Dreadsail Reef
This can be a brutal and unforgiving trial for newer players on veteran so patience and persistence is advised.
Keelcutters (Axe 2h)
Expelled Fire sends a conal fire AOE following a specific person and applying a dot to anyone in the blast that can spread to others. Players with the dot will have a ring around their feet and should seek out their healers until the dot ends, without spreading it.
Incineration Large AoE of fire group can either stack and heal through or move out of the circle and range attack until its finished.
Heavy Attack If blocked the person will receive Rattled & Hindered for 12 seconds.
If dodged the enemy will do 60% more damage if you dont block or dodge roll then your physical and spell resistances decrease by 60%, damage increases by 30%, and damage shields decrease by 30%
Swashbuckler
Will be used as a ping pong ball between the tanks as he jumps to the furthest person away. He will do a lot more damage if he lands his attack while your back is to him. When targeted make sure you block and turn around by the time he lands so you're facing him to try and mitigate some of the damage. Taunt will need to be reapplied.
Arperture (orange slice) places a circle above a players head and they will need to kite the daggers away from the group. These AoEs will need to be avoided.
Serpent Caller
Summon spectral crabs or serpents that will damage the group, they will disappear once the serpent caller dies, also spawns a Dragon Totem which will do a cone of ice and cause a lot of damage.
Ranger
casts Cinder Shot and will send out 4 lines to random group members, targeted players will spread out so the lines dont overlap then move out the group as it drops a small AoE when it send out the fire, Players stood near or on these will take damage to placement and positioning is important.
Marksmans Gaze is the rangers "Taking Aim" which can be interrupted
Lylanar & Turlassil
Domes
At each end of the arena you have orbs to interact with a Fire Dome & an Ice Dome enemies must be under the dome of the opposite element to themselves or they will take 10% of the damage.
Domes damage will scale off your health so bi-stat food is always recommended, a 22k hp dome holder can hold up to 20 stacks comfortably but players with higher HP may need a swap earlier than 20 stacks, the stacks should NEVER exceed 23 or you run the risk of a player death.
If both domes come into contact with each other they will explode dealing damage to everyone.
There is a cooldown once you've held the dome so please keep this in mind during panic phases as you may not be able to carry out your Orb/Bash doody later down the line.
During the first phase of the fight with a single boss on the arena floor the healers will swap the domes between themselves
During the 3rd phase when both bosses are down the groups are split Healers will have an appointed dome swap on each side (maybe even a back up to them too for safesies)
Oh Brother
One of the brothers will stand up from his chair and jump down to the main arena, if you look up you can pre-empt which dome you will need, be ready to grab it and start damage as soon as he has landed and in position.
Lyl - Fire (requires ice dome)
Turl - Ice (requires fire dome)
Heavy Attack must NOT be roll dodged or you will enrage the boss
Cleave An attack which sends out AoEs in front of the boss, these will travel across the arena and can kill if allowed to travel the arena length when the group is split so be sure to face your boss away from the farthest group as best you can.
Elemental Pools Boss will cause tank to drop elemental AoEs on the ground (similar to the minotaur boss in BDV) these will be kited around the edge of the circle, tanks will not be able to stand in these so you can slightly overlap them with practice. These pools stay around for a short while but eventually disappear.
Imminent Blister/ Imminent Chill
This is the tank swap mechanic and it will apply a debuff to the tanks
Debuff Hit this will apply a healing debuff to the tank and the add on will show a broken heart above the tanks head, this will need focus healing to remove the debuff and get the tanks back to their normal chunky selves.
Interrupt during the fight the boss will put his hands up and star spitting out elemental spray, this can only be interrupted when the boss is under the dome and can obliterate groups and sometimes the tank will be kiting AoEs so everyone should be responsible for interrupting.
Atros
are spawned in and will need to be held opposite the boss and under the dome, these will need prioritising and removing before the boss goes to teleport phase or you can land into some trouble as the dome moves around the room.
During their last 25% they will spawn x2 Frozen/Fiery Blockade AoEs which will circle them and can cause damage or death if not avoided.
Teleport
the boss will look around the room and throw his hand up, this causes an orb to spawn in that direction which he will jump to once he's finished placing the orbs.
DDs will have set instructions for this phase and will have pre assigned group roles for efficiency.
If the tank positions the boss closer to the door the atros will spawn from the back of the arena which can control the damage near the boss, if the atros spawn from exit corners the group runs the risk of pushing the boss to teleport as the atros walk through to be positioned
Split Group Phase
After each brother has come down and jumped around they will need to be taunted and held near their necessary domes.
