The discovery of a second crystal within Eden's core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...
— In-game description
Eden's Verse: Refulgence (Savage) is a level 80 raid introduced in patch 5.2 with Shadowbringers. The raid is also known as E8S.
The battle against Shiva takes place in a 20y radius circular arena with no railings. Should players run or otherwise be pushed off the edge, they will plummet to their death, and their corpse returned to the arena after a short delay.
The floor of the arena features an 8-point snowflake in the center, an 8y radius ring, and a 16y radius ring.
The battle takes place over a maximum of 14 minutes before Shiva's enrage cast completes and forcefully defeats the party.
Creates several colored mirrors around the perimeter of the arena that will copy Shiva's next ability, repeating it from the mirror's location after a delay.
Players can see when a mirror's cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror's edge.
Alternatively, the cast bar for all mirrors can also be seen in the enmity list.
Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly. Green mirrors cast after 5 seconds, red mirrors after 10 seconds.
Diamond Frost
Deals party wide damage, creates a 12y radius static circle AoE on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.
One tank and one healer are afflicted with a cleanseable 10-second Freezing debuff. Those same players are then targeted by flare markers.
If not cleansed, Freezing becomes Deep Freeze on expiration. Frozen players are completely immune to knockback.
The other tank and healer, as well as two random DPS players will be marked with Frigid Stone—spread circles that inflict Heavy for 18 seconds and create radial line AoEs at their locations.
The two unmarked DPS will be targeted by homing AoEs 18 seconds after the initial cast.
A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage
Bright Hunger
A multi-player tower requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of Lightsteeped.
Path of Light
Shiva fires 60-degree cone AoEs at the four closest players, inflicting a stack of Lightsteeped.
Holy Light
Four large orbs that attach chase tethers to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.
If collided with when large, detonates into high unavoidable party-wide damage, inflicting Lightsteeped and Damage Down to all players.
If collided with when small, detonates into a small 5y radius circle AoE that inflicts Lightsteeped.
If the player detonating the orb is not the one tethered to it, they also receive Damage Down for 30 seconds.
If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with Damage Down.
Banish III
Targets all DPS players with a Stack marker and places a ring of either one orb or four orbs above Shiva's head.
If there is only one orb above Shiva, stack markers remain as-is and act normally.
If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius spread circle placed on all players.
The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.
Intermission Abilities
Shattered World
Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.
Heart Asunder
Unavoidable party-wide damage that deals 55% of the player's maximum HP.
Electric Aether
A low-health enemy that buffs itself with Shock Spikes, dealing moderate magic damage to attackers.
An untargetable entity that creates a transferable tether towards the center. If blocked by a player, deals minor Light damage in an AoE and inflicts Light Resistance Down for 45 seconds.
Phase 2 Abilities
Akh Morn
Targets the two highest enmity players with untelegraphed multi-hit stacks.
Both debuffs increase the damage the player would receive from the opposite stack marker.
With each cast, an additional hit is added to each stack.
Morn Afah
A high damage Stack marker targeting the highest enmity player.
Drachen Armor
Creates an Akh Rhai pillar of flame at each players location, repeatedly detonating for high damage and inflicting Damage Down. Telegraphed by Shiva shouting "Come to me, Hraesvelgr!"
The location snapshot of the Akh Rhai pillars occurs when Shiva's wings appear.
While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.
Hallowed Wings (One Wing)
One of Shiva's wings glows blue. At the end of the cast, a 180-degree cone AoE fires to side matching the glowing wing.
Four players are debuffed with Wyrmclaw and the other four Wyrmfang. Both debuffs kill the player on expiration.
Creates a Drachen Wanderer that rotates around the arena, exploding into a large ~10y radius circle AoE when collided with and shrinking with each detonation.
The Drachen Wanderer's collision AoE will cleanse players of Wyrmclaw. Players without Wyrmclaw are instantly killed.
The collision AoE is centered on the colliding player, not the Drachen Wanderer.
Each time the Drachen Wanderer is detonated, it drops a single-use puddle at that location that cleanses Wyrmfang when stepped into.
If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.
Frost Armor
Creates an ice floor for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting "Resplendant ice, grant me strength!"
Twin Stillness
Biting Frost followed immediately by Driving Frost.
Twin Silence
Driving Frost followed immediately by Biting Frost.
Holy
Creates a proximity AoE in the arena's center and a ