With Larodar, simple combat is over. The Flame Keeper hits you with countless… well, flame and fire attacks. The terrain is littered with impacts, lava puddles, and other reddish effects. That doesn’t make constant avoidance any easier. Also, at some point you will run out of space and your healers will also have to do a lot. Because not only do players want to receive life points, but also some adds – after having first laboriously reduced their life points.
If you prefer a video guide, check out Stankie Gaming’s tactical video, also based on PTR test results.
Phase 1 – The Circle of Flames
Let’s start with the simplest mechanics. Tanks are repeatedly targeted with FURIOUS ONSTREAM. Eventually, the boss rushes towards the tank and causes it massive damage. The next debuff increases physical damage taken by 100%, which is why your tanks must change immediately after. The more the boss has to run to hit the tank, the less damage will be. So the tank runs far, far away. Since the impact also causes area damage that decreases as distance from the boss increases (heroic only), this is a doubly good idea.
The boss also summons Flaming Treants. These must be collected from the tanks and then shot down as quickly as possible. But melee fighters beware: treants explode in a small radius when they die. Interrupt their spells and ensure that the tanks are not destroyed by the increasing damage of the treants. Once Flaming Treants are dead, they become Charred Treants. They are now inactive and your healers must restore them to 100% health to transform them into restored Treants. Treants now channel their energy and vital points into the Seed of Life, which sits in the center of the room. Treants lose life again until they die. Once the seed blooms, up to three players can click on it and form an Emerald Bond. This allows them to extinguish areas of the fire on the ground and then move them away. You should definitely do this, otherwise you will quickly run out of space. By the way, in heroic and mythic mode you get a debuff, which is why several players have to take turns playing with the suit.
Incidentally, the fire surfaces come from different sources. Both the boss and the adds shoot at them and you have to constantly avoid them. But the third mechanic also leaves hot spots: SINGING ROOTS. These roots are summoned by the boss and slowly crawl, attaching themselves to random players. The longer they live, the faster they become. They also slow down surrounding players. In normal mode you can attack them immediately, in heroic mode you must first touch them with the seed buff, which would otherwise put out the fire. Once you’ve killed the roots, it’s up to your healer to give them health points again. When their health bar is full, they transform into a barrier of thorns. You need them for Larodar’s ultimate: FLAMMING INFERNO.
When the boss reaches 100 energy, it unleashes its fury and deals extremely high area-of-effect damage for six seconds. To survive, you must hide in a barrier of thorns, which reduces damage taken by 90%. The boss also throws a lot of fire around him and the fireballs move towards him. If they reach him, the boss increases the damage he deals. If you take them, you will take some damage, but you will gain 20% increased critical hit value for ten seconds. So it’s clear what you want to do.
Intermediate phase – Still without rebirth
When the boss reaches 40% health or has cast FLAMING HELL three times, the mid-phase begins. It’s easy for some and a real challenge for others. The boss remains standing and deals a huge amount of area damage over the course of 16 seconds. At the same time, he slowly draws all players towards him. Since you will take even more damage within ten feet of him and will almost certainly die, you will have to run against him. Your healers are all on cooldown and trying to keep you alive. Phase 2 then begins.
Phase 2 – Avatar of Ashes
The second phase is much simpler and consists of killing the boss before inevitably finding yourself in the fire. Because the seed is no longer there and you can no longer put out a fire. Tanks face a frontal attack that wipes out their healing received. Since the associated debuff does a lot of damage, the life points have to come from somewhere else. Fortunately, with the debuff you can deprive surrounding players of their life points and use them for yourself. After the tank change, which should happen after the attack, you can position yourself next to your fellow players if your life points are too low.
In addition to the many normal puddles of fire, it also rains embers. This manifests itself in red circles that players must intercept. If anyone is inside, they will take damage. If there is no one inside, all players take damage. Individual players are also subject to INFIGATION. This debuff absorbs a lot of healing and deals damage within an eight meter radius when it runs out. If your healers manage to cure the debuff, nothing else happens. If they fail, the player is stunned for ten seconds, but this can be removed by healers using Dispell. Your decision whether you prefer to heal or disenchant.
Additionally, burning treants appear again. They spawn at the edge of the platform and run towards the center. Ideally, your ranged fighters will kill them before they get to you. If they reach the center of the area anyway, your tanks will have to pick them up and everyone will have to be careful. Treants not only leave fire on the ground with every step (which quickly reduces the remaining space), but they also explode when they die. And since they have a normal aggro list, melee fighters and healers quickly fall victim to tree melee attacks if the tanks don’t react fast enough. Now it’s time to collect enough DpS to defeat the boss before you run out of space and burn miserably in the fire.