|Current Record||9:56||by Snow Crows [SC]|
|Solar Bolt||Skorvald often throws a red orb which splits into three after each bounce. Every orb leaves a Burning field which deals high damage.|
|Horizon Strike||He marks orange triangles around him and blasts them counter-clockwise which deals high damage and Knockback. The orange zones themselves dont deal any damage but explode in order, practice the pattern and move into the first triangle after it is gone. Followed by Crimsown Dawn.|
|Crimson Dawn||Blasts the entire platform only excluding a small triangle behind him. Deals high damage.|
|Radiant Fury||Applies Blind and Burning to all players it hits and damages allies around them. Recognizable by diminishing red circles around every player, dodge when they collapse. Also sends out a Solar Discharge shockwave with Stun from Skorvald.|
|Warp & Spiral Strike||Skorvard teleports to the target location and executes a spinning strike which damages players and applies Knockback. Also sends out a volley of bolts. Noticeable by a large bomb icon above a player.|
|Punishing Kick & Cranial Cascade||Both attacks release a blast of chaotic mists with high damage and Knockback. Punishing Kick generates a line in front of him, Cranial Cascade a cascading triangle.|
|Rush||Only below 66% health. Skorvald fixates on a player and charges through him from one edge of the platform to the other.|
|Focused Rage||Only below 66% health. Basically a larger version of _Cranial Cascade _. Skorvald marks a player with a cross-hair and blasts a large orange cone for high damage and Knockback. The marked player should turn Skorvald away from other players, during the last second of the animation he does not follow the target anymore and it is safe to step out.|
|Solar Bloom||Only below 50% health. Solar Blooms spawn on the platform which need to be knocked back by damaging them. They fixate on the closest player and explode for high area damage and Knockback, keep them away from the party.|
|Beaming Smile||Only below 50% health. Skorvald teleports to a random location and summons three large and deadly laser beams. Move out to prevent instant death. He also projects a white beam onto players inflicting Fear and Blind if you face him upon triggering - simply turn away to avoid it.|
|Solar Cyclone||Only below 33% health. Skorvald starts spinning counter-clockwise and releases conical shockwaves similar to _Cranial Cascade _. There are small safe-spots between each shockwave, learn to stand inside them to avoid the high damage and interrupts.|
|Combustion Rush||Only below 33% health. Elite Flux Anomalies start charging through players and Knockback, indicated by a large arrow on the platform.|
The key to the fight is fast crowd control, as breaking Skorvald's Defiance bar prevents most of the mechanics. Immediately break it at the start and bring him down to 66% health.
At 66% and 33%, Skorvald becomes immune to damage and the party has to kill four Elite Flux Anomalies to proceed. They spawn on the islands in the Southwest, Southeast, Northeast and Northwest and have to be killed subsequently in that order - the party can use air turbulences to travel between the islands. The Anomalies dont have much health (170.244 HP) but knock players back with shockwaves. Pay attention to the animations and position yourself between Anomaly and wall.
It is worth placing a portal on the main platform and opening it immediately when you reach the 4th Elite Flux Anomaly to deal more damage to Skorvald before he continues his attacks, especially at 33%. Do not take the portal back to the boss before the add has landed its first jump. Otherwise it will leap out of all the damage zones and not die in time for your nuke.
Below 33% health, Skorvald goes berserk and starts his rotating Solar Cyclone attack. Keep your Stability skills for this part. Practice the safe spots and keep the Solar Blooms away from the party, a Druid is the perfect candidate for this job with staff auto-attack but be ready to dodge if it explodes in party range.
After about 30 seconds, Skorvald starts a huge laser beam attack (Beaming Smile) and regains his Defiance bar, if he is not dead yet break the bar and finish him.
Chronomancer is not easy for a beginner, so it'll take some time for you to learn this properly.
I believe in you.
For these PUG strategies I will always assume that this is the composition you'll be running: Chronomancer, Warrior, Weaver, Weaver, Holosmith/ Dragonhunter/ Soulbeast
Since triple Weaver is extremely hard to pull off in a group that is not organized due to the lack of crowd control, a Dragonhunter/ Holosmith/Power Soulbeast helps shorten the crowd control gap and brings Vulnerability to the fights.
Druid is bad, it does not do enough crowd control, it does almost no damage and post nerf spirits are subpar aka not worth using over another DPS profession.
