Polaris is the first circumstances many new Secret World players will certainly enrespond to, and like the game itself, is considerably harder than a lot of instances a “noob” low-level player will frequently enrespond to in the early on areas of a MMO.
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In Common mode, Polaris can be a substantial obstacle to an unready team, while those with even more endure will uncover it straightforward to duo (and also possible to solo) wearing Quality Level 10 blue gear. Thus, you might not notice the obstacle if you first enrespond to the dungeon in the tow of an experienced and over-equipped player that knows what they are doing.
If you are encountering the instance with a group of raw noobs wearing Quality Level 3 green gear and also you choose not to check out instance walkthroughs beforehand also, it is a different issue totally.
Considering that beginning players frequently have actually Quality Level 3 equipment at best when adventuring in Kingsmouth, the circumstances deserve to be a tricky obstacle, especially in the instance of the last two bosses.
The pursuit is obtainable from Ann Radciffe (383,992) in Kingsmouth. Entering the circumstances without the quest will certainly approve it to you instantly, although you will miss out on out on the cutscene with Ann Radcliffe. The Elite version of the circumstances is easily accessible with Agartha (Go to the jump-off suggest to go to Solomon island also. Instead of going right ahead, revolve left. This portal will take you to the Elite circumstances branch of the World Tree. You will acquire the proper search by entering tbelow.)
You will certainly need a tank and also a healer and 3 DPS characters. It is useful, but not essential, if among the DPS characters has some healing to act as backup healer. Impairment skills (skills that interrupt and mainly knock over the target) occupational well on every one of the regular mobs and some of the bosses. That sassist, many characters will not have actually any/many type of handicap skills as soon as initially encountering this dungeon at normal level.
This dungeon is all about water and electrical energy, and also you will certainly encounter monsters that look familiar from your adventures alengthy the beach in Kingsmouth. In typical Secret World style, there are only a few points to kill between boss fights, and also these will certainly not usually reason any type of good difficulty.
Non-boss Dungeon Denizens:
Haugbui Sentry: Tough, fairly high dps that take some initiative to kill. When encountered in a mixed team, kill the squishier Sea Burials and Sea Horrors first. They cast Charged Hack, which is interruptible.
Sea Burial: Squishy continual mobs, these will certainly reason few troubles to DPS personalities who will have the ability to mow them dvery own conveniently. Make certain to kill these rapid so they do not sheat your healer, which have the right to cause problems.
Sea Horror: High dps, zappy mobs that die rapid. Again, they will certainly reason few problems unmuch less you overlook them and also let them swarm a single Damage dealer or Healer.
Volatile Host: These are exceptionally squishy swarmth mobs and also basic to kill quickly. If permitted to persist, they will explode (a warning circle shows up roughly them) so make sure to move amethod from them if they perform.
Parasitic Swarm: Also squishy swarmth mobs with a minor AoE field result. Individually these do not cause any kind of good worry, yet once they occur in huge numbers, such as in the Primordial Dweller boss fight, they will certainly sheat your healer and also have the right to damages a non-tank character rather badly. It is necessary to AoE these down as quickly as they gather.
Weed Wreathed Pods: Easily eliminated from a distance with high dps. If you cause them by standing also close, or by damaging them and then not killing them quickly enough, they explode, doing damages to anyone standing adjacent.
Deep Sea Pods: Easily killed from a distance with high dps. As with Weed Wreathed Pods, triggering them has an unpleasant impact – in this case a Haugbui Senattempt is spawned.
Ur-things: Encountered in the Ur-Draug boss fight. They are normal challenge mobs with modest DPS and just dangerous in high numbers and also as distractions.
#1: Easily viewed from wbelow you spawn right into the instance
#2: Behind the stairs after the initially boss. Climb up the stairs and also dismount behind wright here the initially Weed-wreathed pods are. A monster (Broken Corpse) climbs up out of the ground as soon as you strategy the best area, and drops Lore once it is killed.
#3: In the location wbelow the Varangian is initially encountered, behind a cargo container.
#4: A locked Orochi Crate in a battered container releases a drone which leads you to the Lore suggest. Originally, this was bugged and also entering any number three times would certainly open up it. At this time, at the moment of composing, neighborhood consensus presumes it to be bugged, via no recognized solution.
#5: Near the helicopter after killing the Primordial Dweller
(Contains spoilers – Lore locations)
First Boss: Haugbui Jarl.
