Worqor Lar Dor (Extreme)
A relatively simple fight, Valigarmanda nonetheless requires a quick eye to spot the danger zone both within and without the arena, and also features one of the coolest tankbusters this game has ever seen.
Telegraphs 10 subsequent ice curves.
The curves always start towards either the left or right side of the middle of the arena and move towards the far side. Note that the curves are always angled towards the far side of the arena, so after the first curve, the curves will now curve towards the other side since that side is now farther away.
Each curve spawns an ice block somewhere along its trajectory. The first 4 curves spawn their ice block at the origin of the curve; the 5th at the end of the curve; and the 6th in the middle of the curve (which is really more of a line at this point), on the edge of the arena. The remaining 4 curves behave identically to the previous 4 but on the other side of the arena.
After the telegraphs are finished, fires the ice curves in the telegraphed order. Each curve represents a narrow
Determine which side of the arena the first curve appears on, then go towards that side, to the edge of the arena. Wait until after the second curve, then start chasing the curves until you end up just past the arrow on Valigarmanda's hitbox. Wait here until a curve cleaves the hitbox arrow, then plant yourself at the end of the hitbox arrow (opposite the tip). This spot is safe from every
Minimal Movement
This strategy dodges all AoEs with minimal movement.
Deals heavy damage, inflicts
The first Skyruin always transitions the arena to fire.
Deals heavy damage and inflicts a number of status effects.
Calamity's Inferno (76s) → both healersCalamity's Bolt (122s) → all playersCalamity's Chill (29s) → all supports or DPSCalamity's Chill (91s) → opposite role ofCalamity's Chill (29s)
The message "A volcanic eruption is imminent." appears on screen.
At the same time, one of the volcanoes to the west or east of the arena begins to smolder. After a short time, it spews a massive
It also spawns 3 sets of
Point your camera at one of the two volcanoes. If your volcano is smoldering, go to the opposite side. If it remains dark, go to that side.
As the space to dodge
Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.
After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts
Note that the
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies backwards and begins glowing.
After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.
After a short time the wind manifests, leaving only a
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
A
Triggered after
A tower appears at the front of the arena. Valigarmanda then shoots six consecutive fireballs at it.
If the tower is unsoaked, the fire
If the tower is soaked, deals heavy damage to the player to the tower and inflicts
Even with a soaked tower, the fire still bathes the arena in flames. However, the flames are "split" down the middle by the player in the tower, creating a narrow conal safe spot behind that player. Note that players outside of this safe spot do not take survivable damage and a
After each hit, Valigarmanda repositions to the left, the middle, or the right. This has no bearing on the tower player but changes the angle of the safe cone for the other players.
Have one of your tanks soak the tower's first hit, then alternate tanks from there. The
For the first hit, Valigarmanda is always positioned center. Afterwards, each hit requires the party to move such that the tower is between them and Valigarmanda.
Note that using a tank
As a non-tank, always move back to the middle after each hit; that way you only have to move either not at all or a maximum of 45 degrees. If you stay on the side after a hit, you may have to move a full 90 degrees, which is especially uncomfortable for casters.
As a tank, make sure to cycle through mitigation as needed. Don't save any mitigation for other tankbusters; the other tankbusters can all be comfortably survived with only a tank's short cooldown.
3 subsequent
Each stack deals heavy damage, inflicts a brief
Use a predetermined starting position for both light parties in the center of the arena. The hitbox ring is a good indicator for where to start. After each hit, move forward until you reach the edge of the puddle. After the last hit, move sideways and wait for the puddles to dissipate.
The message "A volcanic eruption is imminent." appears on screen.
At the same time, one of the volcanoes to the west or east of the arena begins to smolder. After a short time, it spews a massive
It also spawns 3 sets of
Point your camera at one of the two volcanoes. If your volcano is smoldering, go to the opposite side. If it remains dark, go to that side.
As the space to dodge
Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.
After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts
Note that the
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies backwards and begins glowing.
After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.
After a short time the wind manifests, leaving only a
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
A
Triggered after
Standard spread on all 8 players.
Heavy raidwide. Transitions the arena back to its original state, ending the elemental phase.
Heavy raidwide that initiates a mini-phase.
During this mini-phase, Valigarmanda becomes untargetable and instead spawns three targetable beacons: one flame-kissed beacon, one glacial beacon, and one thunderous beacon. The fight will not continue until all three beacons have been destroyed.
Additionally, telegraphs a series of
Finally, both healers are marked with
Valigarmanda becomes untargetable.
Three beacons (one per element) become targetable.
Conal AoEs during
A line stack on the two players marked by
Each
Continues to repeat
Valigarmanda becomes targetable again after all three beacons have been destroyed.