The common misconception is that if you run with a Druid no one in the group will ever die thanks to the heals, while this might be true in some cases, we've found that if the boss dies faster, it's far less likely that your group will wipe.
Keep in mind that this has nothing to do with elitism or try-hard, most bosses become very hard to kill if you waste time, look at Arkk for example, at 30% after the triple beam attack, if Arkk isn't dead by then he'll start spawning 3/4 mechanics at the same time that are hard to deal with if you're not experienced.
In this guide I am also going to assume that you're running the proper gear/food and that your Chronomancer basics are solid, with an emphasis on not wasting your concentration proc when swapping weapons.
Weapons: Sword – Shield / Pistol
Since PUGs are notoriously bad at using crowd control, you'll be opening this fight with this sequence:
(MID )> -> -> END -> +-> SWAP ->
and then Signet + wells without casting a phantasm, since you'll be using thaton the first island along with a distort () to share Aegis and prevent getting hitby the stomp attack from the first Elite Flux Anomaly.
Islands are pretty straightforward. You ALWAYS want to cast wells before other skills, so that people won't miss them.
When you're back on the platform it'll be simple for you, use your , wait for Skorvald to do his 3 attacks and then you can your wells and , while not forgetting to swap weapons to proc your concentration sigil (im assuming your group dps is slow enough to have your up in this phase) .
When the Defiance bar is back up use your and with possibly more than one clone to crowd control as much as you can because your group will be too busy tunneling on their arc dps to see who is gonna win the ego war, hence forgetting to crowd control.
Here we go again
Follow the same steps above and remember to shatter and use a phantasm to activate passive when you get back to Skorvald before he does his knockback attack at the end so you can share some Stability.
This guide is aimed for 5 players that are already very solid individually but want to take it to the next step in fractal encounters.
These are also strategies aimed for smooth and fast daily runs, not speedrunning records.
Do not attempt these strategies while in a PUG (for your own mental safety).
This fight is almost exactly 1:1 with the PUG strategy .
The only difference being that in an organized group,the damage should be so high that you will not get your back up at 66%, hence you should do doubleQuick Well and on the 2nd Island after 33%.
Note for Power Chronos: You can swap with if your group DPS is high enough.
Help pre-stacking by using and at Mistlock Singularity. While running towards Skorvald already place both banners.
Continue with standard rotation:
Elite Flux Anomalies (66% and 33%) are not affected by No Pain, No Gain. Take the portal at the last Elite Flux Anomaly and pre cast on Skorvald. If is still on cooldown (66%), use and as soon as Skorvald is vulnerable. Make sure one of your DPS stays behind to kill the fourth Elite Flux Anomaly.
Refresh your banners before the 33% phase and as always try to adapt your rotation to what is currently needed.
Attacks reliably triggering : Horizon Strike, Rush, Punishing Kick & Cranial Cascade, Solar Cyclone and Combustion Rush.
Start on Mace/Mace (, , , , ) and continue with standard rotation.
Keep in mind that you have to kill the 4th Elite Flux Anomalies (66% and 33%) before using the portal to Skorvald's platform.
Use the standard Air Opener with a pre-cast from taking the Mistlock Singularity for high damage groups or the Earth/Fire Opener with low damage groups. If your group damage is mediocre you should finish the first phase in / with a in your hands. Drop the hammer, use to get faster to the air tubulence. Attune / and start casting before jumping in the air turbulence, you will finish casting it mid air. Attune / and use . Stay in / and finish the Elite Flux Anomaly with if it is not dead already.
NEVER cast on the first Elite Flux Anomaly before at least one player is on the island, since it will cast the fire aoe that might kill players before they can move after using the air turbulence.
Cast and already on the second Elite Flux Anomaly while it is evading, attune to / and begin to cast so that it instantly hits, when the evade ends. You will have to jump over the shockwave. Hit the Elite Flux Anomaly with . If it is not dead yet attune / and cast a new . Attune to / before taking the next air turbulence. If you are the first on the island or still have Aegis you can also cast . This is only worth it, if you can channel the skill without being interupted for at least half of its duration.
Start with on the third Elite Flux Anomaly followed by / and . If the Chronomancer places his wells on this island dodge twice to avoid getting knocked out of the wells. Attune to / before leaving the island.
