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Taris

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Shadow Swordsman

Explaination

Flower Ray triggers at the start of the fight. Four stationary flowers are positioned around the arena. Two of these flowers will be randomly chosen to fire beams at the boss. These beams continuously grant the boss a damage buff for every second they hit it.

Players must intercept the beams to prevent them from reaching the boss. However, standing in the beam applies a stacking damage debuff to the player while also dealing increasing direct damage.

Ideally, around 9-10 stacks, the player taking the beam should move away, and another player should step in to block it. This swapping continues throughout the fight to manage the debuff on each player.

Throughout the fight, the boss will unleash a fan-shaped AoE attack, covering a 45-degree angle and extending 25 meters in the direction it's facing. Therefore, tanks must strategically position the boss to ensure this attack doesn't overlap with any of the Flower Ray beams. Players should not need to move out of the Flower Rays to avoid the boss's attack.

Tanks also need to be aware of the boss's ability called "Piercing." This ability applies a stacking debuff called "Vulnerability" to the current tank. Whenever the boss attacks a tank with Vulnerability, it heals itself.

Therefore, as soon as the boss casts Piercing, the off-tank should immediately taunt and take aggro. This ensures the boss doesn't attack the tank with Vulnerability, preventing self-healing.

The boss will also use an ability called "Nature's Shock." This ability summons AoE vines that erupt beneath random players on the battlefield. Be quick! You have a brief window to move out of the way. Getting caught in the vines deals significant damage and knocks you towards the boss. Stay alert and keep moving!

The boss uses another ability called "Wild Growth." This ability unleashes a ring-shaped, cascading AoE attack that expands outward in stages. The damage zone starts at the boss (0-8 meters) and then expands to 8-16 meters and finally 16-24 meters. Anyone caught within these expanding rings will take damage.

The boss will also summon a mushroom minion at the edge of the arena. This minion slowly moves towards the boss. DPS (damage dealers) must prioritize killing the mushroom before it reaches the boss, as it will heal the boss upon contact.

At 60% and 30% health remaining, the boss will enter an intermission phase. This phase consists of three parts:

Rage of Nature: The boss unleashes a powerful AoE attack that damages the entire raid.

Flower Closure: The boss closes the flowers around the arena, stopping the energy beams and removing any remaining beam debuffs from players.

Invulnerability: During the intermission, the boss becomes invincible and cannot be damaged.

The intermission phase has a set duration and cannot be shortened. Players should focus on the three mechanics during this time, as the boss is untargetable.

The first mechanic during the intermission is Summon Guardian. The boss summons three different Nature Guardians at various points throughout the phase. Players must prioritize killing these adds before the intermission ends to maximize damage on the boss once the phase is over. The guardians themselves don't have any special abilities, but you don't want them to overwhelm the raid by leaving them alive.

The intermission phase throws two more mechanics at players:

Pollinate: The boss casts Pollinate on a random player, inflicting "High Fever" for 15 seconds. This debuff deals sustained damage, so healers need to prioritize keeping the afflicted player alive. Stay vigilant! If another player gets within 5 meters of the infected player, they too will contract High Fever. This can quickly spiral out of control for healers, so maintain good spacing!

Rotting Ground: The boss casts a 180-degree AoE ability that rotates clockwise or counterclockwise four times, aligning with one of the arena's outer flowers. While the attack covers a large area, there will always be a safe zone where the boss doesn't cast Rotting Ground. Stay mobile! Dodge the rotating AoE while prioritizing killing the summoned adds.

After casting the Rotting Ground four times, the boss becomes exhausted. It then returns to the combat phase, where you'll resume the mechanics from before the intermission. This cycle (intermission with adds and Rotting Ground -> combat phase) repeats until the boss is defeated.