This article is a compilation of mechanics relevant to tanks running Levelling/50,60,70/Expert roulettes in FFXIV that are not immediately intuitive and/or telegraphed by standard in-game markers. Tankbusters are only mentioned for ShB and otherwise if they do 50+% hp damage to the tank. I'll try to limit this to stuff that is wipe-worthy or embarrasing to get hit by.
Shadowbringers (71-80)
- Akadaemia Anyder (80)
- Trash to Boss #1: Standard pulls from start are 2 packs, then 1 pack.
- Boss #1: Sharks jumping out of water will AOE the platform with fast telegraph. Hug sides. Blue shark - circle AOE, Red shark - cone AOE. Tankbuster: Protolithic Puncture
- Boss #2: After tentacle slams there's an AOE in front of boss, lots of debuffs.
- Boss #3: Pick up blue orbs left after storm AOE. DPS should do this. Tankbuster: Shockbolt
- The Twinning (80)
- Boss #1: Boss marks players I-II-III-IV into line AOE toward each player. Don't aim this at the glass canisters on the edges. Same thing with circle AOE markers. Tankbuster: Augurium
- Boss #2: Standard telegraphs. Tankbuster: Thunder Beam
- Boss #3: Time-stopped lasers will extend into large line attacks. Tankbuster: Rail Cannon
- Amaurot (80)
- Boss #1: After Final Sky: 90% room area telegraph. East side will be safe on first cast. On second cast, west side will be safe.
- Boss #2: Add waves.
- Boss #3: Apokalypsis - safe area is on the notches on the sides of the platform. Marked notches are not safe.
- Mt. Gulg (79)
- Boss #1: Lumen infinitum: line AOE with no telegraph. Typhoon Wing: green orbs into untelegraphed cone AOE (orbs at boss), circle AOE (orbs around room) - stay away. Tankbuster: Rake.
- Boss #2: Boss face is map of the room. Orbs on ground do donut AOEs, so safe spots will be next to the orbs. Tankbuster: Catechism.
- Boss #3: Divine Diminuendo: Circle AOE into a larger donut AOE. Safe spot is between them. Same on adds - only the add with a halo will have the safe spot. Conviction Marcato: Yellow orbs at boss into line AOE. Same on adds.
- Malikah's Well (77)
- Boss #1: Tankbuster: Stone Flail.
- Boss #2: Tankbuster: Efface.
- Boss #3: Heretic's Fork is a cross AOEs in cardinal directions.
- Qitana Ravel (75)
- Boss #1: Glowing side of the boss will do a half-room AOE and a glowing orb in front of the room will also do a half-room AOE at the same time. Tankbuster: Stonefist.
- Boss #2: Soundwave: stone pillars will fall into mid - avoid mid. Tankbuster: Ripper Fang.
- Boss #3: Tankbuster: Rend.
- Dohn Mheg (73)
- Trash to Boss #1: If you wish to wall pull, stun the mid Fuath mob in the first trash pack before it finishes its cast. Same on subsequent packs where it's present.
- Boss #1: Tankbuster: Candy Cane.
- Boss #2: Players stand in the 4 of the tethers going to the boss, they give him large damage up.
- Boss #3: Toad Choir: boss turns to a player into cast untelegraphed wide cone AOE, transforms players into frogs - go behind boss. Tankbuster: Crippling Blow.
- Holminster Switch (71)
- Trash: With ~380 gear 2 packs at a time.
- Boss #1: Orbs cast cross AOEs in cardinal directions. Tankbuster: Pillory.
- Boss #2: Tankbuster: The Tickler.
- Boss #3: Rotating marker: safe spot on the side of the boss (rotating). Tankbuster: Headcrusher.
Stormblood (61-70)
- Ghimlyt Dark (70)
- Boss #1: Tankbuster: Jarring Blow - cleave.
- Boss #2: After boss burrows into ground - large glowing spot on the wall into large line AoE through the center of the arena - go to side. Tankbuster: Unbreakable Cermet Drill.
