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Complete Dreadsail Reef Guide for ESO

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Dreadsail Reef Trash Explained

Trash enemies are non-boss enemies encountered in-between the bosses. Mechanics of notable enemies, the ones holding a banner, are explained below. Basic skills such as light attacks are not covered as they are not worth planning for.

General tip: on Settings>Nameplates enable “enemy health bars” and “enemy nameplates” to be able to see which enemies you’re dealing with and react accordingly based on the explanations below.

Coral Drift Bears, (Spirit) Crabs and other small non-elite enemies have differently named heavy attacks not covered below - they are simply raw damage and should be avoided or blocked.There are two types of Harpies:

  • Harpy Stormweaver throws a frontal damaging AOE
  • Harpy Windcaller has a high damage heavy attack.

Dreadsail Swashbuckler

  • Aperture: the Swashbuckler stays locked in position for 6.5s and throws daggers that remain as circles on the floor following the furthest target. Kite them away from the group, because they explode and deal a lot of damage.
  • The AOEs disappear when the Swashbuckler dies.
  • Targeted (jump): the Swashbuckler jumps to the furthest player and keeps attacking them for 6s, becoming not tauntable for the duration.
  • Assassinate (ouch!): this hurts, seriously. Swashbucklers try to finish-off players that turn their back on them (imagine they only cast it if they got backstabber on you).
  • Only cast on players below 50% health. It deals a LOT of damage, and it’s probably a guaranteed death since they deal highly increased damage when attacking players from behind.

Dreadsail Brewmaster

  • Restorative Panacea: heals enemies for 350k-450k.
  • Augmentation (enemy buff, 15s): makes enemies grow, take less damage and deal more damage.
  • Enemies deal 25% increased damage and take 25% reduced damage.
  • Diminishing (player debuff, 15s): purple AOEs with rotating potions are cast on the floor. When a player stays on them, that player’s model is diminished, reducing their damage done and increasing damage taken. Enemies are not affected.
  • The player gets stunned for 1.8s both when becoming small and when going back to normal. Note this will make you unable to block as a tank in the meantime!
  • Player deals 25% reduced damage and takes 25% increased damage.

Dreadsail Serpent Caller

Ice damage dealt by the Serpent Caller applies the Chilled debuff to players. All the casts and summons disappear when the Serpent Caller dies and can be ignored.

  • Summon Spirit: they create a ghostly viper or a crab.
  • Frost Armor: gives a shield to enemies
  • Dragon Totem: spawns a totem that spits a frost cone.

Dreadsail Sharpshooter (or Ranger)

The archer type ranged enemy. They’re named Ranger before the first boss, and Sharpshooters afterwards. They’re identical.

  • Marksman’s Gaze: a very slow winded-up heavy attack that can be interrupted, similar to other archers.
  • Cinder Shot: 4 players are targeted with long lines that track them, and after a delay it shoots damaging fire. If they overlap, players can take multiple instances of this damage. Don’t overlap and don’t move too much so other players can stand out of the way.

Dreadsail Keelcutter

Two-hander type enemy. Dreadsail Keelcutters apply the mentioned buffs/debuffs when doing a heavy attack, see Lylanar & Turlassil for more details (Seethe, Hindered, Rattled, Devitalized).

  • Expelled Fire: a fiery cone that tracks a player, it deals damage to them and applies a ring around them that makes the player take damage over time (DoT). If other players stay in the ring, it spreads similar to poison in Sanctum Ophidia.
  • Incineration: an expanding large-radius fire AOE centered on the Keelcutter that deals damage to everyone inside it. You want to make this a target priority and defeat it before it casts this skill.

Dreadsail Overseer

Sword and shield type enemy.

Dreadsail Overseers apply the mentioned buffs/debuffs when doing a heavy attack, see Lylanar&Turlassil for more details (Seethe, Hindered, Rattled, Devitalized).

  • Spell Wall + Barricade: they take 25% reduced damage and reflect projectiles dealing damage back to the attacker for 10s. They give the corresponding buffs Protected + Intercept to other enemies.
  • Cascading Boot (aka ice kick): places the target (typically the tank) in an ice tomb, throwing them away causing them to potentially fall off platforms.
  • If you have your back against a wall, ramp or obstacle, it will stop you from sliding off to the depths. There are some rare cases where you may get glitched inside a piece of furniture, probably just take a screenshot and laugh it off.

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