Citadel Raid (Hard)

= Hard Mode Basic Mechanics =

You have finished Normal Mode Citadel and are ready for more! YAY! Welcome to the 1%.

You will note that the basic mechanics are the same as normal mode, with some interesting twists thrown in for spice.

''Also, you may note that HM is super buggy. Welcome to Orbus.'' ;) ~ Pherosis

Boss 1 - Enraged Napur

 * Crystals fall from the sky and do AoE damage upon hitting the ground.
 * They are only safe to stand in after the crystals have fallen.
 * Frost stacks are applied to all players in the instance.
 * The more frost stacks players receive the more damage they take and the less damage they do.
 * A large ice-shard spawns from the ground.
 * 1/2 of your party must stand on the large ice-shard to light it by dropping the crystals on it.
 * Standing near the lit ice-shard removes frost stacks.
 * If more than 1/2 half of the party lights the ice-shard, it breaks and stacks remain on players.
 * Occasionally the ice-shard will sound like it is broken when it is not, just ignore that when it happens.
 * If the boss is too close to the ice-shard when it is lit, he enrages.
 * Anti-heal stacks are applied to tanks with each boss hit.

Thrive's Boss Guide
Below is Thrive's complete guide (with illustrations) to help you know what to do when the game bugs out & some general tactics for the boss.


 * You won't always need all of the relog fixes, they help on days when Orbus is being more buggy than normal.

Thrive's HM Cit Boss 1 Guide

Mechanics

 * Boss chains 2 players (on a timed cycle).
 * Chains do a considerable amount of DoT damage to chained players.
 * Chains kill players if they stand in the chains (and are unchained themselves).
 * Boss jumps on one of the 2 chained players (the damage from this can be soaked by the party only if he is above 50% health).
 * Upon landing, the boss drops poison-pools (jump out or die).
 * If the boss has over 80% of his health on the first jump, there are usually no poison pools for that jump.
 * Poison pools are permanent (and often invisible).
 * At just under 50% health the boss starts its rage cycle.

Rage Cycle

 * During the chain phase, the boss will quickly chase a player (that is not the main agro holder) attempting to kill them.
 * The boss takes reduced damage while rage-chasing players.
 * The boss returns to the main agro holder.
 * The boss resumes taking normal damage when going back to the main agro holder.
 * When the boss does its jump mechanic, it is instant death for the player jumped on.
 * This cycle repeats until the boss or the party is dead.

Bugs

 * The chains can be invisible (to some players), believe your party members if they tell you that you are chained.
 * The poison pools can be invisible (to some players), keep track of where the boss lands.

Thrive's Boss Guide
''There are 2 ways to kill this boss. The boss during it's phases is going to kill party members no matter what you do, the goal here, is to have enough people alive at the end to kill it.''

Pally Rez Method
'''If it takes your party 3 to 6 minutes to kill this boss, and/or if a majority of your party are dying before its rage cycle. This is the method to go with.'''


 * The entire party needs a Paladin at level 30.
 * The paladins must have the Plea of Divinity talent selected.
 * Only the main tank's armor/weapon matters, the rest of the party are just pallys long enough to build and use the rez.
 * Players must equip their hammers and stay paladins for 10 minutes to build the rez.
 * After 10 minutes they activate the pleas.
 * Pair up and exchange rezs.
 * All DPS and Healers put their classes back on.
 * Tank starts the fight.
 * All the players who received the plea have 5 minutes where if they die, they will auto-rez with 20% of their health.

This method, while time consuming, will give you a decent chance at making it through this fight.

Burn Method
'''If your party is able to kill this boss in 3 minutes or less (less is better) and the majority of your party is alive when the boss rage cycle begins. Then you can begin using this method.''' If you find you are wiping a lot with this tactic go back to using the Pally Rez.
 * Your tanks save their rez's from the last fight.
 * The tank who is going to go DPS/Heals for this fight gives their rez to the other tank.
 * The tank who stays a tank gives their rez to a party member who does high DPS.
 * Fight.
 * If your tanks do not have a rez to give, skip the above steps.
 * Begin the fight.

WARNING

 * Players who use the skywalk cheat on this boss can have their tokens and gear taken away from them by the devs, and face the possibility of having their account(s) banned from Orbus.

Mechanics
Poison stacks are applied to all party members.
 * Poison stacks can be decursed.

Consume

 * When the boss reaches 75%, 50%, & 25% health; two elite adds spawn.
 * They must both die before the consume phase is over or they heal the boss.

Sun Cycle

 * Each sun cycle, two geared suns appear in the sky.
 * They must be shot down, or they will spawn adds in their beams.
 * When suns are shot down, one will spawn an orb that agros on a random player.
 * The orb damage can be soaked by the party.
 * Beams do a small amount of damage to the party.

Sun-Bomb Cycle

 * 1 player will get a red glowing Sun-Bomb above their head.
 * To remove, that player must go stand in a beam (from an unkilled Sun).
 * If the player makes it in time, no adds spawn in that beam.
 * The beam applies anti-heals stacks to the player(s) in the beam.
 * If more than 2 Sun Cycles go by with the player unable to remove the Sun-Bomb, it explodes, killing the party.

Mechanics

 * Zaps do a medium amount of damage to party members who are in combat with the Boss.
 * Boss applies anti-heal stacks to main agro holder with each hit.
 * There is a tankbuster.
 * Adds spawn every 20 seconds.

Circles

 * Circles spawn on two random players who are in combat with the Boss every 10 seconds.
 * The circles do a large amount of damage.
 * This damage can be soaked by the party.
 * If two circles spawn on top of each other, they kill the players attempting to soak.

Orbs

 * 2 orbs spawn from the boss's shoulders.
 * The orbs will only attack the non-agro holders who are in combat with the Boss.
 * If there are only 2 people in combat with the Boss, one of the balls will target the main-agro holder.
 * Every 20 seconds before the first hell, every 15 seconds after that. (This is an ish at the moment, we are still doing research).
 * These orbs apply a DoT stack to players if they survive the initial (to unbending) hit.
 * The stack can be decursed, if the player survives.
 * Orbs can be killed.
 * Orbs can only be frosted, if done so by the player who has agro on the orb.

Shield Phases

 * When the boss reaches 75%, 50%, & 25% health; a shield spawns on the boss.
 * The boss takes 0 damage when shielded.
 * Each shield phase has a unique mechanic needed to open Hell Phase.

Shield 1 (Red Phase)

 * 1/2 of the party must be in each circle to open the hell portal.

Shield 2 (Green Phase)

 * 6 adds must die within 4 seconds of each other.

Shield 3 (Blue Phase)

 * The 2 orbs that spawn from the bosses shoulders must explode on players at the same time.

Hell Phase

 * Players must enter the portal to go to hell.
 * Upon portal open, the boss will shoot large orbs at the portal.
 * Any orb that connects with the portal kills the entire party and closes the portal.
 * The orbs cannot be killed, only blocked.

Hell 1 (Red Phase)

 * Spiders
 * Kill the spiders to be teleported back to the boss room.

Hell 2 (Green Phase)

 * Knights
 * Kill the humanoids to be teleported back to the boss room.

Hell 3 (Blue Phase)

 * Forsaken Island
 * Kill the island mini-boss & mobs be teleported back to the boss room.
 * The mini-boss spawns circles & empowers the adds around it.

Thrive's Boss Guide
There are a lot of different ways to beat this boss. You will find, however, that they all have something in common.


 * Only 3 players in combat with the boss, period.
 * The Boss Team needs constant heals.
 * The Boss Team stays out of Hell.

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