Stonegarden

This dungeon you will have access to at level 45 or if you travel to the opening yourself at lower levels.
This is located in the blackreach map as shown below left.

The bosses are marked on the map below right 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

 

Exarch Kraglen

 

 

This boss is pretty simple to understand but requires some heavy basic mechanics to be able to pass. If you are complacent with interrupts and blocks and also positioning, you will struggle. if not, he is quite easy.

Hold him in the middle of the room at all times and do NOT run away like a wuss. You need to be close to him unless the mechanics make you do otherwise.

On NON hardmode you will have a lot less mechanics to deal with but basics are the same and he will have a LOT less health.

Heavy attack – This should only ever be on the tank and is as simple as “block it or die”.

Swipe – The boss will swipe multiple times at whoever has aggro (should be the tank) much like the thousand cuts from the warrior in Hel Ra Citadel. The basic resolve for this one is be sure to BLOCK it. If you are a dps/healer and for whatever reason this is on you, be sure to dodge it. Tanks should be able to stand up to it though with a simple block

Break! – USUALLY but not always (his rotation can alter slightly) after his second SWIPE attack, he will have a bursting break free like attack which will knock everyone backwards and stun them. Then he will channel and hurt the group in aoe. This is pretty simple, break free first of all, and then interrupt him as fast as possible.

NOTE: On hardmode you will be hit with a huge debuff and resources drain if you do not follow this clearly, and each failed attempt will stack debuffs.

When you KNOW the attack is coming everyone MUST BLOCK! If you block it you negate the placed debuff, then you need to interrupt him fast to prevent any more danger. This will take some time to master but if one person fails, you all get the debuff. This is explained and demonstrated in the video.

STOMP! – After the break and interrupt mechanic he will stop the ground. You MUST get out of this! BUT you also MUST get back close to the boss as soon as it is finished.

Charge – If you are too far away from the boss he will charge at you and knock you over! Following the above mechanic if you get back into your position fast, you will NEVER see this. However, if you take too long to ge back into position, you will be in trouble. This mechanic is designed to keep you close. Pay attention and don’t get caught, it is crucial that you reposition as fast as possible after the stop ESPECIALLY in hard mode.

Quake Attacks – After the stomp mechanic the boss will have ground based quake like attacks coming out of the floor. Avoid these if you CAN but of course heavy heals will be able to negate the damage. However, each time you stand in any of this stuff you will get a resistance/mitigation debuff, meaning any damage that hits you will hit harder. These especially on hardmode can STACK for the duration of the whole fight and will cause you problems if you avoid the basics.

If you have these debuffs, don’t panic but do NOT get caught by any stomp or charge mechanics because you will NOT live. The tank should be able to take about 3-4 debuffs of this before anything really bad happens from basic attacks so be sure to bring plenty of heals OR simply watch your feet.

Remember it is crucial regardless of mechanics that you do not resort to running around the room because he WILL charge.

 


 

Stone Behemoth

 

 

This boss is very simple with 3 or 4 major mechanics but if you don’t pay attention to them and run around like a headless chicken they will overwhelm you fast. Clean mechanics and focus is key!

On Hardmode he has a LOT less health and the mechanics are a lot less punishing, to the point you can almost stand in them but i would not recommend it. Following the basic mechanics can make hard mode as simple as non hardmode so just a matter of practice.

Heavy attack – Very simple, the boss fires off a HUGE heavy attack at the tank, block it or die. If it hits a dps they must dodge it or THEY will die. This should always be on the tank so maintain your taunts!

lightning – The boss will punch the floor a couple of times and when he does, there will be a lightning AOE under each player. Do not stack together else these will cause more damage from overlapping. The way to mitigate the effect is to simply BLOCK when you see him put his hand to the ground. It’s quite fast so can take a little practice.

FIRE!!! – Probably the hardest mechanic, the boss will throw fire balls around the room and they will land where players are or are close to. Try to avoid these as much as possible. If you get hit by them you will have a long duration fire damage over time effect on you and you WILL have to either heal through it or cleanse it.