The water in this location is electrified, so you should fight this boss on the narrowhead strip of beach alengthy the edge of the area.
Ranged members of the team are finest off standing at a distance, with melee preferably behind the boss, to even more conveniently avoid his electric results (Charged Hack) and the pulsing black pool (Deep Calling) which he casts at his feet, which will certainly punt unwary players.
The Tank must store the boss confronted ameans from the team, relocating out of the Deep Calling circle when it is cast, to protect against being punted into the electrified water. Make sure your ago is amethod from the water, so if you are punted, you don’t land in it.
You have to have actually few problems unmuch less you are undermanned, undergeared, have actually a negative team makeup or are exceptionally inproficient.
Troubleshooting:Make certain you are remaining out of the circles. Watch the actors bars to get development warning on what the boss is doing.Allow the tank to strike the boss alone for the initially few secs so they have the right to gain the boss’s attention before anyone starts healing or doing damage. If this does not seem to be functioning (tank loses hate), the tank may require better health gear or more hate building abilities, or the DPS might should organize off longer on high-damage abilities.Make certain other team members are wearing proper gear. Healers require Heal Rating, DPS personalities require Attack Rating.This is a solitary targain fight – Single target DPS abilities will be the majority of efficient.This boss is impairable. He can be knocked down to interrupt his nastier attacks with impairing abilities. I imply interrupting Charged Hack, which does considerable damages.
Second Boss: Blarbane Sorceress
Although she has much less health and wellness than the first boss, the Blarbane Sorceress has higher DPS, which is augmented by regular waves of adds, consisting of some Sea Burials. The DPS must kill these adds as quickly as they show up, to proccasion them from ganging up on the healer. Adds will accumulate over the course of the fight if you disregard them, so there is no advantage to be gained by delaying doing so.
Ideally the tank will certainly keep her at a moderate distance from the ranged members of the group, because her nastiest assault, Death Squall, is a targetted AoE assault which looks choose a foggy cloud pulsing with electrical energy. Her hands glow white when she casts the majority of of her abilities, however purple when she casts Death Squall. She will certainly targain this strike at the area of whoever before has actually her attention, so be certain to move out of it easily to stop damage. Her other abilities, Tide Wall surface (her damages shield) and Ill Runes, need to reason few problems.
Troubleshooting:The tank need to make sure to keep the Boss in Line of Sight of the remainder of the group – relocating her approximately a edge will mean no damage and no heals till everyone repositions themselves.If you acquire in trouble, you might try kiting this boss approximately the circle of containers. This will certainly just occupational if the healer continues to be in Line of Sight of whoever before is doing the kiting.Almethods kill the adds initially. DPS have to switch to kill them as shortly as they show up. They die fast however do a reasonable amount of damage if allowed to persist. AoE damages is efficient right here, for a faster fight, I indicate greatly single-targain DPS, with a smattering of AoE abilities if you are having trouble keeping the adds ameans from your healer.This boss is impairable. You deserve to knock her dvery own or stun her via impairing abilities to interrupt her nastier assaults. I suggest interrupting Death Squall or Tide Wall.If you are having trouble via shedding your target, and you usage a mouse to use your abilities quite than the number secrets, revolve off “Enable clicking on ground to clear target” in Interconfront Options – General Tab – Targetting section. If you have actually this alternative collection, slightly misclicking the icons (which happens conveniently in Secret World) will certainly cause you losing your offensive and defensive targetting and also deserve to reason headaches for healers and ranged dps.
Third Boss: The Varangian
Like the first boss, the Varangian casts a black oily circle roughly his feet (Deep Charge) which damperiods and also punts any kind of characters standing in it as soon as it is finished spreading, so be certain to relocate out of it when it first shows up. An energetic dodge should carry out the trick. Also prefer the first boss, he casts Charged Hack, which does extensive damages.
Like the second boss, he periodically summons waves of adds (aget, Sea Burials, yet in slightly better numbers), however in his situation, you will certainly be warned by the water beginning to glow all approximately him. The boss himself will certainly sink beneath the water and move to a random area for a handful of seconds while you attend to the adds. You deserve to tell wbelow right here is by a glowing stripy circle on the water’s surconfront.
When decreased to around 50% of his health and wellness, the Varangian will certainly suddenly run out of the area you have been fighting in. When he does this, it is vital that the entire party must follow him conveniently. Several Sea Burials will spawn as he does so. Either kill them as you save moving after him, or have the dps or tank collect them and also kill them as soon as you reach your destination.
