At last, the dragonriding fight!
Three phase encounter with a flying intermission between each phase. Both intermissions are the same.
In P1, P2 and P3, Tindral uses the same abilities. All three phases are very similar.
In P1, Tindral also gains moonkin abilities. In P2, he gains treant abilities instead. In P3, he uses all of them.
Tindral has a few core abilities that he uses in every phase. In P1, he shifts into a moonkin and gains two additional abilities.
Spread tightly around the boss when he roots the raid. Dodge various AoE and drop your fire patch away from the raid. P1 lasts 90s.
EVERYONE
TIGHTLY SPREAD AROUND
BOSS FOR THE ROOTS.
REMOVE THEM OR KILL THEM
Regularly, Tindral marks all players with a circle. After 4s, everyone explodes and gets rooted by vines.
While rooted, players take damage. Vines can either be killed or removed by any ability that removes roots.
What makes this ability dangerous is when it overlaps with others and players can't move.
EVERYONE
DODGE THE SWIRLIES.
EVERYONE
MOVE OUT WHEN TARGETED
TO GET DISPELLED AND
DROP YOUR FIRE POOL.
Regularly, Tindral debuffs a few players who take heavy damage for 20s. This is dispellable.
When players are dispelled, they drop a fire patch on the ground. Let them spread before dispelling them.
EVERYONE
DODGE THE BEAMS AND
DON'T STAND IN THE FIRE
EVERYONE
MOVE OUT OF THE MUSHROOMS.
ONE TANK SOAKS MUSHROOM 1 AND 3.
THE OTHER MUSHROOM 2 AND 4.
Regularly, Tindral summons four red mushrooms around him over 9s. Tanks need to soak them before they explode and deal damage to the raid.
Soaking a mushroom deals massive Physical and Fire damage and increases the damage taken from mushrooms by 500% for 3s.
One tank soaks mushrooms 1 and 3. The other soaks mushrooms 2 and 4.
If you're not a tank, don't stand where they spawn!
Tindral's melee attacks apply a stacking DoT on his target. Tank swap when damage gets too high.
Tindral's melee attacks apply a stacking DoT on his target. Tank swap when damage gets too high.
When Tindral shifts into a moonkin, he deals a burst of raid-wide damage.
After 90s in P1, Tindral shifts into an owl and flies to the next platform.
Grab a feather on the ground to mount up and follow him. Collect green orbs along the way.
Destroy Tindral's shield when you arrive.
EVERYONE
WALK ON A FEATHER AND
USE THE EXTRA ACTION
BUTTON TO START FLYING.
When Tindral takes off, he drops feathers on the ground. Walking over one grants you an extra action button that summons your flying mount.
Use your flying mount to quickly reach the next platform where P2 takes place. Collect green orbs and dodge the fire orbs.
EVERYONE
FLY THROUGH THE GREEN
ORBS TO INCREASE
THE RAID'S THROUGHPUT
While flying, players can fly through green orbs that grant a stackable 5% damage and healing increase to the raid.
Grab as many as you can to break Tindral's shield after you arrive.
It also grants everyone three vigor, allowing you to use speed boost abilities.
EVERYONE
DODGE THE FIRE ORBS
WHILE FLYING; THEY
DAMAGE AND SLOW YOU.
EVERYONE
DESTROY THE ABSORB
SHIELD BEFORE THE END
OF THE CAST OR WIPE.
After breaking Tindral's shield, P2 starts. It's the same as P1, but Tindral now shifts into a treant instead of a moonkin.
When Tindral shifts into a treant, stomp on the seeds that spawn.
EVERYONE
WHEN SEEDS SPAWN,
STOMP ON THEM BEFORE
THEY SPROUT INTO A TREE
New P2 ability
Twice in P2, Tindral shifts into a treant and starts a 15s channel that deals heavy raid damage. He also drops lots of seeds on the ground.
Players need to stomp on the seeds to destroy them. After 10s, any remaining seed sprouts into a tree that deals damage to the raid for 6s.
EVERYONE
TIGHTLY SPREAD AROUND
BOSS FOR THE ROOTS.
REMOVE THEM OR KILL THEM
Similar to P1
Regularly, Tindral marks all players with a circle. After 4s, everyone explodes and gets rooted by vines.
While rooted, players take damage. Vines can either be killed or removed by any ability that removes roots.
What makes this ability dangerous is when it overlaps with others and players can't move.
EVERYONE
DODGE THE SWIRLIES.
EVERYONE
MOVE OUT WHEN TARGETED
TO GET DISPELLED AND DROP
YOUR FIRE POOL.
Similar to P1
Regularly, Tindral debuffs a few players who take heavy damage for 20s. This is dispellable.
When players are dispelled, they drop a fire patch on the ground. Let players spread before dispelling them.
