With Larodar the simple fights are over. The Flame Guardian blasts you with countless… well, flames and fire attacks. The ground is full of impacts, lava pools and other reddish effects. That doesn’t make constant avoidance any easier. Also, at some point you will run out of space and your healers will have to do a lot too. Because not only do players want to receive hit points, but also some of the additions – after you have laboriously reduced the hit points beforehand.
If you prefer a guide in video format, check out Stankie Gaming’s tactics video, which is also based on findings from PTR testing.
Phase 1 – The Circle of Flames
Let’s start with the simplest mechanics. Tanks are repeatedly targeted by FURIOUS ONSTREAM. At the end, the boss runs towards the tank and does a lot of damage to it. The subsequent debuff increases physical damage taken by 100 percent, which is why your tanks need to be replaced immediately afterward. The further the boss has to run to hit the tank, the less damage it takes. Therefore, the tank runs very, very far. Since the impact also deals area damage that decreases as the distance to the boss increases (heroic only), this is a doubly good idea.
The boss also summons Flaming Treants. They must be collected from the tanks and then you take them down as quickly as possible. But watch out for the melee fighters: the ents explode in a small radius when they die. Interrupt their spells and make sure the tanks don’t get destroyed by the treants’ increasing damage. Once Flaming Treants are dead, they become Charred Treants. They are now inactive and your healers must bring them back to 100% health to transform them into Restored Treants. Now the entities channel their energy and vital points into the seed of life, which is in the middle of the room. The Ents lose life points again until they finally die. Once the seed blooms, up to three players can click on it and form an Emerald Bond. This makes it possible to extinguish fire areas on the ground and thus remove them. You should definitely do this, otherwise you will quickly run out of space. By the way, in heroic and mythical mode you get a debuff, which is why several players have to play with the seed at a time.
In fact, fire surfaces come from different sources. Both the boss and the add-ons shoot at them and you have to constantly avoid them. But the third mechanic also leaves areas of fire: the SINGING ROOTS. These roots are summoned by the boss and slowly crawl, attaching themselves to random players. The longer they are alive, the faster they become. They also slow down surrounding players. In normal mode you can attack them immediately, in heroic mode you first need to touch them with the seed buff, which would otherwise remove the fire. After killing the roots, it’s your healer’s turn to provide them with life points again. When their health bar is full, they transform into a barrier of spikes. You need them for Larodar’s Ultimate: FLAMMING INFERNO.
When the boss reaches 100 energy, he unleashes his fury and deals extremely high area damage for six seconds. To survive this, you need to hide in a barrier of spikes, which reduces damage taken by 90%. The boss also throws a lot of fire around him and fireballs move towards him. If they reach him, the boss increases the damage he deals. If you pick them up, you will take a little damage, but you will get 20% more critical strike value for ten seconds. So it’s clear what you want to do.
Intermediate phase – Again without rebirth
When the boss reaches 40% health or casts FLAMING INFERNO three times, the middle phase begins. It’s easy for some and a real challenge for others. The boss remains standing and deals an immense amount of AoE damage over 16 seconds. At the same time, he slowly pulls all players towards him. Since you will take even more damage within ten feet of him and will almost certainly die, you will have to run into him. Your healers are all on standby and trying to keep you alive. Phase 2 then begins.
Phase 2 – Avatar of the Ashes
The second phase is much more straightforward and consists of killing the boss before you inevitably find yourself in the fire. Because the seed is no longer there and you can no longer put out the fire. Tanks must deal with a frontal attack that resets the healing received. Since the associated debuff does a lot of damage, the hit points have to come from elsewhere. Fortunately, with the debuff you can deprive surrounding players of their hit points and use them for yourself. After the tank switch, which should occur after the attack, you can position yourself alongside your fellow players if your hit points are very low.
In addition to many normal fire puddles, embers also rain. This manifests itself in red circles that players must intercept. If anyone stays inside, they will suffer damage. If there is no one inside, all players will take damage. Individual players are also subject to INFIGATION. This debuff absorbs a lot of healing and deals damage in an eight meter radius when it ends. If your healers manage to cure the debuff, nothing else will happen. If they fail, the player is stunned for ten seconds, but this can be removed by healers using Dispell. You decide whether you prefer to heal or disenchant.
Additionally, the burning entities appear again. They appear at the edge of the platform and run towards the center. Ideally, your ranged fighters will kill them before they get to you. If they still make it to the middle of the area, your tanks will have to collect them and everyone will have to be careful. Treants not only leave fire on the ground with each step (which quickly reduces remaining space), but they also explode when they die. And since they have a normal aggressive list, melee fighters and healers quickly fall victim to the trees’ melee attacks if the tanks don’t react quickly enough. Now it’s time to gather enough DpS to defeat the boss before you run out of space and burn miserably in the fire.