AAC Heavyweight M2 (Savage)
on MT Inflicts physical damage. Cannot be mitigated by abilities that target magic damage.
These auto-attacks target the player with the highest enmity.
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Standard
Will never target
Watersnaking
Watersnaking
Firesnaking
Inflicts
First in Line
Second in Line
Third in Line
Fourth in Line
At the end of the cast, Red Hot dashes towards each player in order, dealing high damage and leaving behind a persistent rectangular fire puddle that inflicts
Burns
Each hit inflicts
Fire Resistance Down II
As long as each dash is taken at the minimum distance required (i.e. until the tether is no longer purple), maintaining melee uptime for players not targeted by the mechanic is easily possible with
.
Sprint
Red Hot dashes to a player (
Red Hot dashes to a player (
Red Hot dashes to a player (
Red Hot dashes to a player (
Fire spreads on all players not under the effect of
Watersnaking
A circle encompassing about 330° of the arena, baited on the farthest player from Red Hot. Leaves a narrow safe spot behind Red Hot.
Will never target players under the effect of
Watersnaking
A 3-hit stack on a random party member. Each hit leaves behind a persistent fire puddle.
An individual hit of
An individual hit of
An individual hit of
Moderate raidwide. Erases all fire puddles in the arena.
Red Hot leaves the arena.
Deep Blue enters the arena at the north.
Summons a massive wave at the north or south of the arena.
Deep Blue leaves the arena and positions himself either on the west, center, or east of the wave.
At the same time, a number of blue orbs float around him:
2 orbs:
8 orbs:
During
Firesnaking
Watersnaking
1 orb:
Watersnaking
4 orbs:
Watersnaking
A line AoE wherever Deep Blue is positioned on the wave.
Knocks players back a small distance in the direction the wave is going. Deals minimal damage.
Deep Blue reenters the arena.
A spread on all non-
Firesnaking
A stack on a random non-
Firesnaking
Standard conal spread. Afterwards, hits where all players were.
Move in-between the cones after the initial hit.
Standard conal spread. Afterwards, hits between where all players were.*
*This is an oversimplification of the mechanic for ease of understanding. To be more specific, after the conal spreads each of the cones "splits" into two new cones, each about half the width of the original cones. These new cones then hit the outside of the original cones.
Stand still. Do not move after the initial spreads.
Hits the farthest player with a heavy-hitting
Since this attack is almost exclusively used during periods of time where wide swathes of the arena are covered in fire, using
Arm's Length
Moderate raidwide. Erases all fire puddles in the arena.
Red Hot enters the arena.
From now on, both bosses are targetable at the same time. Each boss has the
Brotherly Love
All of Red Hot's attacks leave behind a persistent fire puddle in the shape of that AoE. These puddles persist until the next
Deep Blue's attacks trigger
The Xtremes' ultimate attack.
Both bosses become untargetable.
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Individual hit of
Final hit of
Both bosses become targetable.
The two brothers equalize their HP through their
Brotherly Love
The two brothers jump to opposite corners of the arena and begin casting.
Around one second before the end of the cast, they move in a telegraphed arc on their surfboards until they reach the indicated wave symbol, at which point they execute a mechanic. The type of mechanic executed depends on the specific wave icon.
- Shiny part of the surfboard points up:
Vertical Blast /Vertical Plunge , achariot tankbuster on the closest target - Shiny part of the surfboard points middle:
Re-entry Blast /Re-entry Plunge , aconal 4-man stack on the closest player - Shiny part of the surfboard points down:
Blasting Snap /Plunging Snap , aconal spread on the 4 closest players
Magic Vulnerability UpThe two brothers execute 4 of these moves in succession. The order is random on a per-boss basis (meaning the two bosses are not guaranteed to be executing the same mechanic every turn), but each of the three mechanics is guaranteed to show up once, with
Subsequent casts of
Subsequent casts of
Subsequent casts of
Moderate raidwide. Erases all fire puddles in the arena.
The two brothers equalize their HP through their
Brotherly Love
See
Inflicts the closest 4 players to Red Hot with either
Firesnaking
Watersnaking
Players with
Firesnaking
Watersnaking
Fire spreads on all players not under the effect of
Watersnaking
Standard conal spread. Afterwards, hits where all players were.
Move in-between the cones after the initial hit.
Cones on all players' initial positions. Inflicts
Damage Down
Standard conal spread. Afterwards, hits between where all players were.
This is an oversimplification of the mechanic for ease of understanding. To be more specific, after the conal spreads each of the cones "splits" into two new cones, each about half the width of the original cones. These new cones then hit the outside of the original cones.
Stand still. Do not move after the initial spreads.
Hits between the previous spreads. See
Damage Down
Summons a massive wave at the north or south of the arena.
Standard
Will never target
Watersnaking
Watersnaking
Firesnaking
Deep Blue jumps to the same wall that the
Just like
1 orb:
Watersnaking
4 orbs:
Watersnaking
A spread on all non-
Firesnaking
A stack on a random non-
Firesnaking
Fire spreads on all players not under the effect of
Watersnaking
Red Hot jumps on the farthest
Firesnaking
Fire Resistance Down II
An individual jump of
An individual jump of
An individual jump of
An individual jump of
Deep Blue leaves the arena and positions himself either on the west, center, or east of the wave.
At the same time, a number of blue orbs float around him:
2 orbs:
8 orbs:
During
Firesnaking
Watersnaking
1 orb:
Watersnaking
4 orbs:
Watersnaking
A line AoE wherever Deep Blue is positioned on the wave.
Knocks players back a small distance in the direction the wave is going. Deals minimal damage.
Deep Blue reenters the arena.
