. If yous fail, he volition cast a straight line of flames beyond the floor and depending on resists and such can actually hit a dps with a one shot. So careful!

BANNER! – The boss will drop a Dragonknight standard on the ground. inside this you will take MASSIVE flame impairment over fourth dimension, at all costs, do Not stand in this!

Heavy Attack – This is very directly forrad. The boss will uppercut the tank (or whoever has aggro). Be certain to block this or you will get knocked back and take HIGH impairment.

Aura/Volatile Armour – The dominate has a buff which surrounds him in a negative aura/aoe. Be sure to non touch this for prolonged periods od time. It does HIGH damage over time and volition kill a dps/healer apace. So while doing damage picket your distance. Melee can still achieve from outside of it.

Breath – The boss is patently a Dragonknight and has all that comes with it, he can breath fire! This is a cone area of effect attack and all players caught in it will take harm over time flame damage. Be certain to continue the heals coming in case this happens, simply mostly if you are not in the boss'southward face you should be fine.

Elementary NOTES: Tank the boss on the spot and kill the Shadowcaster and adds at the beginning. Once the shadow caster is down take the boss to the west door (or earlier 40% health) and kill the other shadow caster. KILL the boss while dealing with adds and stay out of the aoe. very simple fight for the most office.

Arena Half dozen: Pishna Longshot

This boss is a lot simpler than it looks but you MUST pay attention to her animations. The tank should agree the boss where she spawns and the group should be in a formation that gives plenty of space. Anybody needs their Ain place to stand in far away from everyone else ( a solid triangle formation for the healer and dps). If you are stacked you CANNOT tell who she is going to set on, spread out! It doesn't matter if you lot are melee or ranged, what DOES matter is that you practise non stack. This is clearly demonstrated in the video. Formation is key.

Draining shot! – This is the primary reason you MUST stay out of your group member's faces. If you are in a triangluar germination, (dps and healers) you can CLEARLY come across which person she is aiming at. She will pick a target at random and wind up a long channeled shot. If you are the player targeted, you must do a well timed contrivance ringlet to avoid it. Failure to avert it will do MASSIVE damage and completely drain your resources. If y'all stack, it is impossible to meet who has this on them and people Will die! Formation, focus, see the mechanic and react!. Practice NOT run abroad, if this series should have taught you anything past now it is that in THIS game, running does NOT relieve you.

Pointer Spray – This is a very uncomplicated long ranged cone aoe assail. If you see the telegraph for this simply pace to one side to avoid information technology. Like many archers in the game this ability can be avoided with little effort merely if defenseless in information technology y'all will accept High harm over time.

ADDS – Adds volition spawn at health percentages starting with the original spawn at 100%, the 2nd wave is at around the 70% marking, and moving ridge iii is at 40%.

These adds are enemies you accept seen already but you lot will be facing archers, werewolves, lurchers and sprigains. Each 1 should exist brought into the group and volition for the most part die with aoe, but you should master the lurcher since he is the roughest of the bunch. Be warned however, do Not trip the light fantastic toe around the room. If you do not position these well, they will be spread out and this is when things get messy. Spread out kills are bad! The enemies drop a light-green circle on the flooring, these circles replenish stamina per tick only also do MASSIVE impairment. If they are all over the room they are hard to avert. If they are all in ane place they are easier to avert. Then control the adds and watch your feet, remember though, at all times proceed eyes on the dominate and keep your formation!

Simple NOTES: keep the boss in the middle, have a clean formation. Dodge roll if you have a shot aimed at you and impale the adds close to the boss controlled. DO NOT run around like a headless craven.

Arena 7: Night Mage & Shadow Knnight

These bosses are ii things, very simple, and a NIGHTMARE! This is all most group coordination and understanding of basic mechanics. The Tank should endeavor to stack the knight on the mage at all times and go on a Actually close eye on what they are doing. This fight requires a LOT of interrupts! Practise Not driblet taunt!

Sacrifices – Yous have seen these already in this loonshit but now it is fifty-fifty MORE of import to pay attention to them. North , due west and e areas will have sacrifices appearing (ii regular and one armored one). These MUST be primaried asap. If they are not killed before they get to the shrines, they volition summon huge Daedra and you will accept to fight them likewise as the bosses. We are talking spider Daedra, Daedroths and all manner of nastiness. Kill the sacrifices!

The first sacrifices will spawn at the beginning of the fight, then focus them asap. The side by side waves will exist at 70%, 50%, and over again at between fifteen-xviii% health of the total boss wellness bar.

