This is one of the first dungeons you have access to at level 20 or if you travel to the opening yourself at lower levels. This is located at the most North East part of the Greenshade map as shown below.
The bosses are marked on the map below with their names and locations. I shall explain their mechanics as well as what you should and shouldn’t do while facing them.


Boss Fights

Infernal Guardian

This boss is quite simple to control, the tank should basically hold it still, as central to the room as possible and facing away from the group. He can however still hurt the group with various affects which if not paid attention to can one shot a squishy and/or wipe a group. so watch your feet!

Double Slam – This is a pretty simple melee attack that should only hit the person with agro (ie the tank hopefully) and can be blocked, it shouldn’t cause much of a problem

Thorny Backhand – This is a backhand animation and adds a bleed to the target so this should hopefully ONLY be hitting the tank meaning others don’t receive this damage

Fiery Explosion – The boss will shake violently throwing fireballs all around landing on the ground making aoe splash effects, you need to avoid these as dps/healer as much as possible. one or two hits can kill anything that is not a tank so watch your feet. Do not sprint around the room like a loon, just watch where you stand and move a little bit as and when you need too. Also during this phase he does close aoe fire damage from his location so stand back a bit.

Tunneling Roots – When he stomps the ground he will make roots stream across the floor and whoever is caught in this will be immobilized on the spot (rooted) simple avoid this by moving left or right when you see it coming, OR dodge roll out of it if you get caught. it does a decent amount of physical damage so be careful not to get caught out if you are not the tank.

 


Golor The Banekin Handler

This boss is extremely easy to kill however has some high damage if not controlled. make sure your tank holds him STILL, do NOT run around the room and keep the banekins controlled if your group doesn’t have much damage.

Crushing Blow – Apart from his basic light attacks, the boss occasionally he will fire off a heavy attack, if you do not block this you will be knocked down and if the baneklins are still alive you can get overwhelmed with damage so make sure you BLOCK this. A tank can stand up to it if something goes wrong but a dps or healer (if agro is on them) MUST block of they will most likely die.

Cleave – he will spin her sword around her head, anyone caught in it will take physical damage over time. This is very obvious and easy to see, simply stay out of it and you will be fine.

Summon Banekin/daedra – Throughout the fight He will summon 3 banekins (he starts with 3 also when you initiate the fight).
These banekin do the same as all other banekins, they have lightning damage and can explode so you must get rid of them quick of the combined damage can be a problem. If you have high damage in your group then just basic aoe damage will kill them in no time at all, however if not…then you are going to have to follow mechanics more. Get your tank to pull them together and hold them in place while the dps do aoe damage to gradually kill them.

Most case you don’t need to taunt them because they die fast but in this sort of scenario, your tank should be on point and grab them fast! Do NOT run around the room panicking because minions have spawned, relax, control and kill.

 


Warden Of The Shrine

This boss is actually can be a problem for a lot of groups, you are in a confined space on top of a cliff of sorts and one false move will wipe your group. Your tank should try to keep him on his starting platform as much as possible and turn him AWAY from the group. Do not run around the place you do not have room, simply watch your feet!

Heavy Attack – The boss occasionally will fire off a nasty dual wield heavy attack with a MASSIVE knock back. You as the tank MUST block this or the fight is going to get messy fast! If a dps or healer has it they MUST also block it or they will most likely die, but above all your tank needs to be sure that this attack is ON the tank and not the squishies. Hold him still, block the heavy, don’t panic.

Blazing Fire – The boss (usually after the heavy attack) will spin (same visual as steel tornado) and put a ring of small fire aoes around him on the ground. Sometimes it will be clustered up, in which case stay away from it. Other times it can have a gap in the middle which you can stand in and take no damage. Keep an eye on which one it is and position yourself accordingly. do NOT stand in the fire, it does damage over time and it REALLY hurts. You especially don’t want this on your head after failing a heavy attack block.

Teleport strike – IF someone decides to run away from the boss, he WILL punish you. Stay close don’t panic and pay attention to his mechanics. IF you are the furthest away, he will teleport strike you in the back (just like the nightblade skill). If you see this coming, you must block. And also realize that YOU are the furthest away. Reposition yourself and stop running away.

 


Dark Ember

This boss is pretty much a glorified flame atronach. She has all the same base effects as the enemies throughout the dungeon but she is a LOT stronger.