Place a on the last Elite Flux Anomaly and take the portal back to Skorvald (not before the initial jump attack has ended or it will leap out of the s) while summening your (you can also hit the Anomaly with before porting if it still has to much health). Usually the Warrior or one of the DPS will kill the last Anomaly with the help of your . Keep the last Anomaly in your target to time your burst according to how fast it dies. Start your cast in this order: -> -> . Ideally, is finished casting the second Skorvald becomes vulnerable again. Continue with , , , , /, x3, 1x chain. You can place another and cast maybe two additional before Skorvald starts charging over the platform.
If everything goes smoothly, Skorvald will be at 33%. Repeat the aforementioned starting from . Otherwise start by pre-casting in the middle after Skorvald's second charge and continue your rotation accordingly.
For the try-hard version you want to play with three air Weaver. The advantage of this composition is that your Chronomancer can use Inspiration Domination, which increases Alacrity uptime and allows you to burst again 3-5 seconds earlier. The disadvantage is that you constantly have to keep an eye on your groups Might uptime. But for normal daily runs you will probably have your burst skills ready anyways since you most likely lose those 3-5 seconds during the 66% or 33% split or due to the nerfed Weaver damage. Under ideal circumstances the time difference is between 8-10 seconds.
After Skorvald is dead, take the portal to the East and take the left portal in the control center area. You can activate a to walk during the cutscene and save some time.
You gain a new special action key:
Nova Launch. For the moment, it is a 2100-range teleport with stunbreak that blocks the next attack (1.75s Aegis). Its cooldown refreshes after you bounce a Globolla Marble.
You will encounter several glass mobs on the way to the second boss, there are no differences to the regular Shattered Observatory. After the first group of mobs, you will have to bounce a white Globolla Marble nine times with your head to progress.
If you have a spare or , you can skip directly to Artsarriv using this cut, otherwise use your
Nova Launch on the next platform to jump to the elite mob and kill it to proceed to Artsariiv.
Artsariiv summons copies which split into smaller clones upon death, they use martial arts skills, Knockdown, shoot shocking projectiles and apply a lot of damaging conditions. Discuss whether you kill all adds (safe tactic) or not.
Assign a player for the Globolla Marble bouncing (typically the Warrior) and a backup in case the main bouncer gets Corporal Reassignment.
You will need a lot of crowd control skills, consumables like and are very strong here.
|Beaming Smile||Similar to Skorvald below 50% health, Artsariiv generates three large laser beams and projects a white beam onto players which inflicts high damage, Blind and Fear. Turn away from the source to prevent application.|
|Astral Surge||Artsariiv spawns a lot of small point blank area of effects (PBAoE) on the ground which deal medium damage, try to stay out of them when the inner circle reaches the outer.|
|Corporal Reassignment (Doom)||Designates a player for timed explosion, recognizable by a red skull above the target and a large notification message. The player must seek containment inside the white bubble in the center area or will kill himself and allies.|
The white bubble is only available after the respawning Temporal Anomaly is killed.
This is the highest priority for any damage dealer.
|Solar Discharge||From time to time, Artsariiv switches her location and moves to another corner. When doing so, she jumps over the platform and emerges a single Solar Discharge shockwave which applies Knockdown. This ability can be jumped over.|
|Red Marble||Artsariiv throws a lot of red orbs during the fight, watch out for a large Red Marble surrounded by red orbs - it deals Knockdown and deals medium damage. Unfortunately reacting in close melee range is nearly impossible. You can utilize reflects against the various orbs.|
|Slam||Deals Knockback and deals damage in a short range around Artsariiv. Recognizable by an orange circle around her, simply dodge it.|
|Mib Ring||Artsariiv herself and all her clones during the intermediate phases create a purple miasma field inside their hitboxes, dont stand too close to avoid damage.|
|Globolla Marble||Only below 66% health. Artsariiv throws a huge, white Globolla Marble which needs to be bounced back to her. The next position of the marble is always indicated by a large white circle, the next but one position by a smaller white circle.|
Immediately after the fight starts, Artsariiv channels her huge triple-laser attack Beaming Smile (similar to Skorvald at low health). Do not get caught within those lasers and turn away from her to prevent Blind and Fear.