Groups will damage both brothers down equally or you run the risk of wiping if the health gap is too big, if you find yourself in this position you could have 2 ranged DDs focus the other boss to even the numbers out or have a DD on Float Duty to move between groups.
Frostbrand/Firebrand
Bosses will place an AoE under two people and the must meet at a designated location and overlap the circles before they explode, this must be out of the domes and away from group. When the AoE is stacked correctly they turn gold/yellow, they still explode so be careful!
Rune Doody
Assigned to 1 player. There are 10 mounds and 5 runes to find throughout the trial. These are identified by mounds of earth, digging can sometimes reveal a Runestone which can then be destroyed.
When all runes have been found the crystal in the centre room with neutral npc's can be interacted with and will provide a buff for the group.
Encase of mishaps the npc stood near the crystal doesn't have to be alive for the group to receive their buffs.
Introduction of additional Ads
Brewmaster
will throw out bottles that will either buff enemies or debuff party members. These should be focused and its best if groups stack up tight and once the bottles have dropped move as a group either left or right to prevent a group member shrinking. While enemies are enlarged they do more damage and receive less damage from the group until the effect has worn off.
Left Path Brewmaster and Coral Drift Animals
which will be stacked together, be aware if you shrink in shallow water you will start to swim which means you cant block or cast, be sure to stack near the shore or where advised by your RL.
Lightning This strikes anyone not under the canopies and the damage stacks, the safe zone is outlined by a lightning line on the floor. Seeking shelter under the canopy will remove the stacks the players have accumulated and should not exceed 6
The add on will flash Static on your screen which means cleanse immediately.
Levers are located along the path and sometimes require players to be hit with lightning stacks, co ordination, quickness and a self heal are advised if you have a lever role.
Right Path Keelcutter and Harpies
the harpies will send out winds so be careful not to be stood on the wrong side of them.
Poison or Volatile Residue is stacked poison from the plants located along the path, it can be cleansed if another poison AoE is avoided. These become a problem when multiple AoEs spawn leaving groups split and open to damage without sufficient support, positioning is priority when dealing with poison.
Bow Breaker
Large Haj Mota with typical Haj mechanics
Horn Strike frontal cone that can be dodged.
Toxic Mucus Spit that drops a large AoE on the group which should be avoided at all costs
Burrow/Charge will dig and then move across the arena to a new location, along the way it will kick up mini crabs that should die in cleave damage done by the group.
Poison Spores will spawn so the group have to keep an eye on poison stacks while moving around the arena.
Along both paths your new ads will be accompanied by some familiar ones and their juicy mechanics explained above as seen previously in the raid so take care
Sail Ripper
Cyclone
sends a large AoE out and can knock anyone down.
Coruscating Beam
targets players after shes flown off to the new location and it must be interrupted as quick as possible
Storm Cell
Places a large lightning Aoe on one player which needs to cancelled out by placing the AoE into a Donut shaped one located around the arena, keeping this in group for too long can lead to death. Upon a player death the storms remain and can cause problems when theres multiple.
Reef Guardian
Replicas
Main boss can spawn 2 medium replicas (18.6mil HP) and 2 small replicas (14.0mil HP) if these spawns arent controlled the group can quickly become overwhelmed.
Acid Reflux/ Spew
Conal AoE targeting the tank which also drops ground AoEs, this can be a lot for tanks and visuals can be difficult as there is a lot happening, AoEs should be dropped across the back wall.
This can be cancelled out by the other tank if taunt is switched.
Crush Heavy attack which can be blocked or roll dodged
Reef Channel
The boss or replicas will walk off and channel next to a hole, this spawns a reef heart which must be killed by the appointed player/group by travelling to the reef through the middle of the arena and into the whirpool. During channel phase the boss will not take any damage
As a general rule of thumb if its Crown, STAY down. The next guardian will typically channel at chalice next and with a group down there they can easily travel to the next chamber, this can maximise damage upstairs so the replicas can be removed from the playing field.
Coral Drift Bear
Has a crackdown heavy attack that needs to be dodged, it will one-shot anyone who isn't a tank.
Senche
Has an electric aura that can deal some damage to players.
Horse
Will run a lap around the entire arena, it cant be taunted and will knockdown players in its path.
Reef Hearts
DPS will make their way down to the reef chamber as guided by the RL, Main focus will be on the reef heart itself because you're on a timer, the crab is there to get in the way.
