Skip to main content

M12S - Grotesquerie Act 3

After finishing Act 2, the Lindwurm will wrap the phase up by casting Splattershed. Unlike The Fixer, this raidwide is survivable with just 1-2 mitigations, which is nothing compared to what you had to deal with before. Anyway, heal up and mit up as necessary.

Shortly after, the boss will cast Grotesquerie: Act 3. And just like the previous acts, this act will also come with its own set of debuffs.

DebuffDescription
Mitotic Phase

Once the timer runs out, the player will explode in a small AoE and also fire a blob of flesh in the direction that the tendril appendage is pointed towards. This blob of flesh will become a tower that needs to be soaked by another player.

Unlike Act 1, this appendage is fixed in one direction and will thus not rotate with your character's movements. The direction in which the appendage is pointed towards is distinct inside each group.

Feral Fission

Your party needs a setup which allows everyone to resolve each other's towers, while also being far enough from each other in order to prevent their AoEs from clipping each other. The boss will destroy the arena with Feral Fission and the way that the arena gets destroyed will also change how your party will be resolving this mechanic. Here's the two possible setups that is derived from the two possible ways in which the arena gets destroyed.


Cardinal
X
Intercardinal

In most cases, the DPS will be at NE while the support will be at SW. The only exception is the N/S platforms for the cardinal pattern, in which the support and the DPS players need to shuffle left/right. This is to adjust for the big AoEs, which are big enough that it overlaps other islands.

The way to identify whether it is cardinal or intercardinal is by looking at the corners of the arena. You want to be looking at whether there's an AoE in the corner edges of the arena, as shown in the image below.

Look specifically for the AOEs marked with a green arrow. If you can identify even 1 of them, then the pattern is cardinal. If not, then you can safely make the assumption its intercardinal. This is a downtime mechanic, so there's no excuses you can use if were not paying attention to the mechanics at hand.

What will also help in the resolution of this mechanic is to immediately go to your cardinal positions once the boss starts to destroy the arena. If you've determined that its intercardinal instead, then it would be a simple matter of just rotating clockwise to go to your positions.

After dealing with the debuffs, the platform will be partially restored.

Scourge

Two dragon heads will pop up in this arena, which is the focus of the next mechanic. First, each of these dragon heads will tankbuster the player closest to it with Split Scourge, which is a targeted line AoE. Second, the dragon heads will each fire a targeted AoE (Venomous Scourge) on the three furthest players after the tankbuster.

The way game8 does this mechanic is to have both tanks use their invuln on the buster, so that they also can soak the spread that comes after. This allows you to free up 2 non-tanks, which will be the healers, from having to do the mechanic. As a reference, since there is no castbar, the tanks can press their invuln around 2-3 gcds after the boss becomes targetable.


Cardinal
>
X
Intercardinal
>

Once done, the boss will wrap this act with The Fixer.