Kill the first Temporal Anomaly to spawn a containment for Corporal Reassignment and cleave the first set of clones. When you feel safe enough, move northwest to Artsariiv, break her defiance bar and bring her down to 66% health.
At 66% and 33% health, Artsariiv splits up into five and nine clones respectively. Those clones can't be damaged and only despawn when their defiance bar is broken. All party members get resurrected afterwards, so don't waste time on dead players.
The central clone has the highest priority as it shoots additional damaging orbs. Also pay attention to the single Globolla Marble during the CC phase, if it isn't bounced it deals medium damage to the party.
After the crowd control phases are over, Artsariiv reappears in the middle of the platform and conjures an Obliterate attack and multiple orange void zones which need to be dodged. She also does her Beaming Smile attack similar to the start of the fight. Kill the respawned Temporal Anomaly and clones (optional) before switching to her again.
Below 66% health, Artsariiv throws a large Globolla Marble from time to time which needs to be bounced back to her over nine locations. Failing to bounce usually results in a party wipe, choose a reliable player beforehand to solo this (usually the least important profession - Warrior).
After the fight is over, take the portal in the North and move forward to get to Arkk.
Weapons: Sword - Shield / Focus
In this guide I am assuming that your group dps is low enough to get your back at 66% and 33%
When the fight begins you will be facing the middle of the platform waiting for Artsariiv to cast Beaming Smile so that you can move in and kill the 2 adds that spawned.
Use and to get some boons on yourself and proc the passive by using your phantasm (targeting the boss // make sure it's not invulnerable anymore) near your group to share boons at the beginning.
Then, while the Artsariiv is bouncing to her corner, swap to shield and do a sword 3 to get a clone up , then quickly cast as follows:
(MID ) -> -> -> -> END-> -> + +
This is because you want to crowd control Artsariiv as much and as fast as possible with the double .
To increase the group's chance of survival you should also place a between Artsariiv and the group, so that the orb autoattacks will be reflected.
DO NOT SKIP THIS STEP
After the crowd control phase is over , even before Artsariiv is vulnerable (when shes in the middle of the platform), you have to and share with . We do this because Weavers will start casting here and if they dont have any Quickness while doing so, they'll right click your name and report you for botting.
DO NOT SKIP THIS STEP
Then go to the next corner and do all your rotation on the boss, including in (without forgetting to between the group and the boss to reflect) as your Warrior will be jumping for the marbles.(Dont forget to heal your group with , dont use it in a selfish way or they will go down) .
Repeat the same for 33%-In the last phase you can use your out of , if is not back up yet.
In the beginning of the encounter we use the "nuke" strategy that you can see in our speedrun videos. The point is that you completely skip the first Temporal Anomaly by phasing Artsariiv (66%) before the explosion. Even if you don't make it because something prevented you to deal proper damage, I believe tanking the first Corporal Reassignment is still worth it, you'll just have to kill the Temporal Anomaly in the next phases.
1: Stack 3 clones on Artsariiv before activating it (Using or ).
2: Activate Artsariiv.
3: The entire group uses special action to the corner.
4: everything while keeping + as the last skill you will cast in so you can do a 2nd one to crowd control Artsariiv at start.
If the Defiance bar is broken slowly you will fail. ( Your Warrior / Soulbeast will help you out here)
Special action to the corner the boss is moving to.
You can use your here outside of , along with your and eveything else that isn't on cooldown.
Protect your team by placing a (Traited) between them and Artsariiv to reflect the ball autoattacks.
Since you will have your up here, while staying close to the group you should + (passive ) inside while staying in range of your team. Keep everything else for the next part.
Simply spam all of your cooldowns, , reflect and kill Artsariiv as the Warrior will be bouncing the orbs.
Note for Power Chronos: You can swap with for a large DPS increase if noone else is reflecting the projectiles.
Place banners at the corner of the platfrom where Artsariiv is going to be and help pre-stacking with and at Artsariiv.
Use as soon as the fight starts and already remove Artsariiv's boons with and while Artsariiv is channeling Beaming Smile.
Nova Launchto the corner where the fight is about to take place and block Solar Discharge with . , (if Defiance bar won't be broken with , use , and ), , , , , , , , , and .
66% and 33% use consumables (, and / / ) to break Defiance bar of the 5 / 9 clones.Use , and as soon as Artsariiv is attackable, dodge the large AoE circle and immediately use .
