For more detailed explanations see
DulfyWrithing Horror
-Comes out at different places
-Debuff that needs cleansing comes out more often and hits harder.
-One healer will be designated to cleanse debuff and one will tend to the tank.
-Tank on WH should use a cd when Jealous Male is out as the healers' attention is divided.
The Dread Guards
-Faster Lightning Field, DPS check, Preventing third bubble/field is advisable.
-Lightning field should be prevented with Hightail it, Saber Ward, Force Barrier etc. Hits for 16k + ticks. Stronger cds should be kept for second lightning as healers will be lower on resources.
-During Lightning healers should be positioned in middle. After lightning one tends to tanks and the other to the group.
-When Ciphas is in his bubble all damage done to Heirad is reflected. THIS INCLUDES DOTS. No damage must be done to Heirad during these phases.
-6x Doom, needing 6 pools to clear, this means that whenever you see the debuff on you START MOVING! The pools must not be consumed by non-doomed people.
-Adds on Kel phase take longer to kill and hit harder, just a DPS check
-Permanent red circles placed on random players on Kel' Phase (same animation as Ciph's circles), initial hit ~3k, then dots for ~300 until placed and once placed anyone who walks through it gets a likely uncleansable dot that ticks 9 times for ~7k. MUST BE AVOIDED AT ALL COSTS, if DPS steps in they will likely die. Overall healing intensive.
-Red circles can be traded for any remaining green circles to lower damage.
-Dot put down on Kel'sara phase is AoE, try not to stand too close to each other.
Operator IX
-No phases can be failed.
-Both Cores must go down within 5s, or the other one takes hardly any damage.
-Going through wrong colour on P2 outright kills you. Fortunately our current strategy has this in mind. Running through it should not be an issue as you have to actually stop to be killed but should still be avoided.
-Ranged can stand completely outside but it may be problematic with deletions.
Teams;
Phase 1:
BlueButton-Middle
DPS-DPSBoth
Blue DPS get their spheres. Both tanks kite adds to middle where
Blue Middle DPS help to kill them.
Orange Tank makes sure not to taunt anything in the third group.
OrangeButton-Middle
Tank-DPSOrange Tank clicks console and targets his sphere.
Orange DPS (ranged) sits in mid and gets his sphere.
Yellow Tank tanks Regulators and
Orange DPS kills them.
PurpleButton-Middle
DPS-HealOrange Tank kills his sphere,
Orange DPS finishes off Regulators and gets on cores.
Purple DPS clicks console and targets his sphere.
Purple Healer stands in mid and kill his sphere. Tanks stack up adds in mid and kill as many as possible with healers' help.
Yellow Tank makes sure not to taunt the last group.
YellowButton-Middle
Tank-HealPurple DPS kill his sphere and STAYS at mid long enough to kill Recognisers and ONE Regulator, then gets on cores.
Yellow tank clicks console and targets his sphere.
Yellow Healer stands in mid and kills his sphere.
Orange Tank tanks Regulators.
Phase 2:
Yellow Tank aggroes his sphere and grabs boss. All DPS kill remaining adds. Transition to Phase 2.
Kephess the Undying
-Made easier as there is now an AoE around the pillar to which Kephess is tethered to and designates the area Kephess has to be in to get debuffed but it is VERY large.
-Nanites tick harder and 3 stacks are fairly deadly and will require a pillar broken for every 2 Nanites instead of 3 as Kephess has longer time delay between jumps. Each time nanites go out 3 people will receive them and thus everybody should click pillar just to be sure.
-It is now impossible to extend the live of a pillar, it is broken as soon as the first person clicking it finishes/breaks channel regardless of any other channelers.
Terror from Beyond
-Tight DPS check on P1, adds require focusing and tentacles seem to be on a shorter enrage timer. It is possible to pick up the orb to help out with damage but it has be cleansed at around 3 stacks.
-DPS check continues on P2 with the Slam getting increasingly more frequent and tight enrage timer.
-New mechanic a Hypergate Inconsistency, 80% healing (incoming) debuff on a person on Home platform (tank/healer) will attach itself to a person via a green beam and that person has to go to it (no need to kill it will disappear as soon as the person reaches it). Happens at 50% of the tentacle.
-3 DPS should go to one tentacle full time and kill one at a time. One hunter should first help DPS down the tentacle to 75% (use off cds) and then go full time killing Anomalies.
-As P2 is not healing intensive one healer can stay home and deal with Inconsistencies while the other help DPS and off heals when needed and can stay with the DPS group.
-Irregularity assignments change a little bit due to hunter' position but generally 2 DPS should be assigned to top (1,2,7,9,10,14) and hunter+1 DPS to bottom (3,4,5,6,12). Healer on home gets home and other heal+tank help out where needed.