After a short while the boss will erupt and fill the whole room with a spreading fire AOE which will explode when it peaks. You MUST be out of this so find a gap fast or you WILL take a huge one shot.

NOTE: Mistform can help you survive this if you are a new group practicing the mechanic and not fast enough to get out.

ICE! – This is a very simple mechanic but adds a nasty movement speed snare to the players. Basically you will have 4x ice AOEs hit each player and they will be placed on the ground once a second. If you stand still of course they will stack all in the same place, but (as shown in the video) if you make a tiny circle with your character you will place them nicely on the ground away from other members of the group. Don’t run around like crazy because the room will be consumed in it and it will make a mess for your team mates.
The ice damage from these will cause a long duration ice damage over time effect on individual players while slowing them down, but like the fire, CAN be cleansed.

After a short while the boss will erupt but unlike the fire phase he will simply stun the whole room. You need to break free from this. If you have ice effects on you already you will take additional damage so be careful.

Adds and beams! – During the fight there are 3 adds on the sides (smaller versions of the boss) for the first part you will only ever have one present in the room, after 65% ish and lower you will have up to TWO in the room and under 25-30% you will have a maximum of 3!

Each one alive can place a moving AOE attached to a beam aiming at random players in the room. This is periodic but also can be a BIG burden on your team because while kiting it away form the group you have to be sure to not run it through people, OR be snared by ice at the same time or it will catch you.

Technically all you need to do is keep it away from the group until it is gone and then come back in. If it hits people they will lose resources pretty fast during its time on them. However, (and this is quite rare) if your group is FULL of group supporting resource recovery you can actually stand in it and ignore it, BUT you will require a LOT of recovery and a LOT of healing.

If you kill the adds they will sit down and that threat will be gone, but they will be up again soon.

So the trick is to kill the add, then move back to the boss, kill the add, move back to the boss, and so on.

Remember the lower the health the more adds in the room so be sure to save your ultimates.

Shocking stuns! – When the boss is low health and the 3rd add is introduced to the fight you will start to get stunned by lightning. This can be 100% avoided if you are paying attention. Each player will see a small circle under their feet. After two seconds it will pop and stun them. Simply BLOCK until it is over and you won’t be stunned.

Learn this mechanic fast, because if you keep getting stunned and snared while the beams from the adds are on you, you are going to run OUT of resources and you will die in the middle of the room with no where to go.

Learn each mechanic individually, be aware of how to approach them and above all, bring some cleanses.

NOTE: as mentioned above, Hardmode has a lot more health and is more punishing mechanics wise and damage incoming, also the adds have more health. On non hardmode it is the same fight but a lot shorter!

 


 

Arkasis The Mad Alchemist

 

 

This boss is ALL about the group fully understanding the mechanics individually, because without team work, you are dead. ONE person messing up can wipe the WHOLE group.

While the mechanics on the surface are very straight forward, panic will kill you all. So learn these individual mechanics, and nail them one by one!

The tank will suffer a lot here because the boss hit’s like a steam train!

NON hardmode the adds have a lot less health, the boss has a lot less health, the mechanics hit no where NEAR as hard, the Werewolf phase is very weak and at the end only TWO people get lightning aoes. (that will make more sense as you read on). However of course the mechanics for the most part are the same, but the scaling in difficulty on the hardmode is…well quite frankly bonkers! Practice practice practice! 99% of people try hard to change their gear on this fight thinking that is the major issue with their group making excuses for failure. I can assure you the vast majority of problems in here, are All About Mechanics!

NOTE: There are 3 major phases to the fight and 2 mid phases(so technically 5). There are two walls full of Stone husks in the room and you should fight the boss between the two so you are prepared for the side phases (two werewolf phases between the 3 main phases). This can be rough on the tank and standing still is not ALWAYS the best option depending on you as a player, but i will explain below the way to break up these mechanics to make very clear sense of them and to teach you some tricks to make your practice a lot less painful!

