AAC Heavyweight M4 (Savage) Part 1
on MT & OT Inflicts magical damage. Cannot be mitigated by abilities that reduce physical damage.
These auto-attacks target the two players with the highest enmity.
Heavy raidwide.
During the cast, the Lindwurm spawns 4 orbs from top to bottom on his left hands and 4 orbs on his right hands.
Exactly 2 of these orbs will be purple. The rest will be green.
The Lindwurm always spawns 2 orbs at a time. These two orbs may either both spawn on the same side or on different sides. Purple and green orbs can spawn alongside each other, even when both orbs spawn on the same side.
At the end of the cast, the Lindwurm begins to chuck the spawned orbs at players in the order they were created. The orbs target the players closest to the center of the Lindwurm's hitbox, with one caveat: the western orbs only target players on the west side of the arena and the eastern orbs only target players on the east side of the arena.
If two orbs spawned simultaneously on the same side, they target the closest and second-closest player on that side. If a purple and green orb spawned simultaneously on the same side, the topmost orb targets the closest player and the bottom-most orb the second-closest.
Both purple orbs are guaranteed to always spawn on the same side. It is not possible for a purple orb to spawn west and another purple orb to spawn east.
It is possible for all sets of orbs to spawn in same-side pairs. It is also possible for all orbs to spawn in opposite-side pairs. A mix of both is most common, in which case the number of same-side pairs and opposite-side pairs is equal on both sides.
All orbs are
Poison Resistance Down II
If any orb is left unsoaked (i.e. there is no living player on the west side when a west orb resolve or vice-versa) the orb explodes, wiping the party.
Note: All orbs (both green and purple) ignore the effects of invulnerabilities such as
Transcendent
Living Dead
Hallowed Ground
Superbolide
Holmgang
Wait outside the hitbox until it's your turn to take an orb (see strategies below to decide when whose turn is), then position yourself at the edge of the arena close to the Lindwurm, but not too close to the center to avoid clipping any player on the other side.
If you are soaking a same-side pair, the second player positions themselves just inside the hitbox to the south. Note that this will clip the hitbox ring, which is why it's important for all players who are not currently baiting an orb to stand dead-center at
After soaking an orb, exit the hitbox on the west or east and remain at
Inflicts all players with
Directed Grotesquerie
Bursting Grotesquerie
Shared Grotesquerie
spawns a blob on a random cardinal on the player's body. The blob turns alongside the player. At the end of the effect's duration, the blob shoots a conal AoE wherever it is facing (
Directed GrotesquerieHemorrhagic Projection ). triggers a simple spread AoE at the end of the effect's duration (
Bursting GrotesquerieDramatic Lysis ). triggers a 4-player stack at the end of the effect's duration (
Shared GrotesquerieFourth-wall Fusion ).
As they resolve, spawns 5 blobs around the arena that rapidly expand and explode (
Just after
Directed Grotesquerie
The role with
Bursting Grotesquerie
Shared Grotesquerie
Remember to turn around if necessary to point your blob towards the outside of the arena (or into the
After this resolves, the party stays on whatever side they currently are and seeks the
Poison Resistance Down II
Magic Vulnerability Up
The correct way to resolve
Visceral Burst would be for tanks to seek out the larger of the two safe spots (the other one is not large enough for the two tankbusters and is clearly intended to be used to houseFourth-wall Fusion ) but it just adds an unnecessary amount of mental effort and movement when tanks can just heavily mitigate orinvuln the tankbuster.If you really don't want to stack the tankbuster, you can designate one tank to always use their gapcloser to return to the Lindwurm right after
Burst resolves while the other tank waits a second untilVisceral Burst has resolved. There is a small window betweenBurst andVisceral Burst resolving which is why this works, but it's tight.
Heavy raidwide.