Nova Launchto the corner where Artsariiv is about to be and block Solar Discharge with and continue usual rotation unless you have been assigned to do the marble bounce.
Nova Launch. Otherwise use
Nova Launchto get to Artsariiv, position yourself already at the firstcircle for the marble which always spawns close to Artsariiv, allowing you to still attack. Note that you only have a very small window between first and second bounce to strip her of boons unless you have ready.
Attacks reliably triggering : Astral Surge, Solar Discharge and Slam.
Use as soon as the fight starts and already attack while Artsariiv is channeling Beaming Smile.
Nova Launchto get to the corner where the fight is about to take place and jump over Solar Discharge.
66% and 33% use consumables (, and ) to break Defiance bar of the 5 and 9 clones respectively.Use , , , and as soon as Artsariiv is attackable, dodge the large AoE circle and immediately use .
Nova Launchto the corner where Artsariiv is about to be and avoid getting hit by Solar Discharge. Continue usual rotation unless you have been assigned to do the marble bounce.
Nova Launch. Otherwise use
Nova Launchto get to Artsariiv, position yourself already at the first circle forthe marble which always spawns close to Artsariiv, allowing you to still attack her.
Nova Launchto the corner where Artsariiv is about to be and avoid Solar Discharge. Place both your banners at Artsariiv and continue your usual rotation unless you have been assigned to do the marble bounce or you are doomed (/gg as doomed).
If your group damage is low you can use two times per phase, pre-cast the first one in the middle in /. Always place at least a on the Temporaly Anomaly before using
Nova Launch to Artsariiv. You can already attune to at the Temporaly Anomaly and burst it with before continuing with on Artsariiv.
crowd control Consumables are strongly recommended for this encounter.
In the first phase three s or one and a break a clones Defiance bar. In the second phase one or two s break a clones Defiance bar. The reason you want the consumables for fast crowd control is this: If your crowd control phase is fast enough, your boons will still be up when Artsariiv becomes vulnerable again, leading to much higher damage, shorter fights and less chance to wipe to bad instabilites.
Nova Launch to either your assigned clone or the clone no is at and break its Defiance bar fast. Switch to / and pre cast in the middle , , /, , and so on (If your Chronomancer is daydreaming and you have no Quickness skip unless you were very fast in the middle).
Also keep in mind if you do not go for the nuke in phase one that this is the first boss where you can use the
Nova Launch to get all in the bosses hitbox.
For the nuke strategy you want to damage Artsariiv to 66% before the the initial Corporeal Reassignment triggers. To achieve this you stack Might in the middle and have Artsariiv channel Beaming Smile in the opposite direction of where she will go afterwards, to make sure you won't get hit by it.
Pre-cast and in the middle. (You can hit Artsariiv with one before you have to
Nova Launch to the first spot), to avoid being hit by Beaming Smile.
Now summon your followed by , then cast and on Artsariivs landing spot followed by attuning to /. Follow this with and your normal air opener. (You can use here for more burst and better range options ( Social Awkwardness)). You want to time here so that you finish your cast, right after jumping over Solar Discharge. Or if you trust your Chronomancer you can skip the jump for more damage. The ideal opener should look like this.
After all the nerfs the nuke window is pretty tight and you will only succeed if your whole party does everything correct. If either the boons, the crowd control or damage is slightly late, Corporeal Reassignment will trigger.
Note: Advanced statics will not need 3 for the nuke in phase 1 and can keep it for higher damage in phase 2. Especially if your whole group has
Fractal God you can manage the nuke without a single in phase 1.
If your damage is particular high use in phase 2, to have ready in phase 3.
Advanced groups can let the second Corporeal Reassignment trigger and gg the third to save time. But if you failed the first nuke always make sure to kill the second Temporal Anomaly. Also sometimes there are communication issues, so if you have the third Corporeal Reassignment always check if someone killed the Temporal Anomaly, before killing yourself.
Use against the multitude of projectiles, especially against the the orb attacks from the two Elites at the beginning and from Artsariiv before her Slam attack.
Arkk is the third and final boss of the fractal. An attentive player may have noticed the
Nova Launch special action key became even stronger now, doing medium damage, a 200 Launch and executing a Blast finisher. Thanks to this, other crowd control skills are negligible for this fight.
