The Raid Fight
Engaging the boss, what each job does, kill order, raising the dead, and how a run pauses or ends.
On this page: Engage · Fight roles · Kill order · Two tanks and more parties · Last stand · Raising the dead · Pause, wipes and the end of a run
Raids guide: Overview · Finding and joining · The Raid Plan · Begin and getting there · The fight · After the kill · Refresh bars and Raid Cams
Engage
Engage needs every player in the party alive at the staging spot. Then your party and the sim side parties move onto the boss and attack it. A raid boss uses its own retail skills on their retail cooldowns.
Fight roles
| Member | In the fight |
|---|---|
| Tank | Taunts the boss with Aggression, skipping it while it or another live tank of its party already holds the boss |
| Damage dealers | Follow the kill order. The tank stays on the boss |
| Nukers | Never melee a raid boss. Cast until their mana is gone, from their longest-range nuke |
| Daggers | Walk to the boss’s back for blow skills, and try again after the boss turns, never while it faces them |
| One damage dealer | Keeps a weakness debuff on the boss: Surrender to the party’s main element for casters, Hex for melee |
| Healers | One healer per hurt member. A second joins only if the first heal would land too late to keep them above 30% HP. With nobody in danger they pick the heal that gives the most HP per mana |
| Healers and buffers with a root | Keep the boss rooted, recasting when it is resisted or wears off |
| Buffers | Put the front line’s key buffs back after the boss strips them, melee right after the tank |
| A recharger (Elder line) | Recharges mates low on mana, healers and tanks first |
| Nukers with a mana pet | Summon it in the buff round. The round waits for it |
Kill order
| Boss has | Damage dealers hit |
|---|---|
| No minions | The boss |
| A minion that heals or revives it | That minion first, always |
| Other minions | The minions, then the boss |
| Other minions, boss almost dead | The boss, when its health left is no more than the minions’ damage. Its minions vanish when it dies |
Two tanks and more parties
- Off-tank: when the boss turns onto someone in another party who is not a tank, a live tank taunts it back.
- Second tank: keeps taunting to stay just behind the tank that holds the boss, never taking it from a live tank. If the main tank falls, it is next in line.
- Support across parties: healers and buffers heal and buff other parties in the run when their skill reaches. Their own party comes first unless the other member is in more danger. Group heals stay on the caster’s own party.
Last stand
When the boss is at 20% health or less and no damage dealer can act, healers and buffers with mana to spare cast damage on it. That happens only when nobody needs healing, the cast leaves enough mana for the next heal, and their spare mana is enough to finish the boss. Your own character is never made to cast.
Raising the dead
One member raises each corpse, chosen in this order: a member with a resurrection skill ready, a support caster with a scroll, a damage dealer with a scroll, then the tank with a scroll. Within a step, a member not busy casting goes first, then the one that restores more experience. The raiser casts from outside the reach of every monster still fighting, and waits when no such spot exists.
Pause, wipes and the end of a run
| Event | What happens |
|---|---|
| Pause | Every sim holds where it stands. A sim in a fight defends, then holds. A dead sim stays down |
| Resume | The run carries on from where it was paused. In a town, it stages at the gatekeeper |
| Boss killed, raids left on the plan | The run pauses between raids. See After the kill |
| Boss killed, plan empty | “That was the last raid on the plan.” The party returns to its own stance |
| Wipe | Nobody of the run alive near the boss for 14 seconds ends the plan: “We wiped at Boss.” |
| Boss dead before you engage, or gone from the world | Party chat says so. With raids left the run pauses between raids, otherwise it ends |
| Leader logs out or leaves the party | The run ends and the party returns to its own stance |
| End Plan | The run stops; the party returns to the stance it had before Begin |
Next: After the kill.