- Boss #3: Avoid the narrow line markers. Tankbusters: Delta Trance / Innocence.
- The Burn (70)
- Boss #1: Marked player goes behind rock. Room wide AOE: go behind rock. Circle AOE on player: don't stand next to rock.
- Boss #2: When boss flies away: one defective drone on the side will mark the safe spot. Buzz saws on the sides go into line AOEs straight through the arena. These mechanics combine. Tankbuster: Aetherochemical Coil - cleave.
- Boss #3: Frost Breath: tankbuster cleave + puddle on tank, high damage. When arena turns into mist - one wide line AOE N->S into a second wide line AOE W->E.
- Saint Mocianne's Arboretum (Hard) (70)
- Boss #1: Tank boss somewhat close to the (untargetable) add. Tankbuster: Vine Whip.
- Boss #2: Golems+Landslip: Line AOEs from sides + push players by 1/2 room length. Tankbuster: Stone II.
- Trash to Boss #3: Pull trash into flowing water on the wall (gets rid of dmg taken down buff).
- Boss #3: Ground glowing: stand on the 4 platforms. AOE marker centered on players: don't put it on the 4 platforms. Mud slime: unkillable add - hit it to push it onto a safe platform and don't hit it with boss' AOEs. Tankbuster: Mudsling.
- Swallow's Compass (70)
- Boss #1: Tankbuster: Might of the Tengu.
- Boss #2: Untelegraphed half-room AOE with left/right arm.
- Boss #3: Both Ends: staff not glowing - stay away / staff glowing - stay close to boss. Tankbuster: Short End.
- Fractal Continuum (Hard) (70)
- Boss #1: Citadel Buster: Untelegraphed high damage line AOEs in front of the boss and the adds.
- Boss #2: Citadel Buster: Same thing as Boss #1. Fire/Ice: go to same element. Light/Dark: stack with player of opposite.
- Boss #3: Raised arm: untelegraphed circle PBAOE. Stand on hind legs: safe spot under boss.
- Hell's Lid (70)
- Trash to Boss #1: Grab aggro on all of the wall mobs.
- Boss #1: 100-tonze swing: untelegraphed circle PBAOE (vuln stack if hit). Boss will become untankable and chase a player.
- Boss #2: Don't run into anything that's indicated.
- Boss #3: Orbs move in the direction indicated by arrows inside the tiles. (vuln stack if hit). No cast tankbuster.
- Drowned City of Skalla (70)
- Boss #1: Hydro push/pull: push/pull players. Stand accordingly.
- Boss #2: When transformed, use pet bar to drop mines under adds.
- Boss #3: Untelegraphed attacks in front/back with arm/tail but not lethal.
- Temple of the Fist (70)
- Boss #1: Standard telegraphs.
- Boss #2: Fore and Aft / Port and Star: Untelegraphed line AOE at front+back / left+right of the boss. Moon/Sun markers: go to same mark on ground. Killer Instinct: reflect damage to players attacking from the wrong side. Tankbuster: Fourfold Shear.
- Boss #3: Orbs with tethers: Touch the orbs before the boss eats them.
- Kugane Castle (70)
- Boss #1: Standard telegraphs.
- Trash to Boss #2: Focus Summoners.
- Boss #2: Standard telegraphs.
- Boss #3: Pick up piles of gold.
- Ala Mhigo (70)
- Boss #1: Standard telegraphs.
- Boss #2: Mindjack: Walk back to your body while avoiding claws.
- Boss #3: Art of the Storm: move away from boss. Art of the Swell: move close to boss. Lightless spark: Wide cone toward the marked player. Tankbuster: Unmoving Troika.
- Castrum Abania (69)
- Boss #1: Kill adds, use cannons on the boss. Tankbuster: Wheel.
- Boss #2: My cup runneth over... ice/fire/lightning: go to the pillar the was not mentioned.
