On our run this morning, the generally didn’t, but the healer kept them up fine even with 2-3 vuln stacks, so it’s not *too* big a deal, I guess. The raised tail is the same, just to his rear, so the dps needs to get in front of him to avoid that. If you get hit by it, it’s a hard hit and puts a vulnerability stack on you. For the raised claws, tank runs behind him to avoid. He has a metric crapton of mechanics, and doesn’t telegraph them all on the ground, though usually there’s a notification window that pops up “He raises his claws” or “he raises his tail” for some of them. It’s name had “poison” in it, but I don’t recall the full name, sorry. He looks cool, but he’s really annoying, imo.įinal boss is a giant manticore thing. Others can’t clear off the orbs from the tethered player - I tried running through them, but nothing happened, and they weren’t target-able either. There’s also a tethered orb that follows them and does a moderate hit if they let it hit them, or it will get “cleaned off” with his followup push/pull attack that he does right afterward. He also puts markers on the dps and the drops water bombs on them that leave a puddle for them to run out of. I’m not sure if that’s intended or they messed up, but… either way, don’t let those knock you into the water. ![]() avoid that □ He does a room-wide AE for the healer to heal through, he does an attack that says “pull” and pushes you away from him, and an attack that says “push” and actually pulls you toward him. Running or being knocked into that area puts a vulnerability to water stack on you, and all the boss’s attacks seem to be water-based, so…. The edges of the arena are pulsing red throughout the fight with water running across it. The lower outside is always “covered in bad.”ġst Boss, I don’t recall the name, but as you can see in the screenie it’s a kind of water-horse thing. You need to fight him in the slightly raised center.
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