The boss is immune while the mobs are on the field, so just burst them down and get on with the job.
One less mob will spawn for every bubbling grate a player positions themselves on, so you can cut this issue in half with the right mentality. Then the Sastasha remix begins to make sense. There are a few ways you can dodge what’s going on here, but avoid a hand and think nothing of the rest. Death Grip then summons hands from the pool to slap the area they face in sequence while Falling Water drops on two players, and Rising Tide blasts anyone who isn’t on the boss’ diagonals. This chubby fish kicks things off by whacking the tank with Bonebreaker before casting Seabed Ceremony, dealing raid-wide damage and summoning a line of water in the middle of the arena. This one is a test of your beliefs for sure. Known as the Merciless Matriarch, the story prepped you for the context you’ll need to hate yourself a little after this brawl. Just deal with raid-wides, know when to hug the boss, and keep your cool during hammer/blade sequences.
Tanks can (and should) move through the boss to avoid said swipe as it charges.
There is the Raging Glower eye beam and a powerful frontal cleave. Kyklops then brings out the classic moves. Get in for another Eye of the Cyclone, then reposition quickly to a safe square before sliding to the next as it blows. Whichever set spawn first with explode first. These two mechanics paint hammers and blades onto the arena tiles. Hell-bent on showing you everything he’s got, Kyklops then introduces Eye of the Cyclone as a donut strike on the outer edges (get in for this), Terrible Hammer, and Terrible Blade. He starts things off with a tank buster and The Final Verse- raid-wide blast. Keep your cool and take each mechanic as they come. Kyklops looks daunting, but the real enemy is panic.
This is the one you might have seen on the patch website. It’s just a matter of bursting the original down before things get a bit too hectic. Until they die, expect the two to cast their various beams, Unscrutability, and introduce Clearout and Setback the former being a frontal cleave and the latter a rear. Inscrutability then deals raid-wide damage, which should be enough to warn you to kill the weaker of the two before things get tough - which should be the original Unknown. Top up after the hit and it shouldn’t matter whether the original Unknown hits your position or not. The tank gets a stack marker from the new monster’s Ectoplasmic Ray, so it’s up to the team to crowd onto one of the safe spots together. Unknown then summons another of its kind right as it sets up Scrutiny yet again.
Avoid the linear Luminous Ray and you’ll reach the next phase. So long as you’re topped off and not getting hit by multiple things, you’ll be fine. You’ll have three safe spots to choose from around the center to avoid the numerous explosive orbs, but what you need to do is hopefully avoid being in whichever slot Unknown chooses to physically strike as they go boom. Right after this hits, Unknown will scream to the skies and start its next skill: Scrutiny. That’s this thing’s actual name (or lack of).įirst off, get acquainted with Fetid Fang. No, my video footage didn’t disintegrate on me. Just keep plodding through the main story until you get there. Unlike the 5.1 story dungeon, there is a lot of subtext to get through before you unlock this. If you’ve been slacking in your duties as a Warrior of Light *ahem* Darkness, your average item level will need to be 455 or above to head into battle.