is the first boss in the Coral Aerie dungeon. She is a giant Yaghra
Monstrosity, which has some very unique skills. As you can see from
entering the room, it doesn’t seem to be quite dry, which will play a
vital role in fighting the boss.
Barbed Lance: This is her Heavy Attack. It can deal a lot of damage if not blocked. Ideally, the tank will be the only one getting this.
time to time she will stomp her butt on the ground and a pink cloud
will surround her and escape in all directions. This will call forth her
Yaghra Larva.Yaghra LarvaThese
larvae will attack the player with the mark over the head. They will
run up to them and explode, which is called Toxic Burst. Be careful and
dodgeroll out of this when they have run over to you.
Storm Cell: This
spawns on one player, which will cause a lot of damage to all players
standing too close. Storm Cells can be dispersed by moving the small,
player-targeted storm inside the large, roaming storm. That way you can
avoid taking too much damage and eventually killing other players by too
Surging Waters: At
around 70% and 35% Maligalig will cast a spell to make the arena run
over with water and it will toss and turn you around. You will be able
to interact with fontana's that will bring you onto a platform where a
couple of enemies are waiting. Before these aren’t killed, you can’t
continue in the bossfight.
Ripple of Maligalig: These
need to be killed in order to continue killing the boss. There will be a
couple of random mobs on the platform as well which won’t have #1
priority, but can be easily killed on the side and will most likely die
during AOE. The Ripples don’t need to be tanked, as they are focused on
casting the surge. When the adds are left alone, they will die as soon
as the Ripple dies, which in turn means the tank can also just tank them
away from the group.
Hardmode adds a few new mechanics.
Building Static: During
the Surging Waters mechanic, players will also now receive a debuff
called Building Static. This will remain for the duration of staying
outside of the water, it can only be exhausted by staying in the water.
Since you will have to deal with this while killing the three Ripple of
Maligalig during hardmode, this will add to the challenge of killing all
adds. While you are in the tide though, you will also take damage, so
take this into account.
It is advised that you do not kill
the Ripples all at once, since the static builds up and will cause more
damage over time, so changing platforms after some buildup is good.
Also, try to take the second Surging Waters synergy to catapult you out
of the water, as this will allow the tank to approach the adds from a
bit further away, instead of directly standing in them upon arrival.
is an assassin by all means. Her skills seem unmatched and even on
normal you can see that she loves to play with the players and would
like nothing more than to see them dead.
is an ability which will teleport her to you and is usually followed by
Brand, which is an intense Heavy Attack and is combined with a fire
DoT. In order to avoid this, the one holding aggro (ideally the tank)
should not be standing away too far, or should at least be prepared that
this attack will be incoming.
Blast Powder: During
the fight, Sarydil will spread firepools on the ground, which she will
explode after a while. These deal a lot of damage and should not have
any impact on the player. Standing in them is just generally a bad idea.
the fight, at around 70%, Sarydil will go back up from where she joined
the fight, and her archers will focus on a random player, as does she.
There will also be a couple of archers joining in the arena. At around
35% there will even be a bigger add joining the fight, making the tank
Trap Explosion: At
the end of her phase of going upward, she will have the traps explode
that she threw across the arena. Be sure to find a safe spot, otherwise
you will die.
is an ability which will focus all archers on you that now have jumped
down, meaning you get randomly targeted by all archers at once. This
deals a lot of damage and can be stopped by interrupting the shadowy
assassins. Otherwise they will continue until the target is dead.
Target Mark: During
the fight a random player will receive a target mark. This will make
the player drop traps in a short interval of time. By walking backwards
you can drop them slowly along the sides of the wall or wherever you
deem fit where they don’t interfere with the others.
doesn’t add any more mechanics, but makes everything harder and more
resistant, which means that you will have to deal with a ton of adds all
There will also be a new type of adds,
so-called Ascendent Stormshapers. These need to be constantly
interrupted, otherwise they will wreak havoc in the group as their
abilities are a pain. They can spawn large fields of lightning AoE,
which take away from the already limited space. At this point it is not
worth killing them, for as long as they keep getting interrupted, they
aren’t that much of a bother.
is the last boss of this dungeon. He will be standing in an arena-like
area with a sandy platform surrounded by shallow water. In the back you
can see gryphons, the same kind which you have fought earlier in the
is the bosses’ Heavy Attack, but it’s not that powerful, meaning it
doesn’t deal a lot of damage. Blocking this should be do-able by any
player, not just the tank, and they will still be able to survive.
Sea Orb: From time to time, the boss will spawn a Crashing Wave which will randomly sweep across the island, dealing a lot of damage.
Mental Wound: This
is a DoT which the boss will cast on the players and which can only be
healed. It deals a relatively low amount of damage, but should be taken
into consideration when dealing with the other mechanics of this boss.
gryphons spawning will target the players with a bleeding effect, which
is why they should be tanked immediately by the tank, and killed as
soon as possible.
one of the gryphons, can cast down Lightning Storm on the group. This
will deal a moderate amount of damage, which is why it is important to
relocate the boss and his gryphon outside of the static field that the
gryphon will place once Iliata has entered the arena.
the last gryphon, is able to summon two tornadoes. These can interrupt
the fight extremely, which is why it is important to kill the gryphon as
soon as possible. Players should take care of not stepping into these
Hardmode, the waves will come from any side around the circle, and will
overlap like a T. Also, the gryphons will overlap, so it’s important
that the tank will be able to hold the boss plus the gryphons.
mechanic is that two players will be tethered during the fight. This
bond can not be broken, and the two players connected should stay as
closely together as possible as this will cause a lot of damage over
time and that way it’s easier to heal them.
At around 30%
boss health, Kargaeda, a huge gryphon will enter the arena. At around
the same time, a huge water fountain will also spawn, shooting out
lightning pools and separating the circle in fourths, with players
having to move with them. In this phase anything is possible, as all
mechanics will happen at the same time.