Kynes Aegis

 

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Trash & Smash

Half Giant Bulwark

The Bulwark is a priority in trash and boss fights throughout the entire trial until last boss. He will eventually drop an aoe circle on the floor that preventing any other enemy in that circle to take damage until the bulwark is dead. If you have enough damage in the group you can burn this in the group while stacking everything. If group damage isn't high, you can separate the bulwark from the rest of the trash and focus them last. The Bulwark has a conal aoe that needs to be turned away from the group. This will kill people. The bulwark will also chain in a random player to the bulwark if they are far enough away and not taunted.

Tidebreaker

Has a conal attack that needs to be turned away from the group, this ad will put its sword into the ground and will channel a large circle aoe that needs to be dodge rolled. You can also block this, but much safer to roll.

Storm Caller

A stationary ad that will constantly cast lightening circles around the players area.

Half Giant Shaman

WIll heal other trash and also summon totems, focus them

Vampire Infuser

If not interuptted, these ads will channel a cast that will buff other trash, kill these first

Crimson Knight

This knight will cast bloodlust on itself which will empower it and grow bigger, it's empowered heavy attack can kill tanks through block, best to roll dodge

Bitter Knight

This knight traps one random player in a sanguine prison. When the player is in the prison, they are immune to all damage, but if the prison isn't killed in time, imprisoned player dies.

Blood Knight

This knight waves his arms in the air and casts 4 lines of blood on the floor. The lines last for 1.5 seconds and players standing in these lines will take progressive harsh damage. The lines appear to the diagonal of the ad, standing behind the ad will avoid the lines completely.

Yandir the Butcher

Toxic Tide

This is a conal attack that should be faced away from the group. The tank should dodge this ability, if failed to do so, it will place a DoT on the tank. This DoT is purgeable.

Fiery Grip

Yandir will pull a player towards him if they walk too far away from the group. This is blockable but shouldn't happen when grouped up correctly.

Sundering Strike

This will start to occur when the boss goes below 50% hp. If the tank is hit by this, this causes the tank to take increased damage over a period of time.

Thunderous Leap

Yandir will lead into the air and land on the player with taunt. The jump deals AoE damage and should be blocked. This happens once the boss goes below 50% hp.

Lightning Strike

Below 50% hp, lighting strikes will start to target random players. As long as group are stacked together, this can be out-healed.

Totems:

Yandir conjures totems with different effects,

Dragon Totem: Spawns two totems spouting fire in random directions.

Harpy Totem: Fires out circular AoE's

Gargoyle Totem: Launches petrifying stones at random players, this can be blocked, negating the patrifying effect.

Chaurus Totem: Launches green poison at random players, spreading damage. You may hear the raid lead call for everyone to dodge roll. This is to avoid it spreading, these totems should be killed as soon as possible.

For beginner groups, it is good practice to focus these down.

Pets

Yandir will start the fight with a sea adder. Yandir will summon more pets to his side every 60 seconds until 50% health. These pets should be brought into group and burned down in cleave with the boss. The pets will alternate every 60 seconds between the sea adder or a gryphon. Pets will enrage if they are left alive too long, or if the next pet spawns. Yandir will periodically heal them.

Hard Mode

Yandir starts with one Shaman, with more spawning every 40 seconds, spawning in a clockwise movement from the boss. There are 3 other spawning locations before moving back to the original Shamans position.

Shamans target 3 random players with meteors that track and hit after 5 seconds. If group is stacked correctly this is able to be managed and blocked by 2 players stacked on top of one another. Any more meteors that get stacked will kill players through block. This also stuns the player if they do not block the meteor

Captain Vrol

Groups will have pre assigned positions that should resemble a semi circle around the boss as its more beneficial.

Portal

1 Dps is assigned to portal where they will go through and parse on an ad which is located on the boat, the portal will appear bluish and near the cliff edge.

During this face the main group will be joined by some ads which the OT will taunts and bring into the group, the priority ad in this pack is the Apothecary he has the ability to heal Vrol if left unchecked, one of the other ads has a tendancy to roll backwards and will need interrupting to bring into the stack.

Harpoon/Conduit

These spawn every 45 seconds or so and will target the furthest player away from the boss, this conduit should be removed as quick as possible due to a tether it has to players and if allowed it will kill them.

Frigid Fog/ Ice

This is an AoE that will stun the tank and anyone caught in it, tank must break free and reposition Vrol outside of that as quick as possible.

Below 50%

Meteors will target players and will do damage around them to others if not blocked!

In training groups its best to get everyone to block to maximise survival during this phase.

Lightning Replica/Twin

This will turn up and cannot be taunted it will just linger near the main tank and cause a fuss, during this the OT will keep an eye out for when the lightning twin starts channeling. This needs to be bashed asap or it will pop off some ice/wind AoEs that can stun/kill players

Trash & Smash

1st Trash

Bitter Knight will put a random player in a Sanguine Prison so its best if the group can stay together and it helps get the player out quickly through AoE damage and cleave. There's infusers that need interrupting but LoS the ads to the stack and it can be fought in a relatively easy fashion.

