Maw of Lorkhaj

 

Stuff happens here

Trash & Smash

Sun Eater (cat in dress)

This will be your priority focus as DDs due to its Negate/Eclipse Field mechanic which drops on a group member and is a very large AoE that hinders damage, slows the group and deals damage.

Shadowguard (S&B)

Will do an AoE spin attack which has to be blocked, also does a Void Rush attack at a random group member which will also need to be blocked or it will knock you down.

Archers (Bow)

Has a Marked for Death where a group member will be targeted by shadow cats, the player will have a dark blue beam on the top of his head, focus should remain on the archer. When the Archer dies the cats disperse.

Savage (2H)

Has an overhead smash that will debuff the MT or OT depending on the directions given, it shatters armour so healers should keep the T within reach.

Try and stack everything on the Sun Eater, tanks can LoS the enemies into stack with some practice but focus should be to remove the Sun Eater from the playing field as it is the biggest threat

Zhaj'hassa

Curse

This will target the players at random and they will get an AoE appear under their feet, they must stand still for a couple of seconds (This is when the curse can be spread to other people). They will identify a free cleansing pad located around the edge and proceed to remove the curse ( usually a couple of roll dodges and you are there)

Please note there is enough pads to cleanse those who are cursed IF they don't spread it! in chaos please prioritise your supports cleansing as they are vital to any fight. Supports will relay and communicate throughout the fight sometimes, Listen stay still and stay calm

Void Pillars

These are pillars which will spawn underneath group members these are used during the Hide mechanic, during this phase you must make sure the pillar is between you and the boss and you are blocking.

Sar'm'athra Panthers

Similar to the shadow cats they cant be taunted but they deal significantly more damage. OT can chain these into the stack and root them to maximise damage on them and getting them out the way.

Shield Phase

The boss will have crystals circling him at 70% and 30% and must be destroyed by the group. While this mechanic is ongoing the players will have an AoE under their feet and should not be stacked, the longer the shield stays the more damage it does.

 

Trash & Smash pt. 2

Renders

These will need to be bashed every other skill to prevent them from throwing their arms up, this will cause players to be knocked back and deal a lot of damage if not prevented or stopped.

Shamans

This is the priority for the group as it has the ability to heal, so any additional ads will be stacked on the Shaman to remove it as quick as possible.

Across the next section of this trial there's 5 waves altogether and it can get VERY busy, remember your priority targets as you are joined by Sun Eaters, Shadowguards, Archers on top of your new render friends

 

The Twins

S'kinrai (2H) - LIGHT AURA

Has a beam that needs interrupting but is generally low maintenance in comparison to Vashai

Vashai (S&B) - Dark AURA

Vashai will drop negates on anyone with a light colour that is stood in his field of view. Be sure to stand behind him at all times if this is your boss

The assigned tank will taunt their boss and bring that boss into their assigned group, the groups will parse on their boss and shortly after receive a Colour/Aspect you must now stay away from anyone with the opposite colour, you will deal more damage to anything of the opposite colour.

Dark aspects hit light ads & Light aspects hit dark ads

Additional Targets

Through the rounds ads will join the fight

Light Ads Act like templars and have a beam which will need Interrupting

Dark Ads Drop little void balls across the arena, the further they travel the more damage they do.

These ads will need bringing in to the appropriate group and removing as quick as possible, it can get very overwhelming very quickly

CONVERGENCE

3 players from each team will get a Colour Swap notification and they must change teams, travelling in a clockwise (Wall on your left) direction.

PRAYER PHASE

Both bosses will jump in the air and land at entrance and exit positions, the teams will either Stay or Run to their boss. Groups will utilise this time to clear the Ads if there is any left up.

This is generally the bulk of what you will encounter the only thing that increases is the ads as the fight progresses. These twins also have to die within a similar amount of time, if one dies before the other all aspects are dropped and the group has around 20 seconds before the boss teleports to the centre and will explode leading to a group wipe. If there's a significant gap in health between the bosses ask your ranged DDs to target the other boss or stop damage.

