March of Sacrifices
A hunt through Hircine's Hunting Grounds. Five bosses, including two 'hunt' fights: you sneak through Tarcyr's hunt, and Balorgh hunts you.
- Hard mode is on Balorgh only: desecrate the Moon Hunter Pack's banner before the fight (veteran).
- Tarcyr's hunt needs everyone in stealth. Vampires move faster crouched; watch your stamina.
- Several bosses have heavies that one-shot DPS and healers through block. Dodge-roll any heavy aimed at you.
The Wyrd Sisters
Boss- Ursus (sword and board) heavy attack one-shots non-tanks through block. Dodge-roll if it's on you.
- Strigidae (archer) Focused Aim snipe: interrupt it.
- Taunt all three. Stack Ursus on Rangifer (healer) and keep Strigidae at range.
- Interrupt Rangifer's heals. Kill Rangifer and Ursus first, Strigidae last.
- Stay out of Strigidae's blue aura: it silences magicka skills, ultimates and synergies.
- Each sister has an aura: Ursus green, Rangifer yellow, Strigidae blue (silence).
- Try to have the sisters die close together. A dead sister leaves an animal spirit that carries her aura to the nearest living sister.
More detail
Strigidae teleport-strikes players, dragging her silence aura into the group. Ursus charges distant players; block or roll it.
- Kill order differs: Xynode says Ursus first; the PTS guide and Fextralife say healer first, then split Ursus and Strigidae.
Aghaedh of the Solstice
Boss- Lurchers spawn at about 70%, 55%, 25%. Their heavy attack kills non-tanks. Dodge-roll it, don't run.
- Pick up a Lurcher's dropped light (synergy). When the boss channels her big blast, stand in the colored circle matching the light you picked up. No light means death.
- Turn the boss away. Grab every Lurcher fast; cleave them on the boss.
- Take a light yourself when a Lurcher dies.
- Kill Lurchers before the boss unless your DPS is very high.
- Four small spriggans around the boss make colored circles: green, blue (slow), orange, red (damage). Lurchers match those colors.
- Lurchers standing in a different-colored circle are weakened.
- Tank can range-taunt the Stranglers that shoot from the walls.
More detail
Each player needs their own light. The Stranglers on the walls only chip for small damage.
- Whether you must stand in your matching circle (PTS guide, Fextralife) or simply hold a light (Xynode) when the blast goes off.
Dagrund the Bulky
Boss- Leap: about every 30–60s he jumps and sends one homing elemental AoE at each player. Dodge-roll through yours. It one-shots DPS.
- Elemental sword swing: fire projectiles fly out and bounce off walls. Step back, then stand in the gaps.
- Hold him in the center. Block his heavy and the sword swing.
- Archers can't be chained. Don't chase them.
- Kill the archers first. They spawn about every 10%. Fire archers leave AoEs until they die; ice archers stack snares.
- Lightning phase hits everyone over time; don't let people stack.
- His sword glows with the current element: fire (bouncing fire), ice (moving frost winds, snare), lightning (repeating splashes on each player).
More detail
Elements shift as his health drops: fire first, ice from about 70%, lightning from about 55%, all three rotating near the end.
Tarcyr
Boss- Hunt phase: everyone crouch (stealth) for the whole phase. Getting revealed throws you into the air; the third throw in one phase kills.
- Lightning Prance: she rears up and stamps. Interrupt immediately or it wipes the group in seconds. Often right after a hunt.
- Heavy attack with a growing AoE under the target. Tank blocks; anyone else dodge-rolls.
- Keep her turned away. Her frontal cone kills non-tanks.
- Save stamina to bash the prance.
- Kill the adds. They channel a bolt that pins a player; free them with the green synergy circle.
- Don't heal or buff during hunts; it reveals you. Refresh HoTs right before a hunt.
- Hunt: heavy fog. A friendly wisp lands with a green circle. One player synergizes it, three times per phase.
- Stampede: ghostly stags charge at players. Block or sidestep; a hit in stealth reveals you.
- Pushing her into the next hunt kills current adds.
More detail
Hunts happen at the start and then three more times. Spread out, keep moving, stay off the walls, and call who takes each wisp. Don't rez during a hunt.
Later hunts add ice AoEs under you (keep moving), a lightning AoE on 2 players (don't go near them), and moving fire circles.
Out of the hunt, she sometimes rampages with a shield and leaves a fire trail. Stay out of it.
- Hunt thresholds: PTS guide and Fextralife say 80/55/20%; Xynode says 80/50/20%.
Balorgh
Final boss- Breath: a long cone on the tank. Never stand in front; tank, don't turn him during it.
- Plants: after the slam, poison plants cover the islands. Get into the water.
- Shock water: right after, the water electrifies. Get onto an island.
- Fire Remnant: he glows and taunts about fire ('burn you to a crisp'). Dodge-roll the fireball. The burn is uncleansable.
- Heavy attack and ground slam kill non-tanks. Dodge.
- Keep him turned away. Stand in the water at an island edge so everyone can step up for the shock water.
- Step aside from his glowing red charge.
- Kill wolves fast; their stacking snare makes dodging hard.
- Use resource synergies; everyone needs stamina to dodge.
- Three islands in water. Darkness phase: fog and darkness, a targeted circle under one player, and a blue pillar of light (the trap).
- Turn subtitles on. His lines warn you of the fireballs.
- HM hunt tip (code65536): meet at a rally point (e.g. the entrance), then loop the room together one way. Never backtrack.
- HM needs speed (Major Expedition, speed potions) and snare removal. Time Stop or a ranged stun handles Stranglers.
Activate: Desecrate the Moon Hunter Pack's banner before the fight (veteran).
- Darkness phases split him into 4 shades. Trap all 4, one per trap, with a short delay between traps.
- Stranglers spawn during the hunt and stay afterward. Stun or kill them on the way.
- His charge leaves a fire trail. Don't touch it.
- Fireballs in the hunt hit harder. Dodge them all.
More detail
Darkness phases (about 80/60/40/20%): he's immune and chases one marked player. That player leads him through the blue pillar of light to trap him. Everyone goes to the pillar so the tank can grab him when it ends. Wolves keep spawning until he's trapped.
Phases go in order: slam, plants on islands, charge, shock water, fire. Get ready for the next one as soon as one ends.
- Xynode says the HM hunt fire attack is 'a stomp with NO fire', but the same guide and code65536 say fireballs still come.