Inflicts all supports with
Bonds of Flesh α
Bonds of Flesh β
Next, spawns 4
Finally, the Lindwurm casts
Debuffs
Each individual
Bonds of Flesh α
Bonds of Flesh β
First in Line
Second in Line
Third in Line
Fourth in Line
When a set of
Bonds of Flesh α
Bonds of Flesh β
Unbreakable Flesh α
Unbreakable Flesh β
Breaking the tether triggers a
Magic Vulnerability Up
Unbreakable Flesh β
Soaking a tower inflicts
Poison Resistance Down II
Poison Resistance Down II
Magic Vulnerability Up
All players remain stacked in the center of the arena (ideally, do not move after being pulled there during
Unbreakable Flesh α
Unbreakable Flesh β
At this point, the
Unbreakable Flesh α
First in Line
Second in Line
Third in Line
Fourth in Line
Third in Line
Fourth in Line
Each
Unbreakable Flesh β
Unbreakable Flesh β
First in Line
Third in Line
Fourth in Line
Second in Line
Unbreakable Flesh α
Bind
Unbreakable Flesh α
Unbreakable Flesh β
Unbreakable Flesh α
Unbreakable Flesh β
Unbreakable Flesh α
Unbreakable Flesh β
Unbreakable Flesh α
Unbreakable Flesh βModerate raidwide. The Lindwurm sheds his arms and regrows them with two snake heads.
All players are inflicted with
Mitotic Phase
This spawns a blob on their body that always faces a specific cardinal, independent of character rotation. There are always two players whose blob faces the same direction.
Additionally, the Lindwurm plunges its two snake arms down, which then burrow through the arena in specific locations (
Shortly after the arena is partially destroyed,
Mitotic Phase
binds
Towers resolve while players are still
bound
Magic Vulnerability Up
Bind
Afterward, two giant snake heads rise from the ground in predetermined positions and fire a line
Two players per platform. Which platform players are assigned is based on the way their blob is facing. Each blob must face another platform. Additionally, both players must situate themselves on opposite corners of their platform (otherwise they'll clip each other with
When the cardinal platforms remain safe, it is imperative that the players on the north/south platforms vertically mirror their positions. This is because, in this pattern, 2 of each platform's corners touch another platform's corner. If every platform used the same player positions, it would mean that 4 players would clip each other with their
Heavy raidwide.
All supports are inflicted with
Rotting Flesh
Bursting Grotesquerie
Additionally, all players are inflicted with
Bonds of Flesh α
This mechanic begins similarly to
- The arena is still partially broken as a result of
Grotesquerie: Act 3 . - Instead of half the players being required to stack for
in the
Shared GrotesquerieRavenous Reach safe spot, the non- are now required to stand in the
Bursting GrotesquerieRavenous Reach AoE to cleanse . Like
Rotting Flesh , this is also a spread. Failing to cleanse
Bursting Grotesquerie inflicts
Rotting Flesh .
Damage Down
Bonds of Flesh α
Unbreakable Flesh αNote: Tether partners are assigned after the
Unbreakable Flesh α
Damage Down
Stack and move together for
The
Bursting Grotesquerie
Rotting Flesh
After both debuffs resolve, immediately rush to the center of the arena, to stack with all other party members while waiting for tethers to activate. Once tethers have activated supports rush west, DPS east to break the tether. Be aware that breaking a tether triggers a spread AoE on your position, so select a fixed position on the wall for every player to head towards. It's recommended to order players the same way from north to south as for
Bursting Grotesquerie
Moderate raidwide. The Lindwurm sheds his arms and regrows them with two hands.
During the cast, the Lindwurm spawns 4 orbs from top to bottom on his left hands and 4 orbs on his right hands.
Exactly 2 of these orbs will be purple. The rest will be green.
The Lindwurm always spawns 2 orbs at a time. These two orbs may either both spawn on the same side or on different sides. Purple and green orbs can spawn alongside each other, even when both orbs spawn on the same side.
At the end of the cast, the Lindwurm begins to chuck the spawned orbs at players in the order they were created. The orbs target the players closest to the center of the Lindwurm's hitbox, with one caveat: the western orbs only target players on the west side of the arena and the eastern orbs only target players on the east side of the arena.
If two orbs spawned simultaneously on the same side, they target the closest and second-closest player on that side. If a purple and green orb spawned simultaneously on the same side, the topmost orb targets the closest player and the bottom-most orb the second-closest.
Both purple orbs are guaranteed to always spawn on the same side. It is not possible for a purple orb to spawn west and another purple orb to spawn east.
It is possible for all sets of orbs to spawn in same-side pairs. It is also possible for all orbs to spawn in opposite-side pairs. A mix of both is most common, in which case the number of same-side pairs and opposite-side pairs is equal on both sides.
All orbs are
Poison Resistance Down II
If any orb is left unsoaked (i.e. there is no living player on the west side when a west orb resolve or vice-versa) the orb explodes, wiping the party.
