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 DoT damage if they hit you.
 * 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 small amounts DoT damage to chained players.
 * Chains do 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 kind-of 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 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 it's jump mechanic, it is instant and unavoidable 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.

Boss 4 - Enflamed Sephotep
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