It will spit out conal AoEs which are easily avoided, once killed if you've been instructed to return back to stack you can synergy on the fountain to return back up to the top
Infestation Debuff applied to players when they enter the central chamber to kill reef hearts, this will completely disappear after a period of time.
Failure to destroy reef hearts will result in a group wipe
To start the main boss should be taken out of the group and focus should be on the replicas, once the first round of replicas are removed from the arena the tanks can stack the final round of replicas, this also allows the tanks to swap taunt and cancel out the Reflux mech meaning a cleaner stack for groups to land their damage.
Lightning & Poison
The lightning comes when a guardian is channelling a reef heart, taking 6 stacks does less damage than poison stacks so the group will typically stand in the lightning within close proximity to a shelter. The canopy is outlined with a green arch and contains poison plants, staying within this area for too long will see multiple stacks of poison plants which can wipe the group
Trash & Smash
Overseers (S&B)
Behaves like a Keelcutter
Cascading Boot/Cascading Tomb encases a person in ice knocking them back, be careful you are not near an open edge or you could get knocked off the platform.
Last Trash saloon
This is the last trash pack before the boss, this can take a couple of goes as ZOS really threw the kitchen sink at you for this one.
Typically one tank will take the trash on the upper platform whilst the OT will take the Ads and hold them on the lower area.
Priority will be the Keelcutter and the Overseer and be careful of all the juicy mechanics that go with the respective ads.
Tideborn Taleria
Slaughterfish
are in both inner pool and outer pool so be sure not to enter either of those areas.
Basic Attack Cleave attack with a large area, places a DoT on the tank and anyone within the cleave window, the edge of the cleave window can be seen on the floor as a thin line in your chosen enemy colour.
Heavy Attack Its can be blocked, if its roll dodged it will spawn an AoE near the tank which can be avoided, this is the lesser of two evils when dealing with this mechanic as it does less damage than a blocked attack which will cut a nice chunk of the tanks HP.
Behemoth
Will spawn every minute or so through the fight, OT must position it next to the group
Arctic Annihilation
The main attack which leaves a ground AoE and will kill anyone stood in it, this stays until the behemoth dies so should be placed next to the group.
Drowning Strike Places a DoT on the OT, multiples of this will cause problems for your OT due it being refreshed.
Deluge
Turns group members into water bombs, you'll get a ring of bubbles surrounding your character and the addon will display Deluge (YOU)/ Deluge (OTHERS) targeted players will need to make their way towards the outer pool, the display window will tell you when to swim and then you'll enter the water. Ensure you are fully submerged and swimming then once its gone you can come out and re-join your group.
Try not to swim to far out as one Deluge has gone the slaughterfish damage will kick in.
OT will generally move away from the group with deluge and not enter the water as he will continue to take damage if there is a behemoth up which could result in a tonk donk, if there's no behemoth to kill then OT is free to enter the water.
DO NOT ROLL or JUMP to GO INTO the WATER it doesnt register properly and can result in multiple deaths
Maelstrom
Rapid slashes from will target everyone and is a healer check, group should be tightly stacked to survive, you can block cast if you feel squishy and if your group can roll in an organised fashion it will actually stops the damage ramping up over time.
as this targets everyone tanks can enter the group for synergies and resource gathering as they prepare to return to their position. Barriers can help
Crashing Wave
Similar to the waves in Coral Aerie it will have 3 fixed positions and one which follows the tank who has taunt. This should be roll dodged or blocked, it can knockback or kill players so be careful!
Winter Storm
a line of whirlwinds will appear and they will move either clockwise or counter clockwise. Groups will run round as a unit with the tank still moving whilst navigating the cleave window.
If the damage is sufficient the RL may chose to stay and burn to spawn the bridge, spawning a bridge will cancel out the storm.
Siren
These are located around the outer edge near the water, they use Lure of the Sea which will cause a player to move towards the middle, if the player does not break free in time they will be eaten by slaughterfish. DoTs can be placed on them and multiple sirens can pose a problem later on in the fight, when running from the storm you can heavy attack these to clear the playing field making it easier as a group.
Bridges
3 bridges in total will spawn and will lead to an alcove containing a mage.
The mage will need to be brought to 50% HP then it will join the centre to be focused by the group. DDs will use the portal to rejoin the group, if maelstrom is happening you can wait until the mechanic has finished.
DDs must be careful for falling rocks as they damage the mage but overall its quite simple, your hardest enemy is time. The more DDs that go to the mage will increase the falling rocks.
Green Reduces health and resource recovery
Purple Reduces healing
Yellow Reduces movement speed