A spread on all non-
Firesnaking
A stack on a random non-
Firesnaking
An AoE from Deep Blue has intersected an attack or a puddle from Red Hot, triggering a moderately sized
Damage Down
A circle encompassing about 330° of the arena, baited on the farthest player from Red Hot. Leaves a narrow safe spot behind Red Hot.
Will never target players under the effect of
Watersnaking
Hits the farthest player with a heavy-hitting
Since this attack is almost exclusively used during periods of time where wide swathes of the arena are covered in fire, using
Arm's Length
Moderate raidwide. Erases all fire puddles in the arena.
The two brothers equalize their HP through their
Brotherly Love
A two-man tower spawns in the middle of the arena.
When it resolves, both bosses become untargetable and the tower turns into a massive bubble ("Watery Grave") that captures the two players who soaked the tower and inflicts
Watery Grave
If more than two players soak the tower, two players are picked at random out of all the soakees to be encaged by the Watery Grave.
During this mini-phase, each boss will tether to a random player and execute
Deep Blue's
Vulnerability Down
Red Hot's
Avoid hitting the Watery Grave with Deep Blue's
Due to the Watery Grave's significantly inflated health pool, missing even a single Red Hot
A two-minute window comes up during this mini-phase. Unless you accidentally cause
or you have deaths, aim to delay your one-minutes and two-minutes until this mini-phase ends, as you are likely to overkill the Watery Grave otherwise, resulting in your two-minutes being completely wasted.
Vulnerability Down
Both bosses become untargetable.
The Watery Grave becomes targetable.
Casts a tether onto a random player, then dashes to them shortly after.
Deals lethal damage if not taken with sufficient distance to the boss. See
Moderate raidwide, caused by hitting the Watery Grave with Red Hot's
Casts a tether onto a random player, then dashes to them shortly after.
Deals lethal damage if not taken with sufficient distance to the boss. See
Moderate raidwide, caused by hitting the Watery Grave with Red Hot's
Casts a tether onto a random player, then dashes to them shortly after.
Deals lethal damage if not taken with sufficient distance to the boss. See
Moderate raidwide, caused by hitting the Watery Grave with Red Hot's
Casts a tether onto a random player, then dashes to them shortly after.
Deals lethal damage if not taken with sufficient distance to the boss. See
Moderate raidwide, caused by hitting the Watery Grave with Red Hot's
Casts a tether onto a random player, then dashes to them shortly after.
Deals lethal damage if not taken with sufficient distance to the boss. See
Moderate raidwide, caused by hitting the Watery Grave with Red Hot's
Casts a tether onto a random player, then dashes to them shortly after.
Deals lethal damage if not taken with sufficient distance to the boss. See
Moderate raidwide, caused by hitting the Watery Grave with Red Hot's
The bosses become targetable again once the Watery Grave is destroyed.
Moderate raidwide. Erases all fire puddles in the arena.
The two brothers equalize their HP through their
Brotherly Love
Summons a massive wave at the north or south of the arena.
Red Hot jumps north and splits the arena in two by casting a rectangular fire puddle down the middle.
Fire spreads on all players not under the effect of
Watersnaking
Standard conal spread. Afterwards, hits where all players were.
Move in-between the cones after the initial hit.
Standard conal spread. Afterwards, hits between where all players were.*
*This is an oversimplification of the mechanic for ease of understanding. To be more specific, after the conal spreads each of the cones "splits" into two new cones, each about half the width of the original cones. These new cones then hit the outside of the original cones.
Stand still. Do not move after the initial spreads.
Deep Blue leaves the arena and positions himself either on the west, center, or east of the wave.
At the same time, a number of blue orbs float around him:
2 orbs:
8 orbs:
During
Firesnaking
Watersnaking
1 orb:
Watersnaking
4 orbs:
Watersnaking
A line AoE wherever Deep Blue is positioned on the wave.
Knocks players back a small distance in the direction the wave is going. Deals minimal damage.
Deep Blue reenters the arena.
A spread on all non-
Firesnaking
A stack on a random non-
Firesnaking
Telegraphed
Moderate raidwide. Erases all fire puddles in the arena.
The two brothers equalize their HP through their
Brotherly Love
See
Inflicts the closest 4 players to Red Hot with either
Xtreme Firesnaking
Xtreme Watersnaking
Unlike
Firesnaking
Watersnaking
Xtreme Firesnaking
Xtreme Watersnaking
Magic Vulnerability Up
Failing to cleanse the debuff causes instant death.
Both bosses repeat the
Decide on a cleanse order, such as HMR (healers, melees, rangeds). Each player starts on the boss that corresponds to their debuff (same colour). During each of the 3 non-tankbuster
Moderate raidwide. Erases all fire puddles in the arena.
The two brothers equalize their HP through their
Brotherly Love
Standard conal spread. Afterwards, hits where all players were.
Move in-between the cones after the initial hit.
Standard conal spread. Afterwards, hits between where all players were.*
*This is an oversimplification of the mechanic for ease of understanding. To be more specific, after the conal spreads each of the cones "splits" into two new cones, each about half the width of the original cones. These new cones then hit the outside of the original cones.
Stand still. Do not move after the initial spreads.
Fire spreads on all players not under the effect of
Watersnaking
A 3-hit stack on a random party member. Each hit leaves behind a persistent fire puddle.
An individual hit of
An individual hit of
An individual hit of
Hits the farthest player with a heavy-hitting
Since this attack is almost exclusively used during periods of time where wide swathes of the arena are covered in fire, using
Arm's Length
Moderate raidwide. Erases all fire puddles in the arena.
Moderate raidwide. Erases all fire puddles in the arena.
Kills all players.
A'rhaeda Vhil