Citadel Raid (Normal)

= Normal Mode Basic Mechanics =

You have finished Hard Mode Guild City and are ready for more! YAY! Welcome to the 5%.

The mechanics you will find here are pretty interesting, and the raid is beautiful. ~ Pherosis

Mechanics

 * 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.
 * More than half of your party must stand on the large ice-shard to light it by dropping the crystals on it.
 * If less than half the party attempts to light the crystal, it will not light.
 * Standing near the lit ice-shard removes frost stacks.
 * Anti-heal stacks are applied to tanks with each boss hit.
 * There is a tankbuster.

Bugs

 * Orbus occasionally does not read a player because of desync issues, if a player is desynced, they will not be able to help light the ice-shard.
 * Relogging often solves the above issue.
 * In order to make sure Orbus updates your position (to avoid dying to crystals you have already jumped out of), double jump and slide a bit.
 * Mount speed in combat is an early sign that desync issues are cropping up.
 * Occasionally the ice-shard will sound like it is broken when it is not, just ignore that when it happens.

Mechanics

 * Boss chains 2 players (on a timed cycle).
 * Chains do small amounts DoT damage to chained players.
 * Chains do large amounts of damage to 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).
 * 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 fade over time.
 * 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.
 * This cycle repeats until the boss 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.

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 may 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.

Mechanics

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

Circles

 * 1 circle spawns on a random player every 10 seconds.
 * The circle does a large amount of damage.
 * This damage can be soaked by the party.

Orbs

 * 2 orbs spawn from the boss's shoulders.
 * These orbs apply a DoT stack to players.
 * The stack can be decursed.
 * 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)

 * The entire party (living and dead), must soak a circle together 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 a single player.

Hell Phase

 * Players must enter the portal to go to hell.
 * Upon portal open, the boss will shoot large orbs at the portal.
 * Each orb that connects with the portal damages the entire party.
 * Only 3 orbs can connect with the portal before the entire party dies & the portal closes.
 * 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.

= Orbus Community Resources =

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