Overview
At a depth of 6329 yalms, your exhausted yet determined fellowship enters the hulk's operations deck. An impossible scene unfolds before you, the surreal landscape bathed in a crimson glare and holding the promise of epic conflict...
Strategy Notes
- This boss has four phases, with the second being a transitory invulnerability phase.
- The arena will be surrounded with a wall that causes instant-death to any that touch it for the entirety of the fight. Be careful when running near the edge.
- The key to surviving the first phase will be correctly placing the Stardust comets around the arena, as putting two comets too close to each other will instantly wipe the party.
- As Nael will repeatedly summon more comets as the fight progresses, Phase 1 has a soft DPS check to reach phase 2 before space runs out.
- A faster Phase 1 clear will result in an easier start to Phase 2.
- Note: While this is accurate to the overall rotation for the first loop, the longer Phase 1 continues, the more offset Ravensbeak casts will be in relation to the other attacks. These mechanics will repeat until the boss is reduced to 65% HP.
Boss Encounters
Nael Deus Darnus
- Detailed mechanics not available from the source page.
Phase 1: 100%-65%
- When Raven Blight expires, the player explodes in an AoE— dealing high damage to themselves and anyone nearby.
- Is cast every 45-50 seconds and is not explicitly tied to attack rotation.
- Comets do proximity damage based on their landing location. Targeted players have a few seconds to move before the marker disappears, then another few seconds to move from the drop point.
- If two comets are in close proximity to each other (~5 yalms), one will explode and wipe the party.
Phase 2 - 65%
- Detailed mechanics not available from the source page.
Phase 3: 65%-47%
- The AoE patterns created by the tower get more complex and difficult to dodge with every cast. The first will be two 90-degree cones, the second alternating cones, and finally the third will be a rotating wave pattern.
- Garrote Twist can only be removed by absorbing one of the three white circles dropped by the Ghost of Meracydia on death.
- On death, will cast a massive simple circle AoE called Neurolink Burst that, if not escaped, inflicts 4 stacks of Garrote.
- On death, will drop three single-use white circles that are absorbed when ran on top of. These clear Garrote Twist and all stacks of Garrote.
Phase 4: 47%-0%
- Frostbitten is removed by being hit with a Fireball.
- Scorched is removed by being hit with an Iceball.
- The location the dragons will charge is where the targeted player is standing when the marker disappears.
- It is possible for the targeted players to dodge the attack by using Sprint to run the instant the marker disappears.
Solo Unsync
- Phase 2: Golems must be killed before they are able to merge. There is a small window of opportunity after they spawn where they are idle and a player must be able to oneshot them. If they are allowed to merge, the resulting golem will be almost invincible and a reset via the death wall will be needed.
- Phase 3: Nael Deus Darnus must be burned down as fast as possible before the dragons are able to apply two stacks of ice or fire, which is instant death.
- Full set of Augmented Scaevan Armor and Augmented Scaevan Accessories.
- Prior to entering the duty, use Aetheric Mimicry to mimic a DPS.
- Once inside the duty, cast Basic Instinct.
- Damage the boss until about 66% HP - get as low as possible without hitting the phase change threshold of 65%.
- After the boss's HP has been lowered, use the following combo of spells: Tingle, Moon Flute, Whistle, Off-guard, and finally Final Sting. The boss should instantly die from Final Sting's damage, skipping phases 3 and 4.
Duty Information
- Duty Finder: Raids (A Realm Reborn)
- Time Limit: 90 minutes
- Tomestones: 20 poetics
Achievements
Music
- Phases 1-2: Tempest
- Phases 3-4: Rise of the White Raven