Frontal fire – The boss will with a moving ground based fire attack which will fly across the room and split up bouncing around. This does apply a fire dot if hit but doesn’t hit too hard however is followed up straight away by a stab. The tank needs to either BLOCK this (if they are chunky) or dodge it. It hurts like hell so if you are not full health, you maybe in trouble.

Heavy attack –  A very obvious heavy attack with a long wind up, Block it or dodge it as the tank. It is not the same as the above one but it can hit just as hard. Be careful. Just bare in mind of course a chunky tank can stand up to this but a squishy one may need to move more, which means you will have to control your resource spending and positioning a lot more and could cause some problems if running around the room.

Phase ONE! – From 100% health down to 60% health the boss will have a FIRE mechanic which will be in the room the WHOLE time. Basically after his frontal fire he will cast multiple fire dots on the ground which will spread, then pop, and then stay on fire for a further 10 seconds. once they fizzle out he will instantly cast another (look at his hands, he will cast them, you can see it coming). While there are multiple fire attacks going off they actually come in 3s, so one cast, then 2 then 3. 1 second apart. The tank and other players will have them under their feet, and the trick to this as the tank is to simple step out of them when they pop and then stand still once the 3rd pop has finished.
As described in the video, the tank should move backwards/sideways and see the mechanic as “pop, pop, pop STOP”…

So simply put, let the 3 pops of fire happen while moving away, and then when the 3rd has gone off, stand still with the boss.

Once they are gone, they will happen again over and over every 10 seconds.

If you maintain this strategy you should never get caught by it. If you Do get caught you will be hit with fire damage initially and then a damage over time fire affect which will make ANY damage you take hit so much harder since you are battling this horrible debuff.

Adds! – Every 10% health so 90%, 80%, 70%, the boss will spawn an add in the room, each one has their own heavy attack and when they are mid to low health and/or if they are alive too long they will cast a magma shell type effect where they will hit with HIGH damage on the tank. These must die.

The main focus of the fight is the add killing, not the boss, there is no dps check for the boss. So either have high damage and burn the adds as your main focus fast, OR…simple pack for HIGH mitigation and big heals.

As suggested in the video, if you can pace it, have barrier on multiple players in your group and cast it each time an add goes magma and you will be fine. This especially helps the tank.

At 60% the first Werewolf phase kicks in.

Werewolf phase 1 – The boss will disappear and 4x synergies will be on the ground. Each player must take one.

Upon doing so each player will turn into a massive Werewolf with 5 specific abilities and an ultimate.

Each player must grab ONE stone husk each and take it away from the group (if they are close they will enrage each other on hardmode).

When you are all separate you should kill your own Husk and then help anyone in your group with the remaining ones if yours is dead.

In Werewolf form you have some VERY specific skills and they MUST be used at the RIGHT time, and not spammed for the sake of it, else the cool downs will put you in some seriously bad situations.

Werewolf Skills –

1) Taunt – Use this to keep aggro of YOUR target and can be used with light attacks as a spamable, also generates ultimate.

2) Gap closer – Also can be used as a spamable because it only has a 2 second cool down but essentially is to get you from one place to another FAST if you have a target.

3) SLAM! – This must NOT be used UNLESS the add is channeling (explained below).

4) STOMP! – This one stomps the ground and in the direction you are facing multiple aoe attacks cut across the room. This must NOT be used unless you are aiming at a lightning mine (explained below)

5) Heal/breath – This should be activated as a heal whenever possible because it will buff you making your attacks heal you in return. This is especially useful for winding up heavy attacks since they hit the hardest and give the most return, also they are AOE. When the heal is gone it will turn into an ice breath. I would only recommend using this if you have taken a friendly synergy (coming up with the ultimate) as it does have a channel time and you don’t want to get caught using it while something needs interrupting. Activating the heal also generates ultimate.

ULTIMATE – The ultimate is a BIG pounce. It will stop specific mechanics (explained below) but at the same time others can take a synergy from it making ALL of their abilities 100% crit chance. VERY good for burning the adds nice and quick but be sure to use it at the right time and/or be sure to co-ordinate it with your group. The ultimate will also resurrect people if need be when cast.

Husk  Mechanics – Each husk has the same mechanics.
The will channel spitting into the air which MUST be interrupted (number 3 skill) else everyone in the room will die RAPIDLY, be sure not to waste this skill and put it on cool down at the wrong time.

They will sometimes channel a HUGE aoe skill which will take more than half of your health. The way to stop this is to jump on them with an ultimate, OR gap closer to one of the adds in the room to get out, and then come back in again.

Lightning will spawn in the room when the room lights up blue, and place mines around the area. ANYONE that can reach this must kill these by looking at them from range and hitting the STOMP ability (number 4 skill). If you kill it, the group will be safe, if not they will burst and do HUGE damage to players. Usually these spawn two at a time.

Phase TWO! – This is identical to the first phase, every 10% you will get one add to kill, treat it exactly the same. There will be one at 50%, 40% and 30% and then at 20% the boss will go to the NEXT werewolf phase.

The fire however is the major change. The “pop, pop, pop, stop” fire mechanic is no longer in the room. Instead he will place 2x poison aoes on the ground (potions) which will spin and spin until they have done a full cycle, and explode. During their cycles they will spread poison across the room at players stunning them if they stand in it. This is pretty simple and much less stress than the fire phase. If the poison is coming to you, block it, then carry on as normal.

Werewolf Phase Two! – This is exactly the same as the last one but with ONE major twist. The swap!

If YOU or someone else realizes that the add they are on has his head hovering in the air and the screen has gone GREY, you need to SWAP with someone else fast! Gap closer to their target and taunt THEIR add instead. Failure to do this will result in a one shot. So pay attention!

Advanced tip for werewolf mode: IF you are very experienced in this fight and you want to make the werewolf section faster, you can. BUT this requires you to save your ultimates through phase 1 and/or 2. Basically if you all have full ultimates, you can stack all of the adds together. YES they enrage but what you do is simply use an ultimate once every 3-5 seconds in the group, take synergies as soon as another player has used their abilities and heavy attack/breath attack into the stack of adds. Before any of them cast any aoe attacks or channels, another player must stop them with another ultimate.

This is demonstrated in the video BUT will take a bit of co-ordination. failing that, the mechanics above work perfectly fine. The choice is yours!

Phase THREE! – This time instead of fire, instead of poison, you have LIGHTNING!

The boss will heal up to 40% health when he enters and you will get an add every 10% so 30, 30, 10. After that there are no adds, so you CAN pace this.

However this is the trickiest and sometimes simplest mechanic of all but will take some practice.

When the boss casts lightning, every player (on hardmode it’s all players on non hardmode it’s 2) you will ALL be followed buy a large lightning aoe. If it touches you, you are going to die fast. SO, run away, together until it is all gone.

During this time, ONE player will be pinned every 3-5 seconds. They need to be synergised by a friendly player FAST in order to be picked up (much like Ozara in Sanctum Ophidia). If you don’t pick them up, the lightning will catch them and they will die.

Much like most mechanics, this follows the rule of 3. Basically the pin will happen 3 times, and then all the lightning will be gone.

The very simple way to get this mechanic down is to all run together, almost stacked but paced. Stay as far away from the lightning as possible but HUG each other. While moving be sure to literally SPAM the synergy button so that you will be DEFAULT pick someone up as soon as it happens rather than having to run back for them and risk dying.

Once the 3rd pin is gone, you can hold the boss still.

Important point for the tank: Be sure to maintain a taunt on the boss and any adds.

As well as these mechanics there are a couple more.

Frontal Lightning – This cone effect will be aimed at the tank, be sure to not spin the boss too much but also this can be interrupted.

Charge – occasionally the boss will charge at a random player. When this happens, dodge it or block it or be stunned.

Final note: While this fight is tricky, split it up into 3 phases, fire, poison, lightning. Master each one individually and you will complete it in no time. Be sure to watch your feet, and above all, understand that this is NOT a dps race. You can take as long as you like so long as your mechanics are clean. This is one of the tougher hard modes so it will take a few runs to get it right.

Good luck!!!