• Oct. 21, 2018, 12:30 p.m.

    Batab Crusher
    Same fight as in e1-e4. Tell the DPS to not wander off too far, as you really can’t be running around trying to pick up adds, it’s up to the rest of the group to stay close to the tank. Batab Crusher’s only cast is Blood Boils, which can be interrupted, but I don’t recommend you do – it’s not a vital interrupt, and while he’s casting that, he’s not hitting you, so you get a break for recharging your defensive cooldowns. Be sure to tell your DPS’ to not try to „help“ you either.

    Xibalban Bloodhound
    It is at first surrounded by many Mayans and like the adds before, those Nacom Warcallers cleave. Each add that the Bloodhound kills increases its damage. Pick up as many of the adds you want/can pick up without dying, but leave the last group closest to the boss on the right untouched – picking them up activates the boss. That also means if a DPS accidentally (or out of stupidity) shoots at that group before you’ve picked them up, they’ll get aggro from the boss. When you’ve grabbed them, taunt/attack the boss aswell. He most often does Concuss right away, for which you need to save a defensive cooldown, as it does a lot of damage. Concuss will throw you away from the boss in a straight line and leave you blinded momentarily, but you can still move, so just get up and run back to the boss, unless he’s already casting Blood Boils, which can’t be interrupted on e5+ and you just need to be out of it. Because of the consecutive Concuss and Blood Boils, you will spend most the start of the fight actually not getting to hit the boss, so you need to tell the ranged DPS to take it easy until he's done all his schenanigans and you can actually go touch him. Once you can all engage, he will periodically cast a cone of filth on the ground. Move in a circle around him, and stay close to the edge of the filth cone, so you can place about 3 casts in wedges around him, like pie slices. Be careful of the edge though, as the filth can actually damage you a little bit further out than it shows on the ground. Once you’ve filled the circle, move him somewhere else, rinse and repeat. Nothing on this fight can be impaired, he will cast Concuss and Blood Boils periodically, and you need to move him occasionally - altogether spending a lot of time not hitting the boss - so I recommend bringing a taunt or two.

    Dark House Sorcerer
    Basically the same as on e1-e4, avoid the lines on the ground and the storms, pick up adds. On e5+, he casts Itzama’s Wrath, which you should purge after he’s cast it.

    Unbound Ak’ab
    Tell your DPS’ to wait at the entrance and run around the arena to pick up the emerging adds – body aggro should be enough as long as nobody else approaches, so don’t hit them unless one goes for the DPS. Gather and kill the adds on the right hand side of the arena so they’re out of the way. Move near the entrance the left hand side where the rock wall begins and wait for the boss – you can taunt him when he emerges and he’ll come to you. Don’t move out of the way and let the boss dash around, as it lowers your dps uptime. Standing with your back against something (the rock wall, the spikes, etc), cancels out the Damage from Dash, so you can just stand there and kick the boss.
    After a while, he will burrow, at which point you dodge out and make a B-line for the exit, picking up the emerging baby ak’ab on the way. Gather up and kill the adds on the exit side. The boss should come back up by that time, just drag him whereever you can still stand, back against a wall if you need to (if the boss is almost dead by that point, he’ll only have 1-2 Dashes left in him anyway, so just use your common sense on whether or not you need to set up camp somewhere).

    Mayan Battle Mage
    Same fight as on e1-e4, except you need to purge Itzama’s Wrath. The bombs are also faster, but they hit in the same order – entrance, exit, then middle. He also casts Sanguine Omen, which I recommend you interrupt, as the fight is not very damage heavy for the tank anyway, you don’t need the time to regen defensives. He often summons adds, more and more of them as the fight continues, and will transform some of them into slow walking bombs. Pick up as necessary. Every time the boss comes back down, I recommend standing between him and the exit side, so your Ground Pound automatically picks up the adds coming from the exit and you’re between them and your DPS’.

    Wayeb-Xul, The Hound of the Nameless Days
    You need a taunt and preferably an impair for this (or ask the DPS to cover either one or all of them). I typically run with Evulsion and Bashosen, but since you need to save Evulsion for a taunt, you might still need the DPS’ to cover one.

    Run in from the left hand side and without attacking or losing your sprint, run a loop around all the adds and, depending on the group you have, gather them up and have someone wing them (or kill them in whatever ways if the group is overgeared for whatever level you’re doing) at a) slightly to the left of where boss will land: if the majority of your group has AoE attacks, as that basically means resurrecting adds will get caught in the crossfire when the DPS’ attack the boss; b) a little bit further on the left and up the ramp: if the majority of your group is ranged, but don’t necessarily have many AoEs + you will need to have someone occasionally turn to the adds and take them down; c) way back on the left against the wall where you first jumped in: if your group is either mostly melee or low dps, as this will require one dedicated person to handle the adds and placing them there gives that poor soul more time to do it.

    Once the boss lands, he’ll almost immediately cast Exhale The Void. You can use Evulsion to impair this, as it will be back up in time, no problem. Drag the boss a bit closer to the left hand side, but so that his line of sight is still broken by the rock – if you move the boss too far left or too far in the centre, hiding will not work anymore. He casts Exhale The Void a second time, that’s the one your gadget or someone else needs to cover. Once you see Concuss starting to cast, run for the rock and hide – on e5+, this stuns, displaces and disorients you, in addition to flipping the aggro table.

    Concuss is EVERYONE’S job to deal with, though. Once the cast is done, run out and taunt the boss immediately and kick him as fast and as hard as you can. The taunt is not actual damage or aggro, you need to re-establish it. The DPS’ should give you time to do so – so if any one of them pulls, dies and gives you shit, don’t worry, you’re well within your rights to blame it on them. The boss will almost immediately cast Open The Rift, which in e5+ is a LOT bigger. Run to the edge of the cliff where th boss originally stood to pull him back there (he will have moved a lot closer to the rock after Concuss), in case you get a second Concuss (can happen in low dps groups, or if someone died in phase 1). Just be aware that since it comes almost immediately after the aggro swap and things are a bit fragile, the time you spend running out and then pulling the boss is a primo time trigger-happy ranged DPS’ die – do what you can, but ultimately it’s their responsibility to not be dumb.

    Soon after Concuss and Open The Rift, the boss flies away and adds resurrect in waves, take care of that as per usual.
    In Phase 2 when the boss comes back down, Concuss now behaves like in e1-4 – it won’t displace you or disorient you, so nobody needs to hide. It will, however, still flip aggro. A good way to deal with this is to wait for the cast of Concuss to almost complete and then hit Evulsion right before it does, the 5-second force to attack will last through it. All the previous stuff about re-establishing aggro still applies.
    Continue kicking the boss and dealing with the adds whereever you placed them at the start, interrupting Exhales as you go. In P3, he does occasionally start casting Open the Rift, but will most often interrupt himself, so you don’t actually need to run out most of the time (use your eyes and common sense, if it looks like he’s about to complete the cast, gtfo). If you’re unable to finish the fight before all the adds and the Verangian dies, you will lose the buff and Wayeb-Xul’s Concuss will start teleporting people around again, so do like in P1.