- Boss #3: Tankbuster: Ketu Slash.
- Doma Castle (67)
- Trash to Boss #1: Standard pulls is 2 packs (until the large swarm - cooldowns here), then big dude by himself, then to wall.
- Boss #1: Avoid adds from sides. Tankbuster: Cermet Pile - cleave.
- Boss #2: Standard telegraphs.
- Boss #3: Chain Saw: move away. Otherwise standard.
- Bardam's Mettle (65)
- Trash to Boss #1: Wall pull is too much damage even synced.
- Boss #1: Rush: Move away. The coeurl add does cone aoe - tank boss close to it.
- Trash to Boss #2: The birds put vuln stacks on tank, best pull separately.
- Boss #2: Phase 3: Meteor is the last thing to dodge.
- Trash to Boss #3: Avoid the boulder. Big pulls ok here.
- Boss #3: Yol flies away and appears on edge of the room into line aoe. In wings phase: Wingbeat: don't get pushed into an AOE. Tankbuster: Feathercut - cleave.
- Shisui of the Violet Tides (63)
- Boss #1: Standard telegraphs.
- Trash to Boss #2: Standard is 2 packs at a time - high damage, high hp mobs.
- Boss #2: Seduce: Touch one of the chests.
- Trash to Boss #3: Standard is 2 packs but beware high damage blue crab, then 1 pack pull to the treasure chest (avoids pufferfish AOEs).
- Boss #3: Standard telegraphs.
- Sirensong Sea (61)
- Boss #1: Standard telegraphs as tank.
- Boss #2: Always a safe spot in melee range of the boss.
- Trash to Boss #3: Undead Warden - good spot for mass pull + AOE LB.
- Boss #3: Morbid Advance/Retreat: Forced move forward/backward, avoid the AOEs.
Heavensward (51-60)
- Baelsar's Wall (60)
- Boss #1: Adds cannot be tanked.
- Boss #2: Dynamic Sensory Jammer / High Caution: Don't move or use abilities (high damage).
- Boss #3: Tank close to center. Kill the middle add and avoid gaze attack. Free your healer. Tankbuster: Claw of the Griffin.
- Sohm Al (Hard) (60)
- Boss #1: Cleaves.
- Boss #2: No cast bars or telegraphs. Raised arm: AOE in front of boss. Raised tail: AOE circle around boss. Low damage but healing debuff. Sometimes turns around and charges / breathes fire in front.
- Trash to Boss #3: Focus Blood of the Mountain
- Boss #3: Tankbuster: Deadly Thrust.
- Xelphatol (60)
- Boss #1: Turret add: Position under the boss and kill the turret add.
- Boss #2: On High: Stand with your back to one of the barriers.
- Boss #3: Standard telegraphs.
- Hullbreaker Isle (Hard) (60)
- Boss #1: Focus the coeurl.
- Boss #2: Lightning tether: move away. Megavolt: Stand in the puddle. Move away from icebergs.
- Trash to Boss #3: Storm Commander Rhiki: large burst no cast.
- Boss #3: Poison debuff - go to chest with potion. Hit kegs to move the away from group.
- Sohr Kai (60)
- Boss #1: Hit moogles to push them outside of the purple AOE.
- Boss #2: Standard telegraphs.
- Boss #3: Standard telegraphs. Large blue line AOE destroys platforms, dodge.
- Lost City of Amdapor (Hard) (60)
- Boss #1: Neura Squama: look into a wall until you drop a clone.
- Trash to Boss #2: Move mobs into the light (vuln on mob).
- Boss #2: Pop bubbles if you are not vuln to that element.
- Boss #3: Face away from group. Pull boss out of regen bubble.
- Antitower (60)
- Trash: Pull as much as possible.
- Boss #1: Avoid everything.
- Boss #2: Face away from group. Tethered player run behind a rock.
- Boss #3: Standard telegraphs.
- Pharos Sirius (Hard) (60)
- Saint Mocianne's Arboretum (60)
- Boss #1: Standard telegraphs.
- Trash to Boss #2: Final Sting mobs.
- Boss #2: Ally: Large line AOE from edge of the room, high damage, no telegraph.
- Boss #3: Frond Fatale: Untelegraphed gaze attack (confuse).
- Fractal Continuum (60)
- Boss #1: Standard telegraphs.
- Boss #2: 11-tonze swipe: untelegraphed frontal cleave. 111-tonze swing: untelegraphed melee PBAOE (high damage). After charging: untelegraphed frontal line. 1111-tonze Swipe: room-wide, click on Biomass Incubator to stop it.
- Boss #3: Frontal cleave.
- Neverreap (60)
- Boss #1: Standard telegraphs.
- Trash to Boss #2: Final Sting mobs.
- Boss #2: You can carry totems out of the AOE to skip subsequent adds.
- Boss #3: After invulnerability phase, boss does a large knockback.
- Aetherochemical Research Facility (60)
- Boss #1: You can stand in the tether to soak its damage.
- Boss #2: Snake form: large tankbuster. Naga form: untelegraphed gaze attack - petrify. Machine form: 2 players need to share damage.
- Boss #3: Focus one of the orbs. Universal Manipulation: jump into a portal. Pop orbs tethered to other people if possible.
- Great Gubal Library (Hard) (60)
- Boss #1: Standard telegraphs.
- Boss #2: Frontal cleave. Sun/Moon: move into the same mark. Plus/Minus: run toward same mark, run away from opposite.
- Boss #3: On the Properties of Quakes: go into levitate puddle (swirly). ...Tornadoes: go into darkness puddle. ...Imps: the remaining puddle. Behemoth: meteor attack, hide.
- Great Gubal Library (59)
- Boss #1: Sides AOE into mid AOE (or other way around). Book closes: run to other side and stay back until he opens again.
- Boss #2: Drag the orbs into boss. Clouds will destroy orbs.
- Boss #3: Don't drop AOE marks onto the platforms. Be ready to lock the platform (1-2-3 players) to avoid spawning adds.
- The Vault (57)
- Boss #1: Avoid orbs.
- Boss #2: Avoid the portals. Faith Unmoving: knockback. If you have low dps, players should bait the line AOE towards the same area so that the resulting portals are clustered together.
- Boss #3: Mind the chess wall - stand in the gap. Tether - run away. Tankbuster: Altar Candle.
- The Aery (55)
- Boss #1: Frontal cleave. Prey: tether can be dropped at the pillars. Electric Cachexia: untelegraphed room-wide with safe spot in melee range.
- Trash to Boss #2: You can skip slumbering dragons.
- Boss #2: Let the add eat ~2 clouds.
- Boss #3: Frontal cleave. Pick up the adds. Get inside the shield when it spawns.
- Sohm Al (53)
- Boss #1: Will eat adds for damage up buff. You should be able to focus boss with synced dps.
- Boss #2: Blue = stack, Red = spread, Green = kill (prio).
- Boss #3: Frontal cleave.
- Dusk Vigil (51)
- Boss #1: Frontal cleave.
- Boss #2: Standard telegraphs.
- Boss #3: Whirling Gaol: tornado in the center of the room, hide behind a rock.
ARR (1-50)
- Keeper of the Lake (50)
- Boss #1: Small bomb = small AOE, you can hit them to push these, large bomb = roomwide.
- Boss #2: Frontal cleave.
- Boss #3: Tank adds where they are. Both have a frontal cleave. An add will spawn and drop a clickable shield when killed. Move under this when the group activates it.
- Snowcloak (50)
- Boss #1: Standard telegraphs.
- Trash to Boss #2: Don't tank the mobs inside the blizzards (no mark on ground, it's just a visual wind effect). Ice sprites have high magic dps. The pack behind the second blizzard also has an additional goobbue spawn.
- Boss #2: Kill only large adds. Don't kill the small adds. Bait boss' frontal AOE breath onto the small adds to turn them into snowballs. Small snowballs hit by subsequent breaths get bigger in size. When boss casts AOE, hit a snowball to push it into the boss. Boss has a large hp pool, so snowballs are good dps: small=2k, medium = 10k, large = 30k damage. Boss cleaves kill the snowballs, and so do the large adds.
- Trash to Boss #3: Harrier spawns more dragons.
- Boss #3: Lunar Cry: hide behind a rock. Don't try to set up in advance, the ice rocks blow up in AOE's in set sequence. You will always have one of these up when you need it and you have a lot of time to hide from this ability.
- Hullbreaker Isle (50)
- Trash to Boss #1: Final Sting mobs.
- Boss #1: Dispal enrage by clicking on one tree.
- Trash to Boss #2: Mimics have key to next door.
- Boss #2: When boss burrows and casts whirlpool, go into a bubble, otherwise don't go.
- Trash to Boss #3: You will need to clear the mimics in the room on the right to drop a key to the next door.
- Boss #3: 2 tentacles per platform. Green marker - player should jump to a different platform to drop a tornado there.
- Lost City of Amdapor (50)
- Boss #1: Kill the maw when it spawns.
- Boss #2: Adds have frontal AOE that puts debuff on people. Boss has no aggro and attacks the person with the higheset debuff stack.
- Boss #3: Ruinous Omen: open both doors with the same symbol. Symbols are only visible at the start of the fight and after succesful opening. This ability is high damage but not lethal.
- Pharos Sirius (50)
- Wanderer's Palace (Hard) (50)
- Boss #1: Nothing.
- Trash to Boss #2: You can pull mobs away from the standarts (remove damage up).
- Boss #2: Totem colors are random each time. One of them is a damage buff totem and another one is a frog/unfrog totem. You can skip this mechanic.
- Boss #3: Kite away from the standarts and kill idols. Doom: needs to be healed to full.
- Wanderer's Palace (50)
- Trash is full wall pulls. Loot all of the lantern oil from tonberrys to open doors.
- Boss #1: Standard telegraphs.
- Trash to Boss #2: You need 4 oils to open the door to Boss #2.
- Boss #2: Sometimes will chase a random player.
- Boss #3: Ignore adds, nuke boss.
- Amdapor Keep (Hard) (50)
- Boss #1: Don't bait boss AOE's into the statues. Tethers can be line-of-sighted behind the statues. Tethers also progressively last longer thorough the fight.
- Boss #2: Boss will go invisible. Kill the add which gives a player a buff to pull the boss out of invis (short range AOE).
- Boss #3: Standard telegraphs.
- Amdapor Keep (50)
- Boss #1: Big add cannot be tanked.
- Boss #2: Side AOEs into mid AOE (or other way around). Stack in the middle for knockback.
- Boss #3: Frontal cleave and tail AOE. Imminent catastrophe: Into the center of the room - line-of-sight it behind a statue. Tethers run away from the group.
- Stone Vigil (Hard) (50)
- Trash: Generally too high damage to wall pull.
- Boss #1: Swinge: boss turns or runs into a corner, then untelegraphed frontal AOE. Tankbuster: Rake.
- Trash to Boss #2: Harriers turn into dragons - stun.
- Boss #2: Everybody stay at a cannon. Use pet bar (1) to damage, (2) to interrupt the Hard Stomp. Help other people with adds, the cannons have a minimum range.
- Boss #3: No aggro rules and no cast bars. Raised tail - AOE behind boss. Everything else is AOE in front of boss.
- Sunken Temple of Qarn (Hard) (50)
- Trash: Pick up the key stones.
- Boss #1: Kill the glowing body part. Run out of quicksand.