SOLO TANK TWINS

This is where one tank will keep both bosses on the line enabling both groups to damage both bosses and ads will be chained into the middle. Vashai must be kept facing the group with the same aspect to reduce the negates, he has a habit of moving so when he does his shield bash move you can reposition him because if you block the attack it knocks him back into stack. Vashai is the more difficult one so your focus must be on his positioning at all times, S'kinrai is very low maintenance and just needs his heavy attack blocking.

During prayer phase the tank will always need to be on the dark side to receive the dark aspect and reduce the negates so it may require a group member swapping alongside the tank to allow them to receive the appropriate aspect all other mechanics are followed and present it just requires some communication and teamwork.

You can ask a OT to slot chains and assist with the grouping of ads and use him as a guard/buff tonk

 

Chainpull Trash & Smash

These 2 cats will mark two players and chase them, they cannot be taunted and the mark will move onto another player so you just run around until they go down. Marked for Death will appear as a dark blue beam above the player.

Your trash pulls once the chains have been pulled are your Sun Eaters, Shadowguards, Savages & Archers and theres 3 waves each side and as usual focus your priority targets and work your way through them gradually.

Corridor Trash Smash

Your group will travel from right to left spawning the usual Ads as you travel down, as always focus your Sun Eater and just watch out for the exploding monks that drop in to say hi! There's 3 waves and always watch out for those negates.

RAKKHAT

MAIN ROOM

This is a large room with a circular pad in the centre and 8 pads located around the circular one, The boss will start on one pad and move around the room as the fight goes on. The pad will glow golden just before the boss jumps, the Tank will stand on the pad to receive the buff needed to hold the boss, and the group will stay grouped at the side of the pad DO NOT STAND ON THE PAD

Once the boss has moved onto the next pad the previous one will turn dark and anyone standing on these will have a debuff.

There are 4 Cleanse Pads in the corners of the room similar to your first boss in this raid these are used for the backyard runners, in HM these are not present.

HULK

This is the ad that spawns intermittently through the fight as Rakkhat moves around the room, OT will place these next to the boss so it dies in AoE and cleave damage. The Hulk will also need interrupting by either one of the DD's or the Tank .

Void Combustion

An AoE is placed on a group member and they must move out of the group and stand in the corner, when it explodes it send out little blue void balls which can kill other players.

Large Floaty Blue Balls

These will target, tether and follow a couple of players and they must moveout the group until it has disappeared or it can deal large amounts of damage to the group, it doesn't last long and is easily seen.

Meteors

These will drop down causeing AoE damage and can wipe groups if overlapping, your group will have Kiters assigned to guide these out of the group (as shown in pic).

Backyard & Runners

This is located at the back of the room through the void archway, this is a series of pathways in which DDs will navigate through to find the shadow assassins, this can be done with 2-3 players depending on your group. Players will have been given an assigned path and as they approach the lit bowls located next to a circular rug they will synergy Eyes of Jode and if there is an enemy there it will be revealed. Bowls that are lit mean the synergy has not been used on it and there could be an assassin lurking there.

Once all enemies have been revealed and extinguished players will make their way back through the archway, cleanse via a corner pad and then return to the stack. There is 6 shadows altogether

The hardest thing you fight in the backyard is time as failure to locate all of the shadows will lead to a wipe, there are some void balls floating around just avoid these and stay calm.

EXECUTE

When Rakkhat has his HP reduced to around 12% he will jump into the middle pad and start wailing, you can have your group stack and burn this whilst your healers throw everything out to keep the group alive.

LUNAR PHASE

This mechanic is activated when Rakkhat has completed a full circle and jumped on all of the pads, he will fly up and then players will position themselves onto their allocated pads, there will be golden beams attached to the ad on the pad. As the beams target 2 at once and rotates around players will be parsing on their ad or throwing ranged abilities over to wherever the beam is. Once this mechanic has been completed the boss will enter the centre circle and continue into execute phase

Backyard & Lunar phase Video here
 
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