Argus is a 4 Phase fight with a variety of mechanics.
- Face away from raid and swap when debuff falls off at 3 stacks.
- At 100% he will target a random player and place a cone of . The raid should stack up tightly behind him and move to one side when the cast begins. After the cast stack back up as close to the edge of the previous . The raid will make their way around the room as it fills up.
- Places on random players. Debuffed players should move straight back to the edge of the room to place the patch of when it expires. Move as far back as you can to give other players who get the debuff later more room.
- Healers should watch for this in case it overlaps with other abilities.
At the begining of the phase Argus will cast clearing the room of . All players must collapse to the center of the room, being sure to not stand in front of boss. After the storm fades boss should be moved to the edge of the room.
Every minute the current tank will get that will buff any nearby players with .
- At 100% Argus will place 2 and 1 debuffs forcing players to move away to prevent damage from and to the raid. Do not move out of range of healers until the debuff is about to wear off.
One player will move to the far end of the platform, while the second moves to one side of the platform.
The player will move to the other side of the platform. The tank with will move with the player and use to soak their damage using a defensive cooldown.
From now on when Argus reaches 50% energy he will do additionally place 2 debuffs that must be handled the same way.
- Make sure you are not in any other beam and stand still to allow other player to avoid the attack.
- 2 adds cast this at one time. They must be interrupted or they place on a player.
- While this is interruptable, it is far more important to save those for .
Periodically two of the adds will get weapons and need to be tanked. Adds with weapons deal increased melee damage but lose their other abilities. These adds can change and must be picked up quickly and moved into position
15 seconds into the phase is cast increasing the damage each add takes by 200% from a specific type. Starting from the norther position going clockwise the types are: physical, fire, shadow, arcane, frost, nature, and holy.
Be sure to use both potions before this phase as all buffs and cooldowns will be reset.
All players start in the dead side and will move to the tree to go live side. Running into adds in the dead side will cause so avoid them.
Using the tree depletes its energy. If it is used with no energy it will gain which the healers can try to heal through.
- Must be interrupted…or not. your choice. Will be cast when all players are dead side.
- One tank will tank forever, or at least as long as they can. It seems on normal the debuff does drop off like in previous phases.
Orbs will spawn and channel draining their health and creating an expanding zone underneath. At 0 health they will cast . Stay out of zones and deal damage to keep them small. Each subsequent cast will have 1 more orb spawn.
- Back from phase 2. Players will once again have to move out to the same positions however player will have to soak it all alone :‘(.
- Back from phase 1. Healers should once again watch out for dangerous overlaps such orb explosions or soul detonations.