- Boss #2: 100,000 Needles: Instant wipe when cast finishes, interrupted by dealing damage to the boss. One of the adds (Sabotender Guardia) makes boss immune. Focus that add, then damage the boss.
- Boss #3: Avoid mummy walls. Stun boss if he tethers and fixates onto a player.
- Brayflox's Longstop (Hard) (50)
- Boss #1: Adds fixate - untankable.
- Boss #2: Standard telegraphs.
- Boss #3: When bombs spawn - stack mid and punt bombs away. Last phase has untelegraphed charges.
- Haukke Manor (Hard) (50)
- Boss #1: Standard AOEs. Jester is the main boss.
- Trash to Boss #2: Recommend stopping at the first safe spot at the lamps. Collect keys.
- Boss #2: Frontal cleave. Generally tank close to mid.
- Boss #3: Eats adds. Blood rain: room-wide, damage is based on remaining hp of the add. Hyper focus the third add wave (Lady).
- Halatali (Hard) (50)
- Boss #1: 100-tonze Swipe: one hand on weapon, untelegraphed frontal AOE. Eye of the Beholder: untelegraphed 270 degree in front but melee range is safe. Piercing Glower: untelegraphed line AOE towards random player. 100-tonze Swing: both hands on weapon, untelegraphed circle AOE in melee range. 1000-tonze Swing: room-wide, use the mammot and stack close to it until you get a shield.
- Boss #2: Tank boss close to Shadowy Orb, click on it when Demon Eye (yellow) casts.
- Boss #3: When players get chained, click on the staff if you are not chained.
- Copperbell Mines (Hard) (50)
- Boss #1: Kite boss away from the fire. Kill adds.
- Boss #2: Group uses Blasting device. Detonate bombs on the boss to damage him. When he wanders around without threat he does no cast no telegraph line AOE's toward tank/top aggro player.
- Boss #3: Nothing for tank. Group should put Crystallized rock into the inner ring to when the worm goes "searching for fodder".
- Tam-Tara Deepcroft (Hard) (50)
- Boss #1: Adds are not tanked. Second marked player should blow up the adds with his mark.
- Boss #2: Nothing for tank. Group should pop the shadow orbs.
- Boss #3: Standard telegraphs. Group should nuke the adds.
- Sastasha (Hard) (50)
- Boss #1: Prey: You can intercept the tether and soak the damage.
- Boss #2: Damage boss to interrupt fixate.
- Boss #3: Just nuke the boss.
- Aurum Vale (47)
- Trash to Boss #1: Hug left wall. Frogs pull the first player they aggro (aggroing more trash most likely).
- Boss #1: Eat a fruit at 2 stacks of debuff.
- Trash to Boss #2: Morbol Fruit spawns more low-hp mobs (more XP).
- Boss #2: No telegraphs at all. Glower: line AOE towards random player. 100-tonze Swipe: (one hand on weapon) frontal cone. Eye of the Beholder: 270 degree donut toward a random player with safe spot in melee range. 100-tonze Swing: (both hands on weapon) circle PBAOE for lethal damage, has quite a lot of range, can be stunned.
- Trash to Boss #3: Beware the patrols.
- Boss #3: Eat a fruit at 3 stacks of debuff.
- Dzemael Darkhold (44)
- Trash to Boss #1: Pull everything into the purple zones. Everyone should stack in the terminals, it unlocks faster.
- Boss #1: Tank boss inside the purple zones. Each one disappears after a while.
- Trash to Boss #2: Frogs knock back, take it slow. Continue south.
- Boss #2: Adds can't be tanked.
- Boss #3: All standard.
- Stone Vigil (41)
- Boss #1: Frontal cleave. Boss will sometimes go to a random spot and cast Swinge in front of himself - get behind boss.
- Trash to Boss #2: In the empty corridor with the patrolling Aevis, there is an ambush of 3 Ice Sprites (high magic dps).
- Boss #2: Frontal cleave. Tank near the entrance to create space for mechanics. Group should handle cannons.
