With Larodar, simple fights are over. The Flame Guardian hits you with countless… well, flame and fire attacks. The ground is riddled with impacts, lava pools and other reddish effects. That doesn’t make it any easier to constantly avoid him. Plus, at some point you will run out of space and your healers will have to do a lot of things too. Because not only players want to receive life points, but also some added ones, after having painstakingly reduced life points.
If you prefer a video guide, check out Stankie Gaming’s tactics video, which is also based on PTR test results.
Phase 1 – The Circle of Flames
Let’s start with the simplest mechanics. Tanks are repeatedly attacked with FURIOUS ONSTREAM. At the end, the boss runs towards the tank and deals a lot of damage. The subsequent debuff increases physical damage taken by 100 percent, which is why your tanks should switch immediately afterward. The more the boss has to rush to hit the tank, the lower the damage will be. 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. These must be collected from the tanks and then taken down as quickly as possible. But melee fighters should be careful: Treants explode in a small radius when killed. He interrupts their spells and makes sure the tanks are not destroyed by the treants’ increasing damage. Once Flaming Treants are dead, they become Charred Treants. They are now dormant and your healers must restore them to 100 percent health to turn them into restored treants. Now the ents channel their energy and life points into the life seed, which is in the middle of the room. The Ents lose hit points again until they finally die. Once the seed blooms, up to three players can click on it and form an Emerald Link. This allows them to extinguish fire zones on the ground and thus eliminate them. You should definitely do this, otherwise you will run out of space quickly. By the way, in heroic and mythic mode you receive a debuff, so several players have to play with the seed per turn.
By the way, the fire surfaces come from various sources. Both the boss and the attaches 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 crawl slowly, locking onto random players. The longer they live, the faster they become. They also slow down surrounding players. In normal mode you can attack them immediately, in heroic mode you must first touch them with the seed buff, which would otherwise remove the fire. Once you’ve killed the roots, it’s your healer’s turn to provide them with hit points again. When the health bar is full, they become a barrier of thorns. You need them for Larodar’s latest: FLAMMING INFERNO.
When the boss reaches 100 energy, he unleashes his fury, dealing extremely high area damage for six seconds. To survive this, you must hide in a barrier of thorns, which reduces the damage you take by 90 percent. The boss also throws a lot of fire around him and the fireballs move towards him. If hit, the boss increases the damage he deals. If you catch them, you’ll take some damage, but you’ll gain 20 percent more critical hit value for ten seconds. Then it’s clear what you want to do.
Intermediate phase – Again without rebirth
When the boss reaches 40 percent health or has cast 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 area damage over the course of 16 seconds. At the same time, he slowly draws all the players towards him. Since you will take even more damage within three meters of him and will almost certainly die, you should run against him. All your healers are on cooldown and trying to keep you alive. Then phase 2 begins.
Phase 2 – Avatar of Ashes
The second phase is much simpler and involves killing the boss before you inevitably find yourself in the fire. Because the seed is no longer there and a fire can no longer be put out. Tanks must face a frontal attack that reduces the healing received to zero. Since the associated debuff deals a lot of damage, the hit points have to come from somewhere else. Fortunately, with the debuff you can deprive surrounding players of their life points and use them for yourself. After the tank change, which should take place after the attack, you can position yourself next to your teammates if your life points are too low.
In addition to the usual pools of fire, embers also rain down. This manifests itself in red circles that players must intercept. If anyone stays inside, they will be damaged. If no one is inside, all players take damage. Individual players are also subject to INFIGATION. This debuff absorbs a lot of healing and deals damage within an eight meter radius when depleted. If your healers manage to cure the debuff, nothing else happens. If they fail, the player is stunned for ten seconds, but healers can remove this by using Dispell. Your decision if you prefer to heal or disenchant.
In addition, burning treants appear again. They appear at the edge of the platform and run towards the center. Ideally, your ranged fighters should kill them before they reach you. If they still reach the center of the area, your tanks must pick them up and everyone must be careful. Treants not only leave fire on the ground with every step (which quickly reduces the remaining space), but they also explode when they die. And since they have a normal aggro list, melee fighters and healers quickly fall victim to the trees’ melee attacks if the tanks don’t react quickly enough. Now is the time to gather enough DpS to defeat the boss before you run out of space and burn miserably in the fire.