In contrast to the other enemies in this fractal, Arkk belongs to Scarlet's army and works against him (confirmed as of 2018/02/06 patch).
Arkk himself has no melee attacks, but a lot of abilities which can make the fight rather chaotic for inexperienced groups. However, all damage can be avoided and therefore a healer is not mandatory. More party DPS means less boss mechanics.
|Blinding Radiance||Similar to the other bosses, Arkk has the white beam ability which damages players facing him and inflicts Blind and Fear. It is easily recognizable by a large eye icon above Arkk. If you have problems receiving damage despite looking away, try to wiggle left/right while turned away to minimize the risk.|
|Solar Fury & Solar Discharge||Arkk prepares this ability by conjuring a large red orb above his head. When the orbs disappears (after ~4 seconds), he launches bouncing orbs towards every player, leaving a Burning fire field after each bounce. At the same time, he emerges a stunning Solar Discharge shockwave which needs to be dodged or jumped over.|
The orbs from this attack can be reflected to prevent the fire zones on the floor from spawning. If your party has no reflects, every player needs to use
|Corporal Reassignment (Doom)||The same mechanic as on Artsariiv. Designates a player for timed explosion, the party has to kill a Temporal Anomaly (56k HP) to spawn a containment for the target.|
|Temporal Realignment (Green)||Similar to the green circle mechanic on Vale Guardian. Designates a player to take 80% of their health in damage, split between any nearby allies. Try to have at least three players inside the green circle. If no other player is inside the circle upon collapsing, it detonates the whole party.|
|Focused Rage||Similar to Skorvald, Arkk marks a player with a crosshair and blasts the area with damage and a Knockback. If you are marked, turn Arkk away from the other party members and the white containment bubble and move out during the last second of the animation.|
|Horizon Strike & Diffractive Edge||Again, a mechanic taken from Skorvald. Arkk marks orange triangles around him and blasts them counter-clockwise. The first triangle is always the first to be blasted.|
Diffractive Edge is basically the same ability, it just blasts all triangles at the same time but leaves a small safe spot behind Arkk.
|Starburst Cascade||Only below 60% health. Arkk sends out a wave of cascading energy across the platform, applying Float to every player caught inside. This ability can be jumped over.|
|Disappearing Platforms||Only below 40% health. In the final phase of the fight, random platforms temporarily disappear. If you fall through the ground, you will get teleported to above and start falling down - use your |
|Solar Stomp||Only below 40% health. Arkk vanishes in dust evading all attacks, when he reappears he stomps the ground, damages nearby enemies, executes a Knockback and sends out a volley of bolts. Be careful to not let it push you off the platform.|
|Rolling Chaos||Only below 40% health. Recognizable by a small red arrow emanating from Arkk. Launches a rolling red marble in the designated direction which deals high damage.|
|Beaming Smile / DDR||Only below 30% health. Similar to the previous bosses, Arkk summons three large laser beams while simultaneously projecting the white beams onto players. Move out and turn away.|
Immediately when the fight starts, turn away as Arkk uses his Blinding Radiance ability. Always prioritize the respawning Temporal Anomalies, you only have a short time window to kill them before the player designated for Corporal Reassignment explodes. The doomed person can see a white circle collapsing below the Temporal Anomaly, the moment it completes the explosion goes off.
A lot of the mechanics can occur at the same time, practice to avoid every single one.
Before triggering the Solar Bloom phases, you might want to wait for another Temporal Anomaly/Corporal Reassignment combination to prevent chaos during the intermediate phase.
A common strategy is to assign four players to the spawning locations in the North, East, South and West, as the Solar Blooms fixate on the closest player a few seconds after their spawn. Players take aggro of their designated Solar Bloom and kite them clockwise to the next pillar on the right. You can also use direct damage skills to push back the Blooms.
The fifth, remaining player should be a DPS ready to take out a possibly spawning Temporal Anomaly during the phase. This player must also be ready to join the player with the green circle.
After every Solar Bloom phase, Arkk's defiance bar has to be broken immediately or he kills all players. Use your
Nova Launch ability for an additional Launch if you are short of crowd control skills.
At 70% and 40% of Arkk's health, the party gets teleported to another dimension where you have to fight the Elite Archdiviner from the Cliffside Fractal and the Elite Brazen Gladiator from the Chaos Isles Fractal respectively.