ADDS – You lot will get adds in the room at health percentages of the full boss health bar during the fight. Effectually the seventy% health area yous will go a Daedroth. he must be dealt with asap because he has some NASTY knock backs, stuns, and jiff attacks. He should be brought into the fight with the bosses, turned abroad from the group and killed asap.

Also at 25%y'all will become a Clanfear and two Dremora in the room (one caster i sword and board) their attacks are nasty so if they heavy attack/bandage/jump at yous, you must block. The tank should pull these into the boss fight. At this phase they should exist fairly easy to dispatch with aoe BUT if you are struggling, focus them down and go them out of the manner fast.

Dark Mage (Night Magic Skills)

Negate bubble – The dominate has a negate bubble and it is NOT friendly! Stay OUT of this at all costs. It will stun people, negate magic users from using their abilities, do impairment over time and basically wipe the group if you stay in information technology.

Be sure to relieve your ultimates until Afterwards this has gone else your ultimates will be negated/removed.

Crystal Shard – The boss volition channel a hard cast Crystal shard! This hits incredibly difficult, knocks down, and can borderline one shot a dps/healer. This is focused on a random target and MUST be interrupted!

Daedric Mines – The boss will surround herself in Daedric Mines. If you lot stand in them they will explode, and stun you. Try not to stand in them. Simply, if a tank has mist class on, they tin run effectually the boss in one swift circle and make them all popular (removing the problem).

Magic Bomb – The boss volition channel an ability with her staff in the air and when finished will cast a massive magicka impairment based bomb that volition land on the basis and explode in large area of issue. This MUST be interrupted!

Burst/Explosion – The boss will levitate and channel upwardly an ability which if successful will burst in aoe impairment. This MUST be interrupted!

Shadow Knight (Dawn's wrath skills)

Heavy Attack – This is a very simple visual, a heavy assail volition exist wound up at the tank (or whoever has agro) simply block this to prevent huge damage and knock back.

NOVA! – This must be avoided at all costs! Not but does the dark mage have a negate bubble merely this guy has a Nova! If he places this, get OUT of it as soon every bit possible, it does MASSIVE impairment.

Vampire's blight/Reflected Low-cal – The boss will cast a single target damage over time on players which volition do high harm. This needs to be healed through or purified/cleansed.

Purifying light – The boss will cast purifying light on a player stacking up damage over time to popular in a burst of damage after 6 seconds, just similar the Templar ability players accept. Once it has popped it volition exit a heal on the footing for the dominate to heal with. Keep him away from whatsoever target has this outcome on them if possible so he doesn't heal.

Dark Flare – The dominate will channel and bandage a single target shot at a thespian of his option. Interrupt this to avoid information technology from happening.

SIMPLE NOTES: Always primary the sacrifices as shortly as they are spawned. Focus the Mage and make sure you interrupt EVERYTHING! Afterwards the mage is expressionless, focus down the Knight while avoiding nova and killing adds. The fight is a lot easier once the mage is dead!

Arena Eight: Mavus Talnarith

This dominate is a lot simpler than it looks and it is all about pace. However over-nuking or lack of care and attention tin result in a very fast WIPE. The tank needs to taunt and concur the boss still at all times and the grouping needs to spread out and find their OWN infinite.

Water ice Comet/Meteor – The boss will pick a random target and fire a Shooting star at them. Practise NOT dodge coil, this is why you stay apart, to meet who has it on them. When it is in transit you volition encounter a circle of dots at your feet. When you see this, Cake! In one case it lands, THEN move away from the aoe left over on the floor.

Volcanic Rune – The boss will cast runs on the ground. Do not stand in these. If you do, they will pop, yous will be flung in the air and take HUGE flame damage.

Burn Trail – The boss will channel and bandage a burn down trail across the ground. This volition wipe out a dps/healer in one shot if they stand in information technology, then lookout your feet. However this power Can exist interpreted, and then fustigate/interrupt him asap to avoid this mechanic!

ADDS – The boss does have some basic adds. These should be focused to get them off the field, they take nasty flame and heavy attacks and you do not desire to proceed them alive while dealing with upcoming mechanics.
Two mages volition spawn with him at 100%, a two hander will spawn at 80%. Be sure to deal with these, they are a Big problem if they go loose.

CENTURIONS! – This is why you lot do Not desire to nuke the boss. 2 waves of centurions spawn in this fight. 1 at 80% and one at 40%. If yous attempt to nuke yous could exist overrun by too much going on at once.

The scarlet ones will spin at random players, the yellow ones volition attempt to cleave and the blue ones volition fire shots in the air which put a curse on two players at random. THIS is where information technology gets tricky. That mechanic from the blue one MUST be interrupted!