The Varangian will speak in an area in which tbelow are several platdevelops, made from old cargo containers, protruding from the water. The party must climb on among these platcreates, since the water will certainly end up being electrified and cause damages to anyone still standing in it.
The tank need to automatically concentprice on picking up the boss, while the DPS first mow down any type of continuing to be Sea Burials.
During this fight, the various container-platforms become electrified. I am conscious of two various strategies that have the right to be offered at this point.
Strategy 1) It is possible to move from one platform to an additional to protect against the electrified ones. While doing this, it is vital to remain out of the water, because it reasons considerable damages. The bigger platdevelops that are even more carefully attached together are probably finest for this objective, because it is easier to jump from among these to another.
Strategy 2) My team has had actually greater success (at least at normal and elite difficulty level) in *not* moving from platcreate to platcreate, since jumping can be tricky and someone (you know that you are) invariably drops in the water. Instead, the tank positions the boss at the top-finish of the tiny L-shaped platcreate (the one on your right as you come into the area) maintaining him angled slightly amethod from the group, while the DPS and healers stand also as cshed to the various other end as practical. Your healer should be able to save up through this level of damage, and also indeed may find it less complicated than trying to heal and leap from platform to platform at the exact same time.
The Varangian doesn’t actors any black icky pools of punty badness throughout this part of the fight. Neither are tright here any kind of adds.
Troubleshooting:Although you can’t knock the Varangian down, impairments still interrupt some of his abilities, such as Charged Hack.The tank have to save an eye on just how the Varangian is positioned. Leave plenty of room for dodging out of the Deep Charge pool. Preferably avoid dodging right into the middle of the team. If you perform move right into the group, pull the boss amethod aacquire, so the DPS and healers don’t have to move out of the AoE circle when it is actors.When the boss disappears and also the adds arrive, the tank have the right to assist to collect them and save them off the healer. It is more necessary, but, that the tank keep an eye out for the boss reappearing (watch for his glowing white stripy circle, which marks wright here he is when underwater), and also moves to intercept him, as he will usually head directly towards the healer. Saving a high hate capability for the function is a good idea. If you are having trouble taking care of the adds and picking up the boss after that, leave the adds to the DPS. Picking up the boss is far even more necessary, as he have the right to kill low-health and wellness characters very quickly. The DPS must have the ability to mow dvery own the adds successfully without the tank if require be.The tank should think about saving a protective capability to usage once initially mounting a platcreate and also engaging the boss. This initial part of the second phase is when things deserve to autumn apart, because it is hard to keep everyone healed while the boss is being positioned, the DPS is still taking care of the adds, and also people are still finding their places. Likewise, if your team chooses to adjust platcreates in the time of the fight, changeover times will certainly be even more fraught with peril than various other times.The group must move together. Lagging behind to kill adds is not a good idea. This fight takes location in big locations, and everyone need to continue to be in array of the healer. If the adds stay grouped up they are more conveniently eliminated utilizing AoE abilities. The adds are more most likely to be nicely grouped if the DPS and healer stand near each various other.A bit AoE damage is useful in this fight to deal with the adds, yet like via the previous bosses, the adds are not overly countless, and predominantly single-taracquire DPS will end the fight much faster.The Varangian hits hard, particularly if you don’t control to avoid the circles. A back-up healer have the right to be valuable encountering this boss, especially if your full-time healer has actually a tendency to obtain pulped as soon as the Varangian reappears after the add-waves.
Fourth Boss: Haugbui Mother
Her major strike of note is Corpulent Slam, a blast-style strike along a course in front of her which does high damage and also will certainly punt you. It is a relatively slow-moving casting strike, and is easy to protect against – a lot easier than the similar attacks offered by Akabs throughout the game.
Several waves of adds (Volatile Hosts) show up throughout the fight. These should be taken down easily by the DPS, preferably before they explode. If they perform explode, be sure to continue to be out of their damages radius, as they deserve to load a fair punch on low-health and wellness personalities.
When the Haugbui Mother is diminished to around 20% of her full health and wellness, she will explode. There is a warning circle which you have to be sure to get out of (Eversion). When she explodes, three Sea Horrors show up. They can be fairly damaging however squishy, and need to be preferably picked up quickly by your tank while the dps mows them down.