EVERYONE
MOVE OUT OF THE MUSHROOMS.
ONE TANK SOAKS MUSHROOM 1 AND 3.
THE OTHER MUSHROOM 2 AND 4.
Similar to P1
Regularly, Tindral summons four red mushrooms around him over 9s. Tanks need to soak them before they explode and deal damage to the raid.
Soaking a mushroom deals massive Physical and Fire damage and increases by the damage taken from mushrooms by 500% for 3s.
One tank soaks mushroom 1 and 3. The other mushroom 2 and 4.
If you're not a tank, don't stand where they spawn!
New P2 ability
When Tindral shifts into a treant, he applies healing absorbs on random players.
New P2 ability
When Tindral shifts into a treant, he applies healing absorbs on random players.
Similar to P1
Tindral's melee attacks apply a stacking DoT to his target. Tank swap when damage gets too high.
After 90s in P2, Tindral shifts into an owl and flies toward the final platform.
This intermission is the same as the first one. There are more orbs to grab along the way.
EVERYONE
WALK ON A FEATHER AND
USE THE EXTRA ACTION
BUTTON TO START FLYING.
Similar to intermission 1
When Tindral takes off, he drops feathers on the ground. Walking over them grants you an extra action button that summons your flying mount.
Use your flying mount to quickly reach the next platform where P2 takes place. Along the way, dodge the fire orbs and collect the green orbs.
EVERYONE
FLY THROUGH THE GREEN
ORBS TO INCREASE
THE RAID'S THROUGHPUT
Similar to intermission 1
While flying, players can consume green orbs to gain a stackable 5% damage and healing increase to the raid.
Grab as many as you can to break Tindral's shield after you arrive.
Orbs also grant everyone three vigor, allowing you to use speed boost abilities.
EVERYONE
DODGE THE FIRE ORBS
WHILE FLYING, THEY WILL
DAMAGE AND SLOW YOU.
EVERYONE
DESTROY THE ABSORB
SHIELD BEFORE THE END
OF THE CAST OR WIPE.
Similar to intermission 1
When he arrives at the next platform, Tindral shields himself for 5% of his HP and starts a 30s channel. If he completes it, the raid dies.
Break his shield to interrupt him and continue the fight. If you're fast, you can land on the platform before he does.
After breaking Tindral's shield, P3 starts. It's the same as P1 and P2, but Tindral now uses both his moonkin and treant abilities.
Kill him before he kills you.
EVERYONE
TIGHTLY SPREAD AROUND
BOSS FOR THE ROOTS.
REMOVE THEM OR KILL THEM
Similar to P1 and P2
Regularly, Tindral marks all players with a circle. After 4s, everyone explodes and gets rooted by vines.
While rooted, players take damage. Vines can either be killed or removed by any ability that removes roots.
What makes this ability dangerous is when it overlaps with others and players can't move.
EVERYONE
WHEN SEEDS SPAWN,
STOMP THEM BEFORE
THEY SPROUT INTO A TREE
Similar to P2
Regularly, Tindral shifts into a treant and starts a 15s channel that deals heavy raid damage. He also drops lots of seeds on the ground.
Players need to stomp on seeds to destroy them. After 10s, any remaining seed sprouts into a tree that deals damage to the raid for 6s.
EVERYONE
DODGE THE SWIRLIES.
EVERYONE
MOVE OUT WHEN TARGETED
TO GET DISPELLED AND
DROP YOUR FIRE POOL.
Similar to P1 and P2
Regularly, Tindral debuffs a few players who take heavy damage for 20s. This is dispellable.
When players are dispelled, they drop a fire patch on the ground. Let players spread before dispelling them.
EVERYONE
DON'T STAND IN THE FIRE
AND DODGE THE BEAMS
EVERYONE
MOVE OUT OF THE MUSHROOMS.
ONE TANK SOAKS MUSHROOM 1 AND 3.
THE OTHER MUSHROOM 2 AND 4
Similar to P1 and P2
Regularly, Tindral summons four red mushrooms around him over 9s. Tanks need to soak them before they explode and deal damage to the raid.
Soaking a mushroom deals massive Physical and Fire damage and increases the damage taken from mushrooms by 500% for 3s.
One tank soaks mushroom 1 and 3. The other mushroom 2 and 4.
If you're not a tank, don't stand where they spawn!
Similar to P1
When Tindral shifts into a moonkin, he deals a burst of damage to the raid.
Similar to P1
When Tindral shifts into a moonkin, he deals a burst of damage to the raid.
Similar to P2
When Tindral shifts into a treant, he applies healing absorbs on random players.
Similar to P1 and P2
Tindral's melee attacks apply a stacking DoT to his target. Tank swap when damage gets too high.