Below you will find general information on the vAA trial as well as the strategy and the group placements that we run as a guild. Any time you plan on running this Trial with the Guild please make sure you are familiar with the bellow information and the strategies listed below for each boss. When you sign up you will receive a Role and it is important that you know what you are expected to do in that role. If you have any questions please reach out to your Raid Leader in advance.
Group Comp:
2 Tanks
2 Healers
8 DPS
Trial Preparation:
Split into 3 groups
Left: 1 Tank, 1 Healer & 2 DPS
Mid: 4 DPS
Right: 1 Tank, 1 Healer & 2 DPS
Alternatively, you can do this with 1 Tank, 2 Healers, and 9 DPS as long as you are not doing HM.
Set up would look like this
Left: 1 Healer & 3 DPS
Mid: 1 Tank & 3 DPS
Right 1 Healer & 3 DPS
1st Boss - Lighting Storm Atronach
Tanks:
Return the boss to the middle of the arena if it moves when you run to the yellow safety circle
Healers:
Be ready to heal the group back up after you all block Impending Storm AOE
DPS:
Be ready to block Impending Storm
Stack TIGHT to help Healers keep you alive
Mechanics:
Impending Storm
Boss will arch his back and release a Large (blockable) AOE.
Lightning Strikes
Boss raises his had to the sky signaling that the group must sprint to the yellow saftey circle. This circle will spawn in one of 5 locations
2nd Boss - Foundation Stone Atronach
Tanks:
Chain in adds that begin spawning at 80% so they die in the AOE damage
Healers:
Be ready to heal through Big Quake
Spread and heal for Boulder Throw
DPS:
Be ready to spread out during Boulder Throw
Place AOE to cleave down adds your tank chains in
Mechanics:
Quake
Boss will stand up and pound the ground 5 times dealing huge AOE damage
Boulder Throw
At around 80% Boss will kneel down and throw boulders at random players between each Big Quake attack. When the boss kneels down the group must spread out so that the splash damage from the boulders does not overlap
3rd Boss - Varlariel
Tanks:
Watch that Frost Breath is not pointed toward group
Healers:
Be ready to heal the group back up after the explosion if you leave one add alive
DPS:
This boss is a bit of a DPS check. You need to burn those adds fast!
Mechanics:
Frozen Breath
Boss will cast AOE that is a one shot any non-tank it hits
Adds / Boss Split
Boss will send out images of itself. All but one of these must be killed. Each surviving add will cause an explosion after a short while. The group can survive one explosion, two and up is often fatal.
First split is 3 adds, second is 4, third is 5, fourth+ 6 adds
Assign pillars to DPS so they know which add they are responsible for killing
Ignore the add on the Mushroom Pillar.
Final Boss - The Celestial Mage
Tanks:
Main Tank
Face Boss away from group
HM: Grab Storm attros into cleave damage
Off Tank
Round up axes and when boss begins the knock-down at 15% roll away from axes toward the boss so you do not get one-shot by axes before they despawn while you are knocked down
Healers:
Keep your tanks resources topped off by throwing them synergies while they tank the boss and the axes
Have solar prison or other damage mitigation ultimate ready for the execute phase after 15%. the longer the Arcane vortex booms, the more damage it will do.
HM – Block the meteors that land on you during execute
DPS:
Focus the conjured reflections the second they are up!
Make sure you have your ultimate ready to go when boss hits 15%, do not spend it right before.
HM – Block meteors that land on you during execute
Mechanics:
Chain Lightning
As it sounds the boss will shoot a lighting that will bounce between players that are close to each other. The group can spread out around the entire arena if the DPS is all melee or if you have enough range DPS to range-attack the adds you can all stack behind the boss.
The boss will always shoot the chain lightning in front of itself (aka at your main tank) if it is the only person in front of the boss.
Axes
Axes will spawn through out the fight. The off-tank will need to taunt them immediately and and hold them throughout the fight. Do not try to kill these.
Daedric Corruption Mines
These shiny purple mines will blow up when walked over, avoid them or have someone with a shield safely disarm them (walk over them)
50% – Conjured Reflection Adds
This is always the primary target when it spawns
15 % HP – Solar Vortex
the boss will begin to release a roomwide knock-down AoE that will unsommon all remaining adds the second time it goes off.
HARDMODE will add these mechanics
Meteors Rain Down – Block these or else incur huge stamina break-free cost (assuming you survive the failed block)
Storm Atronachs – Tank will position these on the boss so they are cleaved down. Be sure to focus them when they go into execute and begin exploding.
Execute Heal – The boss will now heal about 2% HP every time she booms.