Level 60, ilvl 200
60
The Churning Mists (X:7.8, Y:27.8)
Winning Over the Wyrm
Majestic and forgotten, its existence unrecorded in the annals of man, a palace rests atop my clouds in the farthest reaches of the Churning Mists. This skyborne splendor was once home to Ratatoskr, brood-sister to Hraesvelgr and Nidhogg, until the treachery of mortals ensured that its stones would never again ring under the she-wyrm's talons. The dragons named it "Sohr Khai," a grieving apology for their failure to avert her fate, and they watched with infinite sadness as Ratatoskr's empty roost was overrun by bird and beast.
Just like Thornmarch, this fight primarily focuses on managing the adds that spawn. However, this fight is much easier. Moglin will periodically try to revive the adds, so use abilities or auto-attacks to knock them away and prevent them from coming back. Healers should watch out for Moglin casting Holy, as it will cause unavoidable AoE damage to the entire party. If Captain Mogsun is alive and within range of Moglin, he will tether to him and make him invincible, so take him down as soon as possible. Throughout the fight, Moogles of various classes will spawn. They are not too difficult to kill, but as they die, Moglin will drop purple AOE circles on their corpses. Attack the corpses to knock them out of the circles, otherwise they will be revived at full health. This applies to Captain Mogsun as well. Be careful not to knock the corpses to the edge of the arena, as it can be difficult to move them again if needed. Direct them toward the center instead. When the 3 moogles spawn, kill them, then when Moglin casts revive (the circles), shoot the dead moogles out of the circle and continue to kill the boss. He will summon more moogles, so kill them and shoot the purple circles to prevent revival. Repeat this process until the boss is defeated. In summary, kill the adds that spawn and knock them out of the circles to prevent resurrection. Use AoE healing during Moglin's Holy casts. Otherwise, it is a tank-and-spank fight.
This boss presents multiple challenges that cannot be avoided, including AoEs that affect all party members and require proper positioning. The boss can destroy the walls on either side of the corridor, revealing an electrified pool behind them. It is important to avoid standing in the pool as it applies a powerful damage-over-time effect that cannot be dispelled. Additionally, the boss will jump and become untargetable, preparing to land at one end of the corridor. The landing spot will cause party-wide damage, so it is crucial to run away from the indicator to minimize the damage taken. After landing, the boss will charge down the corridor, causing unavoidable damage and a knockback effect. Players closer to the center will take more damage and may be knocked into the air. It is recommended to stand by a wall to prevent being knocked into the electrified pool. If no walls are available, standing in the center is a better option than receiving the damage-over-time effect. The boss also has an unmarked line AoE called Quasar, which can be prevented from hitting walls by stacking directly behind the boss. Additionally, the boss will mark one player with a purple marker, and when it disappears, a thundercloud will spawn over their head. This cloud will deal heavy damage, apply a vulnerability debuff, and destroy nearby walls. Tanks should move away from the cloud to avoid stacking vulnerability debuffs. Placing the cloud halfway down the corridor or near a destroyed wall is ideal to leave enough room for players to run by without getting hit by lightning. To summarize the key strategies, stand in the center of the platform unless targeted by an ability, place the Cloud Calls away from the party near destroyed walls, and prefer standing by a wall during the charge ability or in the center if no walls are available.
Starting from Patch 6.3, the battle with Hraesvelgr takes place on a single large circular pedestal, which makes it easier to concentrate on defeating him. During the fight, Hraesvelgr utilizes various abilities. The first is "Wyrmclaw," which is a tankbuster attack. "Hallowed Wings" is another ability where one of Hraesvelgr's wings emits a foreboding glow, indicating a strike on either his right or left side. Players must move to the opposite side before the cast goes off. "Holy Storm" is an unavoidable raid damage ability. Hraesvelgr will also use "Hallowed Dive," in which he leaves the arena and performs a line AoE attack across the middle. Two Exaflares will spawn on the edges, so players need to return to the middle after Hraesvelgr has dived across. "Ank Morn" is a multi-stack marker. "Diamond Storm" is an ability where Hraesvelgr freezes the floor, causing players to slide in the direction they moved. This is accompanied by red AoE circles on the ground, and players should only slide if they are on top of an AoE to avoid damage. "Frigid Drive" is a similar ability to "Hallowed Dive" that Hraesvelgr performs while the arena is frozen. "Holy Breath" is an ability where Hraesvelgr plants purple AoE circles on every player, and players should spread out to avoid overlapping. These mechanics repeat until Hraesvelgr is defeated.