If you fail to interrupt the blueish Centurion, one thespian will go an ice aoe effectually them and another a burn down aoe around them. These two players must stack on pinnacle of each other perfectly as fast as possible and STAY together until the aoes pop.

Stacked like this they will negate each other'south aoe and it will disappear. If you FAIL to do this both players will blow up and dice.

So, interrupt the blue Centurion and this never needs to be a problem!

Elementary NOTES: Fight the boss till 80% and so kill the Centurions (interrupt the blue ane) repeat once again at forty%. The rest of the time, stay in formation, spread out and Cake Ice Comets. After xl% if all adds are dead, it is just "impale him!".

Arena Nine: Vampire Lord Thisa

This dominate is really quite simple just does have an unusual mechanic, ane yous should have seen already before this fight. The tank should catch the dominate from her spawn indicate and hold her near the gate. Plough her abroad from the grouping and the rest of the group should always stay behind her while watching their feet!

Bat Swarm – The boss will cast a bat swarm (same as the histrion ultimate for vampire skill line) It has a HUGE area of bear on, only lasts about 5 seconds, but if you are hit you volition impairment yourself and heal HER. So avoid this at all costs. The more than people in the aoe, the more health she gets back.

Heavy Attack – The boss will heavy attack the tank (or whoever has aggro) to avoid this simply BLOCK it. If you exercise not, you will be knocked down.

ADDS – At that place are skeleton and wrath adds in this fight that must be dealt with. The tank should be certain to taunt and position them at all times and the group needs to kill them as a priority. The wrath specifically must go down fast. It has nasty ice attacks that Can be interrupted but if not will cause i shots to the dps players and possibly the healer.

These spawn at the starting time while the dominate spawns with 100% wellness, then again at 40% so keep your eyes open.

Banner! – The vampire IS a Dragonknight and DOES drop a Dragonknight standard. If this happens, get out asap or dice! It does huge damage over time and you do not want to be stuck in it.

Jumping Spin Set on – The boss will occasionally erupt into flames and do a massive jumping spinning attack with her shield at the tank. This can be blocked merely is AOE too and then others around should also block or exist knocked down.

Mist Course – The boss will appear as though she has turned into mist/smoke. During this phase she volition do aoe damage to the group and take a MASSIVE reduction to damage. Don't waste matter all your skilful stuff while she is mist course, nuke her when she comes out of information technology instead!

Volatile Armour – Very much like circular 5, this dominate has a vitrify that surrounds her with negative harm effects, endeavor not to stand up IN the aoe if you can aid it. It isn't specially large in size, merely the harm output is high.

Rubyn Jonnicent & Zackael Jonnicent – These two are very hard hitters. The tank needs to take hold of them ASAP! One is a stam sorc with a two hander so will come up in close and must be blocked if he heavy attacks. The other is a magazine sorc and does long range crystal shards which must be interrupted or players will accept i shots. They cannot be hit for more than "i" damage per set on while their ghosts be (dissever linked entity).

When these guys are in the room, BOTH dps should leap into one of the pits (the stuff you are meant to avert with the hands coming out). When this happens the healer and the tank will be left upstairs. The tank needs to position the new adds ready for when the dps come up dorsum to the fight, while the healer keeps him/her up.

Meanwhile downwards stairs the 2 dps encounter the ghosts/spirits of the enemies plus a couple of other harder adds. You must kill these, not die and and then come up through the portal once they are downward. The portal volition put you back upstairs.

At present that the spirits are dead, the adds tin be hitting for full damage and MUST exist focused!

Uncomplicated NOTES: Tank keeps the dominate faced away from the groups and brings adds close with her. The group spreads out and stays out of aoe. When the Jonnicents come in, two dps go downstairs to kill ghosts, and come back up to terminate the chore.

Arena Ten: Hiath The Battlemaster

This boss has been talking to you the whole time you lot take been in VDSA and finally yous get to kill him! BUT in that location are some complicated yet uncomplicated at the same time…mechanics. This tin go extremely smoothen, or horrible wrong. Aye there are many cheese videos out there on how to crook the mechanics (which lets face it usually end in tears with multiple wipes trying to get it righ…merely i am hither to EXPLAIN how the actual "mechanics" are designed and piece of work!

And then, anybody go to the end of the map where he spawns. At that place is an open plane blazon area and the tank should concord him in the Centre of it. while the balance of the croup make a nice semi circle behind him. Everyone needs their own space.