Troubleshooting:This boss is impairable: you deserve to knock her dvery own or stun her using impairing abilities. This works on every little thing except Evariation.Make certain to take down the adds quickly, so as to keep them amethod from your healer. The Sea Horrors deserve to be a little tricky if you are not on the dot. Since everyone will certainly commonly have actually run out of the circle that spawns them, they will certainly frequently have major hate towards the healer from the outcollection.
5th Boss: Primordial Dweller
So, from a raw Noob perspective, this fight is pretty hard.
You will fight the boss from a sloping cargo-container platdevelop alengthy one side of a pool of water. The boss will generate as quickly as you begin to strategy.
My group has actually had actually the biggest success as soon as the tank stands in the middle of the platcreate, as cshed to the water as feasible while not actually standing in it, and still being able to hit making use of melee abilities. The rest of the group stands on the far appropriate of the platcreate, while being cautious not to obstruct themselves by being too cshed to the crates alengthy that side. You want to have the ability to gain off the platdevelop in a hurry.
Black inky circles generate in the water throughout the fight, which deal substantial damages and also deserve to be difficult to protect against, so minimising time in the water is useful.Boss Phase:
The fight starts gradually. While standing on the platcreate, you will have the ability to stand still through many of the Primordial Dweller’s strikes (Seizure, Synapse Spasm, Tide Wall), yet keep your eye out for the small waves of adds that will certainly periodically attack (Parasitic Swarm, Volatile Hosts). It is handy if the DPS have plenty of AoE in this fight, since the adds are plenty of, and also they need to kill the adds as conveniently as possible. It is handy to have actually someone speak to the waves of adds over voice chat once they arrive.
After doing this for a while, presumably to lull you right into a false feeling of protection, the boss will certainly start casting a circle that efficiently covers the platcreate in front of him (Psychic Death Zone). If you perform not obtain out of this circle before it finishes spreading, you will be punted a substantial distance and also take hefty damage. Everyone have to get off the platcreate when this circle is actors. It results in a persistent electrical fog cloud which provides the platdevelop off-limits till it dissipates.Water Phase:
While waiting for it to do so, you will certainly be maintained busy through large swarms of adds (Parasitic Sheat, Volatile Hosts). It is exceptionally vital that the DPS AoE these dvery own through great rapidity. They spawn from both sides of the location, and also will generally sheat the healer if not gathered conveniently. The tank must also be mainly came to with keeping adds off the healer, however should likewise save an eye on the boss, ready to move back right into position as soon as the Death Zone cloud vanishes. Everyone must additionally be careful to continue to be out of the babsence inky circles that spawn in the water, often under where you are standing. It is basic to gain eliminated extremely conveniently if you are surrounded by adds and also trapped in one of these circles, yet a double-tap (active dodge) have the right to aid right here.
As soon as the waves of adds are defeated and also the cloud has actually cleared, quickly obtain ago on the platdevelop and refocus on the boss.Rinse, Repeat:
Usually there will be at least several Psychic Death Zones actors before the boss is eliminated.
This is among the initially boss fights where it becomes exacting in regard to wright here everyone stands and also moves. It calls for a high degree of planning and also coordination, and can be specifically challenging for healers, since:
a) The swarms of adds will certainly generally have actually aggro on the healer when they spawn
b) There is most motion required.
c) It is hard to watch health bars, cast bars, and also circles at the very same time.
Generally if your healer goes down, the tank will certainly drop following, and then the remainder of team will conveniently follow in true MMO style. Therefore, one of the main purposes in this fight is to save the healer alive. Typically if your healer survives, everyone else will certainly as well, barring unfortunate mistakes.
