Dead Stars
"Nereid, Triton, and Phobos─a triumvirate of pranksters wielding the power of frost, fire, and poison, respectively. Using their command of the elements, the trio manipulate the weather on the Occult Crescent, having apparently been tasked with preserving the isle's transplanted flora. These familiars are endowed with sufficient intelligence to carry out their duties, but their language and demeanor are decidedly infantile. Whether this was intentional or simply an aberration resulting from eons of continued service is unclear."
Overview
At the start, Decisive Battle assigns every player a Gravity debuff tethering them to one boss (Phobosic, Tritonic, or Nereidic Gravity). Each player can only deal damage to their assigned boss for the remainder of the encounter. The outer death wall activates shortly after.
Fight Timeline
Slice 'n' Dice
A conal cleaving tankbuster that requires heavy mitigation.
- Use Phantom Guard and your 25-second cooldown.
- Use your 40% + 20% + 90-second + 25-second cooldowns.
Three-Body Problem: Phobos (Slimes)
Nereid and Triton transform into slime balls. All players attack Phobos. Gravity debuffs are cleared for this phase.
- Cleansing:
- Check your debuff colour (blue ice or red fire) and stack count (1–3).
- Watch the slimes telegraph jump positions (Frozen Fallout); track the opposite-colour slime to step onto its waymarks.
- Once cleansed, move to a safe spot and take no further hits.
Jumping Cleaves
After every Three-Body Problem phase, the two previously untargetable bosses reappear and jump somewhere in the arena. Each casts a conal cleave in front of itself. The safe area is between the two bosses. Watch where they land and move into the gap.
Delta Attack & Firestrike
Delta Attack is a heavy triple raidwide requiring full mitigation and shields from healers.
Firestrike is a line stack on a random player. Point the stack out of the arena, away from the other groups, to avoid clipping them.
Three-Body Problem: Nereid (Snowballs)
Phobos and Triton become snowballs on the north and south-west of the arena. All players attack Nereid.
- Charges:
- First player takes a mini-tankbuster (tanks use 25s cooldown). Intercept 3 charges per snowball (6 total).
- Hits inflict Physical Vulnerability Up; do not take consecutive hits. Use knockback immunity to stay oriented.
- Knockbacks:
- Tethered players get knocked directly opposite their snowball. Half the raid knocks one direction, half the other.
- Do not use knockback immunity or stand at the edge. Land on the wall, stack up, and burst down the snowball.
Three-Body Problem: Triton (Fireballs)
Phobos and Nereid become targetable fireballs. All players attack Triton.
- Positioning:
- Tanks: Stand in inner half of tower (use 25s cd for hit 1, invuln for hits 2 & 3).
- DPS: Stack on the line between tower and outer wall.
- Healers: Stand on sides 90° from DPS to avoid overlapping cleaves.
- Cleaves:
- Fireball spits large fire cleaves toward closest healer and DPS (3 hits).
- After 3rd cleave, stack to bait 4 circle AoEs, rotate clockwise, then position for line stack outside.
- Sequence repeats for a 2nd set (different tanks take towers).
Soft Enrage: Six-Handed Fistfight
All three bosses merge into a single entity. The inner ring of the arena becomes permanently unsafe.
- Cleaves:
- Dodge pizza-slice cleaves (Collateral Damage) in alternating wedges of the star pattern.
- Reposition towards your boss: A, B, C move clockwise; 1, 2, 3 move counter-clockwise.
- Spread out within your assigned wedge.
How Do We Resolve Mechanics?
Markers are placed on the 6 lines of the arena floor. Letter and number groups are differentiated to indicate snowball knockback directions using the 4 and D markers.
- Assignments:
- A & 1: Left
- B & 2: Middle (North)
- C & 3: Right
- Line Order:
- Northern Snowball: A → B → C
- South-West Snowball: 1 → 2 → 3
- Knockbacks:
- A, B, C: Knock towards letters (4 or D marker side).
- 1, 2, 3: Knock towards numbers (4 or D marker side).
- Tethered player adjusts to knock away from assigned snowball.
- Positioning:
- Fireballs spawn on a marker line and rotate one position counter-clockwise.
- Letter groups position to the A marker; number groups to the 1 marker, then stay or shift one marker left/right to resolve.
- DPS on the line toward the wall; Healers on the sides.
- Tank 1 takes towers first (mitigate hit 1, invuln hits 2–3).
- Tank 2 takes towers second (mitigate hit 1, invuln hits 2–3).
- Circle AoEs are baited on the DPS line and moved clockwise around the fireball.