A WoW dungeon quick reference guide for the dungeon "Spires of Ascension" in Bastion.
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Dark Praetor
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Jumps around away from the tank, and when he's outside of melee range of the tank he casts single target magic nuke at the tank.
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Etherdiver
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Can do a frontal thing, avoid. Puts a heavy magic DoT on the tank, healer needs to dispel. Also puts a non-dispellable damage debuff that does AoE damage to party members around you when it expires, so watch your range if you get it.
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Forsworn Castigator
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Spam casts an ability called [Dark Lash] which does heavy single target damage on whatever random party member they cast it on. It also casts another ability that is a dispellable DoT.
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Forsworn Champion
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Has a weapon that once he equips it should be purged/spell stolen to make him drop it. Tank can then pick up the weapon by running over it.
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Forsworn Goliath
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Does an ability called [Rebellious Fist] which does party-wide AoE that needs to be interrupted or it might 1-shot everyone on high fortified keys. On ~12-16s CD, so needs two people to rotate kicking it.
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Forsworn Inquisitor
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Seems to cast the same stuff as the Castigator. So single target nuke in [Dark Lash] and a dispellable DoT in [Burden of Knowledge].
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Forsworn Mender
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Has a buff that can be purged/spell stolen which makes it drop its weapon on the ground. The weapon can then be picked up by a party member (usually the tank). Also casts a heal called [Forsworn Doctrine] you can kick.
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Forsworn Squad Leader
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Has an aura that reduces allies damage taken by 75%. Have to kill it first. Has a frontal cleave with long length but narrow width.
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Forsworn Usurpers
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These supposedly have a decently powerful ranged attack, but weak melee attacks. The strat is to LOS behind the pillar near them and make them run to you. Tagging one will make all on a side come.
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Forsworn Vanguard
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They do a frontal cleave attack that follows the tank (so no dodging it).
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Note: You need 87.37% count before you take the angels upward after the 3rd boss.
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The trash before the last boss is in the form of 3 mini bosses.
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Killing a mini boss will heal the others and give the killed mini boss' ability to the remaining ones.
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There is a short window of time in which you can kill two mini bosses at once before they heal.
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Astronos
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Does an ability called [Charged Spear]. Will throw a spear at a party member's location (can target anyone but the tank) which pulses out orbs. The spear will shoot in 4 directions based on it's orientation. By keeping range and melee stacked in a nice vertical line (and moving the boss as necessary) you can ensure these always fire in a consistent direction and avoid them.
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Lakesis
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Does a frontal cleave. Just face away from the group.
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Two target fight. The bird will move around as it wishes, the tank should move the boss over to the bird for cleave.
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The boss does a frontal cleave.
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The bird shoots out projectiles in like an 180 degree arc.
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Need to position boss so melee won't get hit by bird, but boss won't cleave them.
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Don't run through the beam between the boss and the bird, will leave a heavy DoT on you.
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During the intermission, the boss will target a player with a blue arrow and throw a spear at them. They need to move away from other players because it's a 5 yard AoE. It will also leave a void zone.
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Tank the boss on the edges of the circle facing outside.
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Dodge the boss' frontal.
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The boss will dash to players, doing damage and leaving behind a Shadowhirl (void shooting zone). Possible there could be an optimal placement by having party members stand in certain spots?
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Supposedly the boss puts physical bleeds on players. It can be BoPed off if you have a paladin.
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Does a stomp on the tank, so don't be in the center of the boss' hitbox. Tank wants to be away from other players.
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When the boss targets players with [Empyreal Ordinance] (will put blue markers on everyone's heads) everyone should stack up. It will leave void zones.
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Move the boss out of the blue void zones or he gets buffed.
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When the boss runs out of energy he takes 100% increased damage.
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Someone will need to soak the orbs before they reach the boss during the burn phase. Each orb soaked will do an 8 yard AoE.
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At 70% and 30% the boss will enter an intermission in which you'll need to collect anima and put in into the collector thing, then shoot the boss down out of the air.
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The boss will periodically put a magic damage debuff on two people. It ticks for moderate damage and leave a void zone when dispelled. The healer should probably dispel these ASAP.
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Abyssal Detonation
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Devos will create a bomb with an expanding circle. When it explodes it will kill any players not protected.
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Archon's Bastion
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To avoiding dying to Abyssal Detonation, players need to get into the safe area created by an NPC.
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