Troubleshooting:Many teams will certainly find this fight straightforward till the initially Psychic Death Zone is actors, which is once things will certainly begin to go pear-shaped.Although you can’t knock the Primordial Dweller dvery own, the abilities Psychic Death Zone, Tidal Wall, and also Synapse Spasm are interruptible with impairment abilities. Tidal Wall or Synapse Spasm are the abilities of choice, since the boss will reactors Psychic Death Zone soon after it is interrupted.The tank have the right to commonly disregard any type of little waves of adds that spawn while the group is on the platcreate, leaving the DPS to mow them dvery own. The tank need to save long-cooldown Area-of-Effect assault and also hate building abilities for the bigger waves of adds that spawn while you are in the water.Although the DPS need to attack the swarms of adds quickly to store them off the healer, it is useful to save huge AoE assaults for as soon as the adds are gathered together. Thus it is valuable if the team is not as well spcheck out out, although it is often practically impossible to group up effectively bereason of the spawning inky circles.A high amount of AoE damages is exceptionally valuable in this fight.The boss will frequently cast Synapse Spasm (light beams shoot out of his eyes) on someone various other than the tank, especially simply after you have actually eliminated the waves of adds. This can one-swarm low health and wellness characters, particularly if they are already injured. This can be minimised, if not entirely got rid of, by the tank picking up the boss promptly after each Psychic Death Zone. Restoring everyone to high health by that suggest is additionally essential. The main healer’s wellness must have high priority. Whereas you may finish the fight if your healer is still alive, you are much much less most likely to perform so if they are dead.Group makeup we have had a lot of success with is as follows:Tank, through at least one AoE high-hate attack abilityKey Healer2 x DPS through AoE abilities slotted1 x DPS/Backup healer Jack-of-all-trades
Sixth Boss – The Ur Draug
The Ur-Draug is nasty – he has a ton of wellness, more than any kind of various other boss in the instance, and does a lot of damages. There is a solid random element to this fight, and it does not always progression predictably.Combat Phase:
Aacquire, it starts gradually. The tank must interact the Ur-Draug from the front, within the ring of rock ‘pillars’ (columns of rock), while everyone else stands within healing array off to one side. You will certainly need plenty of room to dodge.
The boss has frontal directional attacks (Slam, Cosmic Gaze) which have the right to be avoided by not standing in front of him. Slam is a frontal cone capacity which does significant damages and also has a hefty punt which will sfinish them flying out of healing array.
If Slam punts your tank, the totality group will certainly frequently have to resituate and replace, which is occasionally fatal. Getting out of the cone is crucial. It is easier to run sidemeans out of it than to dodge backwards. Usually the tank have to run over to the rest of the group, and moves ago into the centre the minute the Slam computer animation completes, so the Ur-Draug continues to be in the same position throughout the fight. This also keeps the tank in healing selection.
Low wellness personalities deserve to be one-shotted by Slam. It is straightforward to obtain stuck on the pillars or for them to obstruct dodge attempts or block your Line of Sight. The boss also has a very big ‘footprint’ which you can not run through, which deserve to be awkward once he is exceptionally cshed to the pillars. It have the right to be diffficult or difficult to circle the boss if he is standing versus the pillars. He is so large that he typically is standing versus one or one more of them.
Cosmic Gaze is a frontal ability in the create of a broad blue blast-stream which is easy to notice (directly narrow route, no warning circle), throughout which the tank have to remain in front of the boss. If the tank moves, the boss will certainly turn to follow while continuing to cast the attack. It does not have actually especially high DPS, and also while it need to be preserved turned away from the group, it deserve to otherwise be ignored.Fog Phase:
After some time, the boss will enter what I call the ‘Fog’ phase of the fight (Rending the Veil). A warning message is sounded (“Major dimensional breach. Duck and cover. Do not engage till truth has been restored.”). The area is filled via a blue obscuring fog. Everyone need to hide behind a pillar, keeping together and also being cautious to store a maximum distance from the boss, also if this needs running from one pillar to an additional, and also to store out of his Line-of-sight by hiding behind pillars. Some guides say you should hit Sprint at this phase, but this does not presently job-related (maybe it did once). If you are ‘caught’ by the boss (Cosmic Sundering), you will be trapped, unable to move, in a circle which when it completes spreading, will punt you and perform heavy damages, possibly one-shotting or nigh one-shotting many personalities. Crowd Control breakers and preventative abilities execute not work-related to protect against this strike. Occasionally members of my group have actually been able to double-tap out of the circle – this is not reliably replicatable and probably unintfinished.
During this phase, adds called Ur-things additionally spawn, usually no more than half a dozen throughout the fight. They run around the zone in search of the players. My team has actually constantly found it finest to neglect them as much as feasible, apart from maintaining them off the healer. Although they are simple to mow dvery own, they do reasonably bit damages, and also are a big distraction from the all-crucial hiding component of this phase. Attacking them seems to entice the boss’s attention more conveniently, although this is debatable.
The boss will ‘catch’ only one character at a time. Thus, you will certainly escape as lengthy as you are not the closest. This can provide an inexact impression of exactly how far out of Line of Sight you actually need to be to avoid the boss.
