

Snek Man and Ghost Man










Let's mark the front and back of the arena, these spots will be important












In Phase 1 we fight Zul'jan, who has become snek












His first move will put big puddles on the sides, and spawn smaller circles that will then spawn orbs. Dodge these at first












When the orbs spawn, they tick raid damage until destroyed.
















Mobile players should get on their horses and run over the orbs to pick them up, then move them to one of the raid markers.
















You can loosely stack them. After a set time, the orbs will drop off the player automatically.
















Movers should get out of the way. Tanks should move the boss a bit closer and aim him at the orbs.
Also FYI those big pools will get smaller over time.
















The boss will target his current tank with a conic frontal. When this hits the orbs they will be destroyed.
















You should hit only half the orbs at a time if you can, as when they get destroyed they will put a big dot on the raid.
















Healers hate that














Make sure to get the rest of the orbs with the second tank frontal.














The other big mechanic in this phase is a soak, called Guillotine, which targets one player.













That player should move to a corner and half the raid should soak with them.













When the soak goes off it will leave a very large circle to get out of. Movement speed is helpful to get out.












Boy I wish we had a warlock












The only other avoidable mechanic in this fight is some spinning bladestorm thingies that he puts out, they move randomly so watch out.














When Snek man dies, Ghost man lives












Malacrass (Ghost man) should be moved toward one of the world markers and everyone should stack pretty close.












He will MC several players with Dreadmarch. Those players will get a shield that must be damaged off.












Until it is broken, they will try to run off the edge. Use CC to slow them and AOE the shields off.












When the CC is broken, ghost will spawn that will fixate players.
















They will not move if you look at them, so if you're fixated then lead them to group them up in the center (or on the marker if you want)
















This boss also does a conic tank frontal, and it will destroy the ghosts.
















However, this will create other ghosts that only the tank can see. The tank needs to run over these and collect them, just like that really annoying delve boss.















Additionally, another big mechanic to worry about is Gloombomb















Players will get circles that they need to move out.














When it expires it will spawn more ghosts like the tank ones that also need to be soaked by that player.






















The final mechanic to worry about is Eternal Nightfall












The boss will get an absorb shield that must be broken in order to interrupt him












Nice












When Malacrass gets to 1 HP he will start pumping into Zul'jan's body, bringing him back to life.













ZJ takes extra damage during this so focus him.













More of those soaky ghosts will spawn during this and try to reach malacrass, they need to be intercepted.






















PUMP
The interception of the ghosts also need to be staggered so raid damage isn't too bad






















When this intermission ends, both bosses are alive and all mechanics happen.
Kill them at the same time to win.












boyfriends
By Shane White
boyfriends
- 9