Artificer Xy’mox
This is a 3 phase encounter, with remarkable visual effects. Honestly, it’s fantastic. The overarching theme of the fight is proper placement of literal wormholes. Encounter-Wide Mechanics-
Dimensional Tear
- Debuffs 2 players for 8s
- When the debuff ends, the afflicted players explode for 6200 Arcane within 6 yards
- A wormhole also appears at the affected players’ locations
- Running over a wormhole plops you out at the other
- You’ll use this for various mechanics
- Exact placement will vary by phase
- Debuffs 2 players for 8s
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Glyph of Destruction
- 4s debuff on tank
- When it expires, explodes for 35k Arcane to the whole raid
- Damage is reduced based on distance. In testing, it was a 45 yard falloff distance. However, the debuff’s duration has been reduced, so the range for falloff has likely also been reduced
- Also applies Arcane Vulnerability to the tank, increases Arcane damage taken by 50% for 45s
- Forces tank swap
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Rift Blast
- White lines on ground, just don’t stand in them
- Deal 15k Arcane damage if you get hit
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Stasis Trap
- Xy’mox creates a set of traps at the feet of several players
- Traps arm after 4s, persist until triggered
- When a player runs over the trap, that person gets stunned and the trap gets a healthpool. Stun breaks when the trap is killed
- Stunned player also takes 6200 Arcane/2s
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Hyperlight Spark
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Spark that jumps from player to player
- The player receiving the spark takes 9300 Arcane damage\
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Spark that jumps from player to player
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Sire Denathrius’ Private Collection
- Collection of 3 artifacts. Each phase, 1 artifact will be active.
- Active artifact creates multiple mechanics for the phase
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Crystal of Phantasms
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Fleeting Spirit
- Several spirits spawn, each one fixating a random person. Last 12 seconds
- If they reach you, you get MC’d
- They get progressively faster later into their duration
- To keep them from reaching you, you’ll need to use the wormholes
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Soul Singe
- Random AoE during the phase, deals 2300 Shadow damage to several players
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Fleeting Spirit
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Root of Extinction
- 8 seeds spawn in set locations
- After 20s, the seeds explode for 62k Nature damage to anyone within 50 yards
- Extra action button to drop them
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Withering Roots
- Random DoT on 1 person
- In testing, there was a slight overlap between one expiring and a new one
- Deals 6700 Nature damage every 1.5s for 21s
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Edge of Annihilation
- Puts a giant suck circle directly in the middle of the room, grows over time
- Power of suck increases as it grows
- When it reaches max size, it’ll explode, dealing 155k Shadow damage to all players within 25 yards of the center
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Aura of Dread
- Constant ticking damage throughout this phase
- Deals 1900 Shadow damage to all players every 3s
Strategy
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General Stuff
- For starters, keep the boss near where he starts for Phase 1
- The tank affected by Glyph of Destruction needs to yeet the hell outta the group. Go to a far side of the room so you don’t blow up the raid
- As soon as the Glyph is applied, other tank should taunt
- Don’t stand in Rift Blasts. They appear as these white lines on the floor. Really cool looking, but don’t let that fool you. They hurt.
- Hyperlight Spark just needs to be healed through, not really anything you can do about it
- You’ll want to have your RL call out when to trigger Statis Traps.
- Ideally, do this in between whatever the phase-specific mechanic is.
- This way, your DPS can focus on just blowing them up ASAP
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Phase 1
- You’ll need to place your wormholes from Dimensional Tears 50-60 yards away in this phase. Best option is far-east and far-west. See positioning graphic below.
- Put markers down in each wormhole location
- The raid should be positioned between the boss and the far-east wormhole
- When the Fleeting Spirits spawn, the affected players need to use these wormholes to keep away from the SPirits
- If you get targeted, run next to the wormhole you’re closest to
- As the Spirit gets close, run over the wormhole
- Wait for the Spirit to run across the room and get close to you again
- As soon as the Spirit gets close to you again, run into the wormhole
- Repeat until the Spirits despawn
- You’ll want to trigger Stasis Traps no later than 10s before the Spirits spawn
- You’ll need to place your wormholes from Dimensional Tears 50-60 yards away in this phase. Best option is far-east and far-west. See positioning graphic below.
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Phase 2
- You’ll want the wormholes in the same places, with the same general raid positioning as P1
- When the seeds spawn, you’ll need to move ALL 8 of them to the same spot
- They can be picked up by interacting with them
- Have people pre-assigned for each individual seed
- Pick up your assigned seed, run it near the far-east wormhole, drop the seed, take the wormhole to the other side
- Anyone NOT assigned to get a seed should run to the far-east wormhole
- In testing, this phase was by far the hardest to heal
- The people with Withering Roots likely need to use a defensive. Help keep yourself alive
- Like in P1, you’ll want to trigger Stasis Traps with at least 10s before the Seeds spawn
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Phase 3
- Lust as soon as you enter P3
- You’ll need a wormhole near the center of the room, with the other as close to a wall as possible. Very far-east worked well, but you can do far-west if you want.
- Tank the boss between the two wormhole locations
- When the Edge of Annihilation spawns, it’ll start sucking you to the center. Let it.
- You’ll see the big while circle, and a smaller blue circle. The blue circle grows larger, when it reaches the outer white circle that’s when it explodes
- You can hang out inside the blue circle until the last second, then take your wormhole out
- When you take the wormhole, make sure you turn and run TOWARDS the wall
- This turns into almost a dance. You’ll learn the rhythm of the suck after a couple times, and figure out the timing of when exactly to run into the wormhole
- Trigger Stasis Traps in between Edge spawns, again with at least 10s to nuke them down.
- Survive a few Edge of Annihilations, and go collect your purples!