That Trash Pull

This one is probably up there with one of the most difficult pulls across all the raids.

It's useful to have both healers slot taunts to assist with bringing the trash together

One healer takes infuser on the left in the barn

Other healer takes the infuser on the far right and they line of sight them to the middle near the wheelbarrow.

OT will take the Bulwark & Knight off to one side

MT will grab the Shaman, Tidebreaker & trashy bits to bring on the wheelbarrow. Don't forget to bash the infusers as a priority as soon as they start channeling or it gets VERY messy.

Kill everything with the MT, help the OT with the Bulwark and Knight then finally finish the storm caller.

This trash can be split up or dealt with in sections.... or not at all (to use the door at the end the storm caller has to die and that's it)

Lord Falgravn

This boss can be tricky but theres 3 floors of fighting to get through each with their own set of problems... I mean mechanics so the information will be split into floors.

Starting Floor

Instability This targets a few players and a large lightning AoE will be placed underneath them, they will move out of the group until it pops then return to stack.

Lt. Njordal

An ad will spawn early into the fight (a swarm of bats sound which is an audio cue) he will be near the HM banner and the OT will keep him there, this ad has his own set of mechs detailed below.

Cleave, this is a conal attack on the OT which will need to be roll dodged.

Sanguine Grasp, This needs to be kited as red hands pop up out the floor.

Teleport Strike, he will jump from one player to another causing damage so for this the group need to stack tight so he jumps in small distances whilst till been hit with AoE and DoT damage.

This boss will need to be taken down before the group enters the conga line phase with Falgravn, more comfortable groups will drag the ad down to the bottom floor

Conga Line/ Lightning Line/ Daisy Chain

It has many names but theres 2 rounds of this and players must form a line between the boss and the pillar, the line will need to move through the players in a straight line and reach the pillar, damage over time will ramp up and the boss will fire the lightning until the mech has been successful! healers will need barriers and lots of HoTs on the group to get them through this.

In higher damage groups the second line can be skipped and if things go horribly wrong you only need 5 people to complete the conga line and then you can work on recovering the rest of the group.

Once the Conga line has finished the boss will smash through the floor leading to the next part of the fight.

Second Floor

You will be joined by all the knights you have fought thus far, once you've dealt with all of them and their respective mechanics the boss will return.

Crimson Knight This was the first one you would of encountered and will enrage and grow.

Bitter Knight This is the one who has the blood prison mechanic so again make sure you aren't stood far out of the group when imprisoned as it will take damage focus away from the knights.

Blood Knight This one will cast 4 large blood lines out from his position that will melt anyone stood in it. As a visual he will drawn and inhale before he shoots them out and you can faintly see where they will be before they arrive so you can adjust your position!

Boss will return once these have been killed

Blood Orbs & Haemorrhage

The boss will cast a debuff to all players and they will get thorny looking spikes wrap around them, the more you move the quicker you die! stand still in your given position and parse. Should instability target you during this phase you can roll out of the group pop the AoE and wait until your health returns to full and then roll back to your position, a potion may be needed here just for quickness but keep calm. An attempt to roll back and forth straight away will result in a death as the haemorrhage damage is too great.

there will be blood orbs making their way to the centre but focus damage on the boss and drop your AoEs in the middle, The blood ball will burst and that burst will also remove your debuff, a coagulant will have spawned and can be stacked on the boss

Boss will then smash through the floor into the final part of the fight

Final Floor

Once you get down here you do a little prayer for your players in support roles as this can get a bit spicy on the resources.

Most groups will parse in a stack and then wait for the torturers to join the party. OT should stack these on Falgy and they will die to cleave easily enough. Just watch out for their jump mechanic which needs to be blocked.

Torturers & Prisoners

The red mist surrounding the arena will drop when Falgravn flies upward, he will throw out red orbs signaling where the ads are. If you send groups up to deal with them you will not have them join you in the pit. if ignored they just get buffed and more health and start joining the battle, the OT will take them and hold them next to the boss just watch out for their cleave it can be deadly!

Apart from that the tank will hold the boss and concentrate on surviving until the battle has finished!

Hardmode

There's more instabilities that target group members, everything has more health and should you resurrect a player you will be sent down to the 3rd floor and will need to get a portal back to the main room, this can have a domino effect on damage as players need time to rejoin the group after a res/recovery.

More Sanguine Grasp hands when the Lt. turns up but overall the basics stay the same.

On the last floor, everytime Falgy heavy attacks the MT (which should be roll dodged) a very hard hitting aoe will spawn underneath the MT. It's best practise to place these aoe's as close as you can to eachother without rolling them into group or placing them in the groups way.

 
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