Learn the encounter before your next pull. This guide is an original English synthesis of reviewed YouTube captions and official reference-client mode rules. Follow the specific difficulty and source version shown below.
Mechanic instructions follow the cited gameplay explanation. HP percentages identify approximate phase triggers, not a guaranteed attack timeline.
Entry, difficulty & preparation
Assign colours, a rapid-hit spear breaker and a backup before entering. Stage 4 increases stagger-bar requirements in the reviewed setup.
| Check | What to use |
|---|---|
| Mode covered | Stage 4 |
| Group | Up to 5 — current reference-client party format |
| Entry requirements | Select this dungeon and difficulty in the entry panel. Check character level, item level, minimum party size and remaining entries there. The reviewed mechanic videos do not establish a current numeric admission threshold. |
| Before pulling | Agree assignments, activate available checkpoints, clear pursuing enemies and prepare movement, defensive and stagger skills. |
Siliator of Deceit
Agree the two crossing lanes before the pull. Do not have both targets run in the same direction.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Around 75%, two tracking chakrams | The two targets position so the blades cross near the centre and collide. Hold the planned positions until the collision. | Moving early can prevent the collision and leave blades active. |
| Side lines before chakrams | Leave the ends of the initial lanes. | A blade can hit before the tracking portion is obvious. |
| Locked stagger bar and repeated circles | Keep moving as circles drop chakrams, then use gaps in the returning lines. | Stopping to finish a cast adds unnecessary hits. |
| Furthest line / frontal then donut | Avoid both outward and returning line hits; move inward after the frontal resolves. | The return path and donut are separate checks. |
Ruthilis of Pain
Keep moving with the room’s sequence rather than racing directly across lingering lightning.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Clockwise quadrant cleaves | Follow the newly safe quadrant. Only three lightning sectors remain active; use the outer route when returning. | The next sector is not safe until its old field disappears. |
| Four personal circles | Spread, then prepare to jump the delayed ring if you were hit. | The delayed pulse can catch players after the visible circle ends. |
| Early furthest jump and donut | Bait the jump away from teammates, then respect the inner safe area. | The jump is followed by a distance reversal. |
| Below about 50%, personal lines | Separate the lanes and leave them quickly. | These hits add bleed and knockdown. |
Talisra of the Void
Use the cast tell for the late colour phase: the source mentions both roughly 30% and 35%, so a precise guaranteed threshold is not asserted here.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Colour collection around 75% and again late | Assign purple and white collectors. Intercept only your colour for both waves, then spread personal domes. | A wrong-colour pickup stuns and disrupts progress; nearby domes can disappear. |
| Crystal flashes after collection | Remember the sequence, then move through matching domes in that order. A dome may be reused. | The late sequence is longer; do not assume the early pattern repeats. |
| Four spears | Find the light spear in front and use rapid hits. The source calls for twenty hits within about six seconds. | High damage with few hits is a poor solution to a hit-count check. |
| Prison around 50% | Other marked players aim all three lines through the prison. | Partial coverage only reduces the punishment; complete coverage frees the target. |
| Late collection plus inward rings | Keep the assigned collection job while jumping incoming rings. | Watching only the colours leaves you exposed to the floor. |
Difficulty changes & encounter details
Reviewed earlier affixes: elite blood pools harm players and heal monsters; trash deaths strengthen nearby trash. Pull away from healing pools and avoid accidental overlapping packs.
Tank, healer & DPS assignments
Strategy recommendationSuggested preparation for this encounter. These assignments are editorial recommendations based on the mechanics above.
| Role | Assignment |
|---|---|
| Tank | Keep normal frontal lanes away from collectors. |
| Healer / support | Prepare for delayed ring damage and cover players moving between domes. |
| DPS | Execute blade collisions, break the light spear and aim prison lines. |
After a wipe: fix the cause
Strategy recommendationName the failed mechanic before the next pull. Check whether the target moved too early, the group missed its assignment, or a required cooldown was unavailable. Reassign a backup for any job that can target its original owner. Surviving the mechanic comes before completing a damage rotation.
- Call the next mechanic before the HP threshold; the actual cast may occur later.
- If a hit-count object is involved, use fast direct hits rather than assuming a long damage cooldown is better.
- Save burst for a real vulnerability window after the group has completed its movement.
- Check the current entry panel for loot probabilities and reward availability before spending another run.