Spam cast [Volatile Acid] which is a hard hitting DoT on a player that also damages any other players in close proximity. Can be stopped with hard CC.
At 50% health they channel an uninterruptible skill called [Furious Thrashing] which does high party-wide damage. On higher keys it might be worth staggering when they hit 50% to prevent a wipe.
Does a channeled AoE called [Harvest Essence] which just needs to interrupted.
Will charge a random player and apply a poison DoT. Don't stand too far from group to keep them stacked.
Cast an ability called [Bramblethorn Coating] which shields a mob, and when you break the shield all players get rooted and it does a fair bit of damage to everyone. Needs to be interrupted.
Cast [Soul Split] which does very high damage on the tank, so the tank needs to be topped and use damage reduction. This also leaves behind a stacking debuff which increases damage taken, which the healer needs to dispel after reaching 2 stacks.
Have a buff that needs to be dispelled/purged before they die or else the whole party will get a stacking curse that increases damage taken by 10% per stack and lasts 30 seconds. Druid & Shaman healers should dispel tank.
Cast [Stimulate Regeneration] and [Stimulate Resistance] which should be interrupted.
Cast an uninterruptible ability called [Mistvale Bite] that will make them leave to a target and do lots of damage, also leaving a large bleed. This needs to be stunned or interrupted with hard CC.Can 1-shot on high fortified keys.
Cast an uninterruptible ability called [Anima Injection] which puts a magic debuff on a target that needs to be dispelled or else the player will probably die.
Cast an ability called [Nourish the Forest] which is a heal that needs to be interrupted.
Does a frontal blast AoE called [Bewildering Pollen]. Also does a single target channel called [Overgrowth] on a random dps which will do high damage and leave the dps stunned at the end of the channel. Can be feigned, invis'ed, etc.
Night Fae Bonus
If you have a player from the Night Fae covenant in your group, you can unlock a couple bonuses for the dungeon:
- Right before the first boss there is a blocked off area that can be unlocked to provide your party access to some mushroom buffs. The "Savory Stat Shroom" gives 10% primary stat for 10 minutes.
- Right after the first boss, before you head into the maze, there will be an acorn looking thing on the left, which can be activated to update the respawn point for your party so you don't have to run back from the beginning of the dungeon.
The first door can be known by paying attention to which way the little moth dude flies through. After that you have to check the icons. The correct door is the one next to a symbol that has one completely unique attribute.
- The only one that is a flower, or is a leaf
- The only one with a circle around it, or without a circle
- The only one that is full of color, or not full of color
Maze Example #1
The correct door would be the one with the circle around it, since there's only one that has a circle.
Maze Example #2
The corret door would be the one with the flower, since there's only one flower.
Attack the tree first, defeating him stuns the boss and makes the boss take 3x damage for a short time.
If you fail to kill the tree fast enough, he will start doing AoE to the group.
Kick the boss' Spirit Bolt casts.
Avoid the frontal blast from the tree.
Dodge ground stuff.
This ability can ONLY be interrupted by the player targeted (USUALLY the tank). If they fail to interrupt, good chance of dying (it hits hard) or otherwise causing a wipe because it disorients and a tank getting hit will mean they lose aggro.
Summons a fox to chase a random player. If it comes into contact with any players it causes high AoE damage and freezes any players nearby for 10s. The fox can be CCed (druid Hibernate works), killed, or soaked with an immunity.
Each time the boss casts this, she will fire an additional projectile. The first time it will be 1 acid, the second 2 acids, the third 3 acids, etc. You can only see the ground warning for the acid targeted directly under your feet, the other projectiles will be INVISIBLE and hit locations you've previously dodged to relative to your starting location.
Links players together and you have to run away from the linked person to break it.
They adds fixate the healer and need to be slowed/CCed until the fixate drops and the tank can get aggro, or else until they are dead. They blow up when they die and leave void zones on the ground.
Parasites will spawn that CC a dps.
The first will pacify a dps.
The second will stun a dps.
The third and onward will MC a dps.
Burst down any parasites that do spawn... but better to avoid them by pushing intermissions.
- Boss has intermission phases at both 70% and 40% health.
- In the intermission she channels [Consumption] which just does AoE damage to players that you heal through and does nothing else.
- The season 1 big strat will be using Prideful to push her from intermission to intermission and avoid all the bad stuff she normally does.