She spawns with a few adds once the gate is clear and the tank should grab these right away, stack them on top of her and turn her away from the group.
Her basic fireball attacks can be blocked and should only hit whoever has agro (hopefully the tank) and are easy to manage.

Lava Geyser  This is an extremely easy to spot mechanic. Small spreading aoes on the ground which erupt like a geyser of lava! The tank can with stand this if blocking but this is primarily cast on people that do NOT have agro. This is a very simple mechanic to avoid and all you need to do is simply, step out of it, wait for it to blow up, and then get back in position again. Do NOT run around the room and do not stay inside of it, this can one shot a dps or healer if you are of lower cps/resists.

Combustion – Don’t celebrate just yet! As soon as she is dead people have a habit (myself included) of running to that boss and grabbing that shiny loot! Hang fire! Wait for her to hit the ground and stand back a few seconds. When she dies she emits a Small aoe around her body and then it will explode. This will one shot a dps or healer with NO problem at all. This can also give a tank a run for it’s money.

 


Rothariel Flameheart

This boss is quite fun, fairly fast due to her low health but things can go horribly wrong if not controlled especially during her clone phase. your tank should position her in the center and the dps should focus her down while preparing for each phase without running away! The area you fight in is small and if you run down the stairs she will reset…so don’t do it.

Heavy attack – She has a nasty heavy attack that will knock you flying and do a nasty amount of damage especially if she follows up with a light attack afterwards. This will ONLY hit the person who has agro. so if taunted, this will be on the tank.

Berserker Frenzy – She will spin her sword around her head, anyone caught in it will take physical damage over time. This is very obvious and easy to see, simply stay out of it and you will be fine.

Burning Field – She will summon pools of fire on the ground which you must stay out of, these are VERY easy to see as they are big burst of fire on the ground. The damage isn’t too high but you don’t want to be in there for long.

Summon Clones – Straight after the above mechanic she will spawn 3 clones of her self. These are very similar to the reflections in Helra citadel in that they take MASSIVE damage in comparison to her. This is how your spot which one is which. They deal the same damage as her so should be killed fast.

They do not take long to kill BUT if you have any weapons that deal splash damage (lightning staff, 2hander lights and heavies) and you hit a clone, the splash damage will scale off the of the HUGE damage you did to the clone and hit her for a HIGH amount. So tactical play here…Splash damage the clones to hit her harder!

The tank at this point should grab all of them and hold them together. It is rare that this gets out of hand but it CAN do so be careful and do not run around the room.

 


Razor Master Erthas

The final boss in City Of Ash I is a lot of fun, lots of moving around and some rather fun, not seen before mechanics (one at least). This boss is a ranged attacker but there is Lots of fire and there are LOTS of additional minions coming to play, so your tank will need a close ranged and long ranged taunt for this. Hold the boss as still as possible, he moves enough without making things even more difficult.

Fire burst – Occasionally the boss will fire a projectile in the air and when it lands it will burst causing a 4 way cross affect of fire trailing along the floor (4 different directions from the center). This won’t one shot you but this will do a LOT of damage so avoid it as much as possible. 

Minions – Whenever he says “rise minion” he will summon a flame atronach. These are identical to what you have already encountered in the dungeon, deal nasty flame attacks from range and explode when they die. Your tank should range taunt these to keep the damage off the group while the dps try to dispatch them quickly. Not killing them will result in having way too many of them towards the end of the fight.

Teleport – Throughout the fight Razor will teleport to a random location. You can simply run to where he is and continue as your were while he repeats his rotation. THIS is your opportunity to throw down ultimates. save ultimates until he moves and drop them on him when he gets there (apart from the start of the fight you can use them, there too of course. The reason for this is if you throw them down mid rotation he COULD teleport out of it and you loose overall dps.

Flame Shot – Your group should be standing in somewhat of a formation. You all need your own space. This is because periodically he will aim at a chosen member of the group and fire a heavy attack type shot at them. The ability can be blocked and/or dodged BUT if it physically hits you the dot will still stay with you. The fire dot is of a LONG duration, is flame damage and hurts like HELL. HOWEVER there is a clever mechanic to this. If you know for sure it is YOU that was shot. Jump in the water…You will hear a fizz sound like someone threw water on a fire, and it will extinguish the dot.

Enrage – The final phase under 25% he instead of spawning 1 atronach, will in fact spawn 3! This is go time! Get your tank on point with the taunts and either kill all of the atronachs before focusing the boss, or go for the burn and pray. Your call, depends on your group. Good luck!