Both bosses behave similar to their real version and are surrounded by four mobs (Cultists/Golems). Try to kill the adds before finishing the boss as they follow you back to Arkk. Remember the party-wide Daze if the third auto-attack of the Gladiator hits someone. The Elite Brazen Gladiator also does his huge pull attack below 50% health, prepare your
Nova Launch skill to break his breakbar then.
Below 40% health, random platforms start disappearing temporarily. Due to this mechanic, space is very limited and resurrecting a downed player is nearly impossible.Sometimes Temporal Anomalies spawn on vanished platforms which makes the fight even more challenging.
The most important thing is to keep calm. Remember that every single ability can be avoided,
Nova Launch the Solar Fury orbs, jump or dodge through the Starburst Cascade and Solar Stomp attacks, turn away from the Blinding Radiance and move accordingly to the Horizon Strike pattern. Keep a cool head and finish the fight!
Think of Arkk as a golem that becomes invulnerable once in a while, if your Chronomancer basics are solid, your uptimes should not be a problem.
Regardless of that, there are a few things you should keep in mind:
Exactly the same as PUG Arkk.
This encounter is generally more intense for your Weavers, as they have to manage cooldowns properly while dodging mechanics that one-shot them. Please be patient if they start cursing in voice chat. Always keep a positive mental attitude.
Place banners already on Arkk's platform if your group does one /gg before. Help pre-stacking at Mistlock Singularity with and . Usually one of the DPS is responsible for slaying the Temmporal Anomaly, nonetheless payclose attention to it and assist if necessary. Dont forget to use
Nova Launch to circumvent the effects of Arkk's Solar Fury and Solar Discharge.
Start pre-casting while teleporting to Arrk's platform and follow standard rotation. At 80%, 50% and 30%, respectively, swap to Dagger/Axe as soon as Arkk turns invulernable and position yourself at one of the sides where a Solar Bloom is about to spawn. Since your attacks are solely melee, its recommended to already position yourself close to the designated pillar (its common to push Solar Blooms clockwise) and just wait for it to come to you so you can easily push it into the pillar with a single attack. Once Arkk starts channeling Force of the Nightmare, use
Nova Launch on Arkk to add additional Defiance bar damage, remove boons immediately with , and and continue with the usual rotation. Conserve your for when Arkk returns to the platform after 40% to remove Arkk's boons and counter the Solar Fury (you dont want the last remaining platform close to Arkk (Disappearing Platforms} covered in burning oil). For the Elite Archdiviner (70%) and the Elite Brazen Gladiator (40%) stay on Dagger/Axe for immediate boon removal on them as well as on Arkk afterwards.
Attacks reliably triggering : Focused Rage, Horizon Strike and Diffractive Edge.
Start on Axe/Axe and just follow the standard rotation. At 80%, 50% and 30% position yourself at one of the sides where a Solar Bloom is about to spawn. Since your attacks are solely melee, its recommended to already position yourselfclose to the designated pillar (its common to push Solar Blooms clockwise) and just wait for it to come to you so you can easily push it into the pillar with a single attack. Once Arkk starts channeling Force of the Nightmare, use NovaLaunch on Arkk to add additional Defiance bar damage and continue with the standard rotation.
Always place a on the Temporal Anomaly and use as backup. If you aim your correctly, it hits both Arkk and the Temporal Anomaly. The same is true for in half of the spawn positions.
If your damage is good enough, you can skip the second and fourth Temporal Anomaly by nuking Arkk to 70% and 40%. With good damage and fast Solar Bloom phases you can also skip the fifth Temporal Anomaly by nuking Arkk from 30% to 0. Never cast or during the intermediate phases, instead wait and reopen with them on Arkk.
The ideal way to finish Solar Blooms fast, is by standing at 45 degrees to it and hitting it with two auto attacks.
Pre-cast and at the end of the Solar Bloom phases on Arkk, followed by .
Note that you can abuse and get all hits into Arkk by using
Nova Launch on yourself immediately after starting the whirl.
Keep in mind that your
Nova Launch does damage now, so make sure you always hit the boss and or adds if you are forced to use it.
Also since Arkk has extremly long break phases (10 sec), is very strong in the 20% and 30% phases.