This timeline assumes it took 7×
A three-step raidwide. The last hit inflicts
The first of the three raidwides during
The second of the three raidwides during
The third of the three raidwides during
Note that mitigating this attack only mitigates the initial raidwide damage.
Deals heavy damage, inflicts
Either follows or precedes
Deals heavy damage, inflicts
Either follows or precedes
Deals heavy damage and inflicts a number of status effects.
Calamity's Embers (11s) → both healersCalamity's Bite (11s) → both tanksCalamity's Bolt (43s) → all supports or DPSCalamity's Bolt (120s) → opposite role ofCalamity's Bolt (43s)
Two massive tankbusters on the two tanks. Triggered by
3-man
The message "A rumbling avalanche approaches from the southeast..." appears on-screen.
The avalanche is telegraphed by arrows on either the northeastern or southwestern side of the arena. Shortly afterwards the avalanche hits, dealing heavy damage, inflicting
Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.
After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts
Note that the
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies backwards and begins glowing.
After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.
After a short time the wind manifests, leaving only a
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
5 frost circles appear in the arena, each preparing to shoot a
Being hit by one of the lines deals moderate damage and inflicts
The circle positioning is not random. They always appear in the same places every time, though they may be horizontally mirrored, for a total of only 2 variations. Specifically, each circle is exactly the diameter of 1/6th of the arena's height. If one pictures the arena divided into an even grid with 6 rows and 8 columns, each circle is placed exactly into this grid, and each row and column only features at most 1 circle. This means that only 1 row and 3 columns do not have a circle inside them, and because of the diagonal
Identify the two frontmost ice circles. The safe spot is centered in-between them. (More specifically, the safe spot is in the grid row between the two frontmost circles, and in the diagonal between the two rearmost circles.)
It is not necessary to find this exact spot; there is a grace period of slightly more than a second after the line telegraphs appear before the AoEs resolve that allows for microadjustments. For additional ease, you can place waymarks in the two possible safe spots.
Visualization
A visualization of the line AoEs. This is the only pattern that can appear, though it can appear horizontally mirrored (with the safe spot on the right instead of the left).
Standard spread on either 4 players (during Ice Phase) or all 8 players (during Fire Phase).
Like the first
Dodge like before, then inch forward or backward depending on where the avalanche is coming from.
Minimal Movement
This strategy dodges all AoEs with minimal movement.
The message "A rumbling avalanche approaches from the southeast..." appears on-screen.
The avalanche is telegraphed by arrows on either the northeastern or southwestern side of the arena. Shortly afterwards the avalanche hits, dealing heavy damage, inflicting
Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.
After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts
Note that the
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies backwards and begins glowing.
After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.
After a short time the wind manifests, leaving only a
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
5 frost circles appear in the arena, each preparing to shoot a
Being hit by one of the lines deals moderate damage and inflicts
The circle positioning is not random. They always appear in the same places every time, though they may be horizontally mirrored, for a total of only 2 variations. Specifically, each circle is exactly the diameter of 1/6th of the arena's height. If one pictures the arena divided into an even grid with 6 rows and 8 columns, each circle is placed exactly into this grid, and each row and column only features at most 1 circle. This means that only 1 row and 3 columns do not have a circle inside them, and because of the diagonal
Identify the two frontmost ice circles. The safe spot is centered in-between them. (More specifically, the safe spot is in the grid row between the two frontmost circles, and in the diagonal between the two rearmost circles.)
It is not necessary to find this exact spot; there is a grace period of slightly more than a second after the line telegraphs appear before the AoEs resolve that allows for microadjustments. For additional ease, you can place waymarks in the two possible safe spots.
Visualization
A visualization of the line AoEs. This is the only pattern that can appear, though it can appear horizontally mirrored (with the safe spot on the right instead of the left).
The message "A rumbling avalanche approaches from the southeast..." appears on-screen.
The avalanche is telegraphed by arrows on either the northeastern or southwestern side of the arena. Shortly afterwards the avalanche hits, dealing heavy damage, inflicting
Inflicts
Standard spread on either 4 players (during Ice Phase) or all 8 players (during Fire Phase).
Heavy raidwide. Transitions the arena back to its original state, ending the elemental phase.
A telegraphed tankbuster on the two highest enmity targets. Inflicts
Deals heavy damage, inflicts
Either follows or precedes
Deals heavy damage, inflicts
Either follows or precedes
Deals heavy damage and inflicts a number of status effects.
Calamity's Flames (11s) → both healersCalamity's Fulgur (59s) → all supports or DPSCalamity's Frost (99s) → same role asCalamity's Fulgur (59s)Calamity's Frost (59s) → opposite role ofCalamity's Fulgur (59s)Calamity's Fulgur (99s) → same role asCalamity's Frost (59s)
4-man
Drops a feather on each non-levitating square.