Note: All orbs (both green and purple) ignore the effects of invulnerabilities such as
Transcendent
Living Dead
Hallowed Ground
Superbolide
Holmgang
Wait outside the hitbox until it's your turn to take an orb (see strategies below to decide when whose turn is), then position yourself at the edge of the arena close to the Lindwurm, but not too close to the center to avoid clipping any player on the other side.
If you are soaking a same-side pair, the second player positions themselves just inside the hitbox to the south. Note that this will clip the hitbox ring, which is why it's important for all players who are not currently baiting an orb to stand dead-center at
After soaking an orb, exit the hitbox on the west or east and remain at
Moderate raidwide. The Lindwurm sheds his arms and spawns several blobs, spreads, and a stack.
All players of one role (supports or DPS) are selected for
Blood vessel blobs drop from the sky in certain locations, leaving exactly two safe spots on opposite sides of the arena. One of these safe spots is tiny, the other is large enough for four
While these AoEs resolve, boss is regrowing his arms into either snake head arms or normal hands. After AoEs resolve, each type of arm executes a mechanic in the order the arm was grown.
- Snake head arms:
Serpentine Scourge (back-to-back halfroom cleaves) - Normal hands:
Raptor Knuckles (back-to-back knockbacks)
During the
The role with the stack dodges towards the small safe spot. The role with the spreads dodges into the large safe spot. Consult your data center's raid plans to determine how exactly to spread in the safe spot.
While this is happening, pay attention to the Lindwurm; specifically the order in which he regrows his arms. For snake heads, get on the side of the second arm grown. For normal hands, get to the corner on the side of the first arm grown.
Note that the knockback does not originate exactly from the corner of the platform but slightly in front of it. Use
Arm's Length
Surecast
Moderate raidwide. The Lindwurm sheds his arms and spawns several blobs, spreads, and a stack.
All players of one role (supports or DPS) are selected for
Blood vessel blobs drop from the sky in certain locations, leaving exactly two safe spots on opposite sides of the arena. One of these safe spots is tiny, the other is large enough for four
While these AoEs resolve, boss is regrowing his arms into either snake head arms or normal hands. After AoEs resolve, each type of arm executes a mechanic in the order the arm was grown.
- Snake head arms:
Serpentine Scourge (back-to-back halfroom cleaves) - Normal hands:
Raptor Knuckles (back-to-back knockbacks)
During the
The role with the stack dodges towards the small safe spot. The role with the spreads dodges into the large safe spot. Consult your data center's raid plans to determine how exactly to spread in the safe spot.
While this is happening, pay attention to the Lindwurm; specifically the order in which he regrows his arms. For snake heads, get on the side of the second arm grown. For normal hands, get to the corner on the side of the first arm grown.
Note that the knockback does not originate exactly from the corner of the platform but slightly in front of it. Use
Arm's Length
Surecast
Moderate raidwide. The Lindwurm sheds his arms and spawns several blobs, spreads, and a stack.
All players of one role (supports or DPS) are selected for
Blood vessel blobs drop from the sky in certain locations, leaving exactly two safe spots on opposite sides of the arena. One of these safe spots is tiny, the other is large enough for four
While these AoEs resolve, boss is regrowing his arms into either snake head arms or normal hands. After AoEs resolve, each type of arm executes a mechanic in the order the arm was grown.
- Snake head arms:
Serpentine Scourge (back-to-back halfroom cleaves) - Normal hands:
Raptor Knuckles (back-to-back knockbacks)
During the
The role with the stack dodges towards the small safe spot. The role with the spreads dodges into the large safe spot. Consult your data center's raid plans to determine how exactly to spread in the safe spot.
While this is happening, pay attention to the Lindwurm; specifically the order in which he regrows his arms. For snake heads, get on the side of the second arm grown. For normal hands, get to the corner on the side of the first arm grown.
Note that the knockback does not originate exactly from the corner of the platform but slightly in front of it. Use
Arm's Length
Surecast
If the Lindwurm is not brought below 15% HP by this point, it goes untargetable and casts
If the Lindwurm is not brought below 15%, it goes untargetable here and wipes the party.
The Lindwurm becomes untargetable and self-destructs. If brought to 1 HP before this point this deals mild damage to all players, otherwise wipes the party.
A'rhaeda Vhil