Normally, this is all that happens during the first phase of Fog, yet occasionally, especially if the boss has already taken significant damage, the boss will ruin a pillar of rock. He has a hunkering-down emote through a yellow glow when the does this. If you notification his actors bar is active throughout the Fog phase, this is what he will be doing (Pulverise). Normally he doesn’t carry out this till the second phase of Fog, and periodically he destroys a big number of pillars in a single phase. I am not specific if the rapidity and also variety of pillars destroyed is tied to how much health and wellness the boss has left, yet it seems most likely. The devastation of a pillar is highly problematic if you occur to be hiding behind the one the boss smashes – you will typically be caught automatically afterwards. Hence it is vital not only to save out of the boss’s line of sight, but additionally as much away as possible during the fog stage.Rinse, Repeat:
After the initially phase of Fog, the boss will begin occasionally casting an ability called Extinction, which is a zone-wide white storm that does hefty damages. The signal for this is the boss submerging and becoming untargettable. Everyone should hide behind a pillar when it begins until it finishes spreading. It is not challenging to stop unless all the pillars have actually been ruined, in which instance it is, as much as I understand, impossible.
The Phases gain quicker and much faster as the fight progresses. This fight is thus a race against time, as the team must take dvery own the boss before all the pillars are destroyed.
Finally, when he is cshed to going dvery own, (~5000 health) the Ur-Draug casts a pretend Fog (Rending the Veil). You can tell it’s a fake, because he does not go back to the centre once he casts it and remains able to be targetted. Continue DPSing with this Fog, until he is dead.
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Troubleshooting:Stay together during the Fog phase, as this allows you to more efficiently handling the adds, which have the right to gang approximately kill low health and wellness characters. Once you obtain one add, the others seem to uncover you quickly, so avoid them as lengthy as feasible at the start of the phase.Although you can’t knock the Ur Draug down, the abilities Slam and also Cosmic Gaze are interruptible through impairment abilities, as lengthy as they actually hit. Interrupt Cosmic Gaze by preference, as Slam is avoidable if you store on your toes.Have NCOMPUTER names and also tarobtain outlines on for this fight (Interface Options, General Tab, Targeting – Activate target outlines, and pick “Hostile” in the list box for PvE). The boss is even more easily spotted in the Fog once they are.If members of your team are constantly acquiring picked off by the Boss in the Fog phase, consider appointing a single perchild whom everyone must follow as very closely as possible. Pick someone who is excellent at kiting. This person’s single job is to watch for the boss, keeping him targeted at all times, and staying clear of him. It is easy to acquire distracted by the adds and to miss out on the boss lurking up in the fog, large though he might be.The ability “Last Resort” in the Survivalism tree will absorb all damage from Cosmic Sundering. Noobs at normal level won’t have it, yet it may be helpful for Elite runs. It’s cooldown is brief enough to be provided once per Fog phase.Keep together and remain in healing and also buffing selection. The boss is so big, if you are hitting the rear end of the monster you are a lot of most likely out of the healer’s range, because the healer will certainly the majority of require be closer to the front end of the boss wbelow the tank is standing. If you need to run about a pillar to rejoin the team, you will not only be out of line of sight, yet wasting time when you could be DPSing. Stay disciplined. If everyone is perfectly positioned, no one yet the tank must have to move to stop assaults, until Extinction or the Fog (Rfinishing the Veil) is actors.Aggro monitoring is necessary. Picking up the boss after a Fog phase can be problematic, specifically if the healer has actually been doing a lot of healing throughout it. Save high hate single-targain abilities for this minute. The boss should be facing the tank at all times during the combat phase. The Ur-Draug’s standard strike abilities will certainly quickly kill DPS or Healers if they gain his attention. Consider holding earlier on your DPS if this happens continuously, or slot an anti-hate capacity if you have actually one. (I prefer holding back as a strategy, given that this allows for even more DPS or group-assistance abilities to be slotted, but anti-hate abilities have the right to be significantly useful to some playstyles). Consider slotting additional hate abilities if you are the tank.Group makeup:Tank: One area high-hate ability is useful to keep adds off the healer throughout the Fog phase. Otherwise single target high hate abilities, and high mitigation defences.HealerBack-up Healer. This boss does most damages.2 DPS – Single targain high DPS abilities slotted. There is bit speak to for AoE in this fight.