- Trash to Boss #3: Another empty corridor with patrolling Aevis. This one has 3 Ice Sprites at the beginning and 3 at the end. Not recommended to try to tank all 6 of them.
- Boss #3: Frontal cleave. When boss flies away, stand close to mid to dodge the random AOE. When boss flies away the second time, don't go directly to mid, there are 2x puddle AOEs first. After these are done, go to the middle and dodge 2x random half-room AOE.
- Cutter's Cry (38)
- Boss #1: You can nuke the boss with synced players.
- Boss #2: Run out of the whirlpool if there is one (obviously).
- Boss #3: "...eyes glow violet" - stay close. "...eyes glow blue" - run away.
- Sunken Temple of Qarn (35)
- Trash to Boss #1: Final Sting mobs (bees).
- Boss #1: Frontal Cleave. Final Sting adds. Room wide AOE - go to the glowing plate after this.
- Trash to Boss #2: Final Sting mobs. Pull stone heads onto floor plates.
- Boss #2: Soulstone first (also for aggro). Sometimes targets random players and hits them.
- Trash to Boss #3: Fire left, Fruit right.
- Boss #3: Standard telegraphs. At least 1 dps should go to the dark AOEs when it spawns to kill that vedge.
- Brayflox's Longstop (32)
- Trash: You can wall pull if synced (use Arm's Length + Tank cooldown).
- Boss #4: Pull out of poison puddles.
- Haukke Manor (28)
- Trash to Boss #1: On the lower floor go left. Maidservant: stun the large AOE. Key in first door on the left. The go through the next door on the right (use key). Pick up the tiny key in the next room. Go through the next door on the right.
- Boss #1: Frontal cleave.
- Trash to Boss #2: Pick up green key and go back the way you came. Unlock the Ivy door and jump down. Grab the tiny key. Go left. The last door before the barricade has the yellow key. Jump over the barricade and open Carnation door.
- Boss #2: Standard.
- Trash to Boss #3: Use /return. Run up the stairs.
- Boss #3: Pick up adds when they spawn. Group should click void lamps to avoid the AOEs. Focusing boss should be fine at this point too.
- Thousand Maws of Toto-Rak (24)
- Trash to Boss #1: There are 2 ways to the first boss. Doesn't matter which one you choose. Pick up all the photocells along the way.
- Boss #1: You need 4 photocells for the terminal
- Trash to Boss #2: Photocells drop off the mobs. You will have 3 at the next boss room. Inside to boss room go left and kill the 1 pack guarding the last photocell.
- Boss #2: Same boss as #1.
- Trash to Boss #3: No comment, Square.
- Boss #3: Standard.
- Halatali (20)
- Trash to Boss #1: Down the stairs and go left.
- Boss #1: Standard. Should kill at least some adds probably.
- Trash to Boss #2: Click on the bonfire to teleport. Pull all the chain winches. Second boss is right ahead of the fifth chain.
- Boss #2: Don't stand in the electrified water. Click on teleport.
- Boss #3: Standard.
- Copperbell Mines (17)
- Boss #1: Frontal cleave.
- Trash to Boss #2: Go down the lift. The 2 rooms on left and right have Firesand. Blow up the cave in and get the next firesand.
- Boss #2: Tank aggros the boss. Group uses Improvised Blasting Device to spawn adds. Let the add blow up on the boss to split it. Repeat.
- Boss #3: Frontal cleave. Full focus boss.
- Tam-Tara Deepcroft (16)
- Very linear. Trash can be wall pulled, I think with a 60+ lvl tank it should be fine. At the Sealed Barrier continue on to the dead end and pick up the Cultist Rosary to unlock.
- Sastasha (15)
- You can read Bloody Memo in the first alcove near the start to find out which color unlocks the door further in the dungeon.
TODO:
- Needs more info about trash I think.
This deserves more credit. It's my go-to for relieving my tank anxiety so thank you. Any updates in the future?
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