FLAMES! – At beginning of the fight the boss will hit everyone with a flame ball attack. This will emit a flame circle under each player. What yous need to exercise here is ALL go to 4 different prophylactic corners (split up and stand around the edges) and survive. Afterward a few seconds the flame circle will popular, and drop on the floor, revealing a flame Atronach in EACH fire circle. The consequence is no longer on you so  get Back in the middle in order to keep the fight.

Notation: This seems to exist on a timer (60-75 seconds apart) but above all only notice when it has happened and go PLACE your own aoe out of the fashion of the group. There are 3 major islands in this loonshit and so use all the islands if you need to (if you lot get over whelmed.

Flame Atronachs – Equally noted above, each flaming aoe will spawn an Atronach. The tank should chain these IN to the fight with the main dominate and the group should focus them down. They only take 500k hp each so a couple of ultimates should exist more than enough of merely aoe damage if y'all are in a high damage grouping. Relax, don't run away, they are actually not equally scary as they look!

Heavy attack – The boss will vanish for a second and come out of stealth with a heavy assail. This must exist blocked

Mortiferous Cloak – Very like to deadly cloak, the boss buffs himself with a whirling aoe attached to him. This deals moderate harm to anyone caught within. Picket your feet, don't stand up in it for also long or be sure to have heavy heals during it.

Soul Shred – Just like the Nightblade Ultimate, the boss will stun in area of effect when he jumps into the air. Y'all will need to interruption free from this before he follows up with other attacks.

"Expect a distraction!" – The dominate sometimes jumps over the tank like a ninja fairy! He has re-positioned, don't panic, simply keep a taunt up and go back into formation.

Steel Tornado – Every bit well as his basic attacks he volition sometimes throw out the odd steel tornado, striking anybody inside range with physical damage. Don't panic, y'all can block it, or heal through it.

Cripple – The boss will channel a cripple upshot which will stun the chosen target. If this hits yous simply break complimentary, merely before that yous Tin can interrupt information technology to completely avoid information technology.

Deep Breath/Suck in mechanic – At 50% and 25% the boss will aqueduct for about 3 seconds and do what is usually described as a massive "suck in" mechanic. He will pull players in close and then directly subsequently EXPLODE in fire. This does HUGE damage and then must be blocked/mitigated. After the hit the healer needs to get people dorsum to high wellness fast earlier he tries to stop people off with a steel tornado.

NOVA! – At around 40% the boss will throw downwards a NOVA. Go out of this asap! big damage over time and damage reduction will not aid you. Reposition the boss out of the Nova and conduct on as normal.

Haith's Entourage

At wellness percentages you will meet some familiar faces! Annotation during these spawns occasionally random Modest burn mages tin spawn at a altitude, watch your anxiety, the fire across the flooring hurts!

Champion Marcauld & Mavus Talnarith – At 75% these 2 bosses you have fought before will enter the fight. Stack them together and kill them equally fast as y'all can. The tank should stack them all together and be certain not to driblet taunts. The mage will require interrupts and the sword and lath will demand to be turned AWAY from the group (lookout for Dawnbreakers!)

The key indicate to these adds was demonstrated very clearly in the video…If Marcauld puts a circumvolve of protection on the ground, the tank must move ALL enemies OUT of it. Else as you clearly saw, he doesn't simply heal himself, he heals the Boss! Marcauld (sword n board) should exist your priority target, but both demand to dice.

Yavni Frost-Skin & Dark Mage – At 50% heath these two will enter the fight. Remember the Night Mage has a negate bubble, mines and all manner of nasty interruptible abilities. She is the danger and she MUST be focused downwardly kickoff. Same routine as earlier, tank stacks everything and turns it all away while the group focuses down the adds and keeps on interrupts, but the mage MUST die.

Earthen Center Knight & Pishna Longshot – At 25% health these two bosses will span. Over again the tank should stack them on the dominate and turn them away from the group. Pishna should be your priority target but remember to avoid her aimed attacks! They drain resources!

SIMPLE NOTE: Stack the boss and adds. Impale adds, Drop burn on the sides, come dorsum in and keep. Rinse echo. Keep the boss out of the circumvolve of protection and interrupt when necessary! 😉

Proficient LUCK OUT THERE!!!

Arena Loot

Here is a list of all the loot yous can expect to find in Dragonstar Arena. On normal the loot is blue and the boss does NOT Principal Weapons, only on veteran difficulty all of the loot is purple and Master weapons Practice driblet from the chest at the end!

Builds That Utilize This Gear

Final Annotation

Thank you for taking the time to watch the content and read this guide. Be sure on your travels to remember, although once you get very experienced yous may brand these dungeons much easier and faster… information technology starts from the ground up and information technology'southward…


"ALL About MECHANICS!
"

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