Introduction
Welcome to Method's guide for the Fellowship Pinnacle Dungeon: Xul, The Blood Monolith. In this guide we'll run through each of the trash mobs you will encounter, suggest which route you should path and finally, break down the boss encounter.
TRASH MOBS
Heskyr Brood
- Gushing Wounds: Leaps to the target, applying Gushing Wounds for 6 seconds which causes the target to take heavy damage upon movement.
Heskyr Zealot
- Twisting Slice: Fires an avoidable spinning blade towards the target that deals heavy damage, returning to the Heskyr Zealot after a few seconds.
- Frenzy: Applies a buff to itself and nearby allies that increases Damage Dealt by 20% for 10 seconds.
Stalking Grim
- Piercing Howl: Silences any player casting an ability when casting finishes.
- Blood Scent: Stacking aura that provides +10% damage, Haste and Max HP whenever something dies nearby.
- Sanguine Claws: Applies an 8-second stacking Bleed DoT on the target.
Sanguine Disciple
- Sanguine Ritual: Channeling, interruptible ability that targets a player, dealing ticking damage. Summons a Sanguine Sybling when finished casting or interrupted. Strength of Sanguine Sybling is lower if interrupted earlier.
- Animate Blood: Conjures pools of blood that players can stand on to remove, otherwise they will produce Clot Spawns which explode on death.
Heskyr Magus
- Blood Bolt: Blasts the Target with an interuptible bolt of damage.
- Sanguine Maelstrom: Channeling ability dealing large AoE damage every second.
- Crimson Barrier: Summons a Blood Crystal which reduces the damage taken of all within it. Move enemies out of it and then stand in it for Sanguine Maelstrom.
- Vascular Eruption: Targets a player with a debuff which gains an additional stack every second. Upon reaching 10 stacks, deals 35% of Target's maximum health. Must be dispelled.
Sanguine Echo
- Blood Bolt: Blasts the target with an interruptible bolt of damage.
- Shake It Off: Lobs many small globs of blood around itself, dealing damage to any players caught within the blast.
Heart of Rot
- Blood Boil: Applies a 10-second debuff to the target which deals heavy magic damage every 1.5 seconds.
- Drain Blood: Channels a beam at the target, dealing damage over time.
Sanguine Crusher
- Tank Slam: Slams the tank for AoE damage.
- Knockback: Deals damage in a large AoE, knocking all players back slightly.
XUL'VORITH, SENTINEL OF THE BLOODBOUND GATE
Xul’vorith, Sentinel of the Bloodbound Gate Abilities
Tank strike that hits for medium damage, applies a stacking debuff which increases damage taken from subsequent strikes by 10%. Every third strike is a 'final blow'.
Targets the tank with a frontal attack which also disables any active conduit caught within the blast.
Sucks all players in and then deals damage in an AoE around Xul'vorith after a few seconds. Also resets all Conduits, resets the Conduit Deactivated buff (+20% boss damage) and applies a new random Edict.
Xul'Vorith always has one of three Edicts active throughout the encounter, which changes whenever Xul casts Gatekeeper's Judgement.
Edict of Frailty: Reduces healing received of nearby players by 20%.
Edict of Burden : Slows the movement speed of players by 30%.
Edict of Isolation : Players deal damage equal to 10% of max hp to any nearby allies.
Summons eyes which spawn projectiles that damage players. Xul'vorith gains a stacking +20% bonus damage buff when deactivated until next Gatekeeper's Judgement cast.
Targets a player with with a debuff that applies a magic DoT that explodes upon expiry or dispel and should be soaked to share the damage. Xul'vorith gains a stacking +20% bonus damage buff when deactivated until next Gatekeeper's Judgement cast.
Deals ticking party-wide damage every 1.5 seconds until deactivated. Xul'vorith gains a stacking +20% bonus damage buff when deactivated until next Gatekeeper's Judgement cast.
Boss Strategy
HAN-ETH, SENTRY OF XUL
Han-Eth, Sentry of Xul Abilities
Spawns 1 Crimson Abomination, then 2 Heskyr Broods then 4 Heskyr Broods then 4 Heskyr Broods and a Crimson Abomination.
Important: Han-eth is invulnerable while a Crimson Abomination is alive.
Final phase which starts at 25% HP. Han-eth will deal damage to all players every 3 seconds until killed, with damage increasing by 2% every tick. Han-eth will also deal 10% of its current HP to itself with every tick, but cannot kill itself.
Sucks in all Clot Spawns and Greater Clot Spawns, causing them to explode for party-wide damage.
Han-eth conjures orbs which fan out through the arena. Players hit by the orbs will receive a stacking Vein Sprout debuff. At 3 stacks, Vein Sprout will produce vines which deal damage and reduce the movement speed of players standing in them.
Summon Creations (Clot Spawns): Creates 12 small pools which must be soaked (by running over them). Any pools not soaked will summon a Clot Spawn.
Summon Creations (Greater Clot Spawns): Creates 3 large pools which must be soaked (by standing in it for three seconds). Any pools not soaked will summon a Greater Clot Spawn.
Causes a beam to spawn across, and rotate around, the arena. Deals huge damage to any players it touches.
Boss Strategy
VEL'KORATH THE SANCTIFIED, VISION OF THE COVENANT
Vel’korath the Sanctified, Vision of the Covenant Abilities
Obtained by interacting with one of the Blood Altar in the corners of the arena. Grants the player True Sight to allow them to see the Blood Creation Illusions (Blood Wave) but also applies a DoT effect that deals damage every two seconds. Can be dispelled, and is lost each time One True Path is completed.
At 70% and 50% HP, Vel'Korath will spawn a blood maze that must be navigated by all players within 30 seconds. All players will temporarily gain True Sight and each player will have their own (different) maze to navigate. End the maze by all players reaching the end.
Applied to all players if the Blood Maze is not completed. Deals high damage every 3 seconds for 20 seconds.
Final Phase (25%)
Vel'korath spawns three Runes. Players with True Sight will be able to determine the 'safe' Rune which will have a golden glow. All players must stand in the correct Rune or else the party will receive a DoT which deals high damage and also the party will be unable to gain True Sight for the rest of the final phase.
Tank slam ability which applies the Contrite Weakness debuff causing subsequent casts to deal +20% stacking damage.
Final Phase (25%)
Randomly summons puddles all around the arena that explode and deal damage to anyone caught in the blast.
Spawns a wave of Blood Creations that pass through the arena, applying a DoT to any player that is hit, dealing heavy damage every 2 seconds. Players with True Sight can see which Blood Creations are an illusion to guide the party safely through the wave.
Ilusions target each player with a beam that deals high damage when finished casting to any player in the path. Players take double damage if hit by a beam that is targeted at an ally. Can be avoided by using an interrupt or stun.
Illusions cause party wide damage every two seconds until interrupted. Can be avoided by using an interrupt or stun.