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Solitary Throne

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Traversing the Tower

Fire Dais

Activating the platform causes giant firewalls to rotate around it like the hands of a clock. Stay near your group’s current kill target and Dodge through the firewall as it reaches you, it hits hard, but unlike Sabetha’s firewall it is not a guaranteed kill. It can also be blocked with .

Across three waves, enemies here fight with burning attacks, making cleanse crucial for survival.

Ice Dais

Alongside the regular enemies that spawn here, keep an eye out for the Ice Sprite. It marks a player with a purple orb above their head and chases them down. If it isn’t broken with crowd control, it will repeatedly stun and launch the marked player, and it will keep doing so indefinitely. As soon as one appears, turn and CC it down before going back to the rest of the enemies on the platform.

Prioritize breaking the Ice Sprite’s break-bar to avoid getting stunned.

Earth Dais

This platform’s signature mechanic is an expanding AoE ring that radiates outward from its center, knocking back and damaging anyone it touches while applying . or will let you ignore it; otherwise, dodge through it as it passes.

Wind Dais

Multiple players will be marked with a red circle AoE. Run your circle away from the rest of the group and dodge roll the moment it completes, failing to do so strips all of your boons and applies for several seconds. prevents this, but will not, since the boon strip happens before the daze itself.

The Eternal Tyrant

Once all four platforms are cleared, the path leads to a fifth and final platform in the center of the room, where you’ll face a corrupted Isgarren. Throughout the fight, several of his attacks specifically target whichever player has the highest toughness, as long as that player has their feet on the ground. if the intended target is airborne when the attack fires, it will retarget to the player with the next highest toughness instead. It’s worth checking your group’s toughness stats before pulling so everyone knows who to expect these attacks on.

Homing Missiles: The highest toughness player is marked with a small purple buff icon and a red target above their head, shortly after Isgarren fires a fast homing white ball at them. If it touches ANY player it creates a jump pad on the target which launches you in the air, it can be neglected by dodging, blocks or projectile destruction, for example you can use to guarantee not getting hit.

Black Hole:

The currently fixated player will get an orange AoE circle under their which follows them, after a few seconds it drops a black hole AoE where they’re standing, pulling any player in the AoE, this applies conditions to the player. the currently fixate should move out of the group and drop the black holes around the edges of the arena.

Elemental Phase (70% and 40%)

At 70% and 40% health Isgarren becomes invulnerable and teleports to the center of the arena. Elementals then begin to spawn from the four edges of the room (north, east, south, west) matching the platforms climbed before, any enemy that dies or reaches Isgarren drops a launch pad, when reaching Isgarren the entire party takes damage making it important to not let any through.

At 40% Isgarren will additionally fire rapid fire magic missiles, these can be blocked by projectile destruction, sidestepping or dodging.

40% to 1%

After the 40% Elemental phase Isgarren begins layering in attacks based on the four platforms from earlier on top of the Homing Missile and Black Hole mechanics. from this point until 1% health expect to see any of the following at random:

Lightning: The lightning AoE from before returns but attacks two players instead of one, move away from the group and then Dodge to prevent getting hit

Ice: The Ice sprite returns and just like before targets a random player and must be CC’d to kill

Fire: Four rotating firewalls spin around the arena for an extended duration like before, reviving during this phase is nearly impossible so make sure to not get downed by dodging through the firewalls or running around with them.

Earth: The erupting rock AoE returns with no changes, be sure to either have to ignore the mechanic or sidestep/dodge the AoE.

1%

At 1% health, Isgarren throws a tantrum, goes invulnerable, teleports to the middle of the arena, and immediately begins channeling one last party-wide AoE, the same one from the elemental phases, but noticeably faster and without any elemental adds this time. A jump pad will spawn nearby; step onto it as soon as possible to launch into the air and avoid the hit, or use Distortion, "Rebound!" or "We Will Never Yield!" if it’s available to ignore the damage. Isgarren dies once this final attack resolves.

 

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