Each feather drop deals moderate proximity damage, starting in the square on the west and moving counter-clockwise, or starting in the square on the east and moving clockwise.
Feathers become targetable after being dropped. After
Move opposite the first feather, then rotate around the front of the arena. (Feathers always rotate around the rear first.) Stop in the rear corner next to the first feather, then kill the first feather and stand on its square while
If you're a melee, do not attempt to maintain melee uptime on the last feather impact unless you know what you're doing. The proximity damage has a steep falloff and you will likely die.
Targets all feathers with an AoE large enough to cover the entire square that they're on. Also targets all
Like
Note that, even while
Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.
After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts
Note that the
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies backwards and begins glowing.
After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.
After a short time the wind manifests, leaving only a
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Leaves behind invisible AoEs that explode a short time later, dealing massive damage and inflicting
Deals massive damage and inflicts
Lightning circles spawn on both sides of the arena, each preparing to fire a
Like
Note that, even while
Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.
After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts
Note that the
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies backwards and begins glowing.
After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.
After a short time the wind manifests, leaving only a
Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:
- Fire: Triggers
Charring Cataclysm , apartner stack on all DPS or supports. - Ice: Triggers
Chilling Cataclysm , a "find the safe spot" mechanic. - Thunder: Triggers
Crackling Cataclysm , large invisiblebaited AoEs on all players.
Leaves behind invisible AoEs that explode a short time later, dealing massive damage and inflicting
Heavy raidwide. Transitions the arena back to its original state, ending the elemental phase.
A tower appears in the center of the arena, dealing massive damage if left unsoaked. Soaking players take heavy damage that can be shared.
Afterwards, knocks back all players towards the rear of the arena, where 3
Have both tanks soak the tower with light cooldowns.
All players should either use
The
Deals moderate damage to all players and knocks them towards the rear of the arena.
AoEs at the rear of the arena explode, dealing massive damage to anyone inside.
Standard raidwide.
A tower appears at the front of the arena. Valigarmanda then shoots six consecutive fireballs at it.
If the tower is unsoaked, the fire
If the tower is soaked, deals heavy damage to the player to the tower and inflicts
Even with a soaked tower, the fire still bathes the arena in flames. However, the flames are "split" down the middle by the player in the tower, creating a narrow conal safe spot behind that player. Note that players outside of this safe spot do not take survivable damage and a
After each hit, Valigarmanda repositions to the left, the middle, or the right. This has no bearing on the tower player but changes the angle of the safe cone for the other players.
Have one of your tanks soak the tower's first hit, then alternate tanks from there. The
For the first hit, Valigarmanda is always positioned center. Afterwards, each hit requires the party to move such that the tower is between them and Valigarmanda.
Note that using a tank
As a non-tank, always move back to the middle after each hit; that way you only have to move either not at all or a maximum of 45 degrees. If you stay on the side after a hit, you may have to move a full 90 degrees, which is especially uncomfortable for casters.
As a tank, make sure to cycle through mitigation as needed. Don't save any mitigation for other tankbusters; the other tankbusters can all be comfortably survived with only a tank's short cooldown.
Enrage sequence.
Behaves like the first
The first of the three raidwides during
The second of the three raidwides during
Kills all players.
Spikesicle
Telegraphs 10 subsequent ice curves.
The curves always start towards either the left or right side of the middle of the arena and move towards the far side. Note that the curves are always angled towards the far side of the arena, so after the first curve, the curves will now curve towards the other side since that side is now farther away.
Each curve spawns an ice block somewhere along its trajectory. The first 4 curves spawn their ice block at the origin of the curve; the 5th at the end of the curve; and the 6th in the middle of the curve (which is really more of a line at this point), on the edge of the arena. The remaining 4 curves behave identically to the previous 4 but on the other side of the arena.
After the telegraphs are finished, fires the ice curves in the telegraphed order. Each curve represents a narrow
Minimal Movement
This strategy dodges all AoEs with minimal movement.
Chilling Cataclysm
5 frost circles appear in the arena, each preparing to shoot a
Being hit by one of the lines deals moderate damage and inflicts
The circle positioning is not random. They always appear in the same places every time, though they may be horizontally mirrored, for a total of only 2 variations. Specifically, each circle is exactly the diameter of 1/6th of the arena's height. If one pictures the arena divided into an even grid with 6 rows and 8 columns, each circle is placed exactly into this grid, and each row and column only features at most 1 circle. This means that only 1 row and 3 columns do not have a circle inside them, and because of the diagonal
Visualization
A visualization of the line AoEs. This is the only pattern that can appear, though it can appear horizontally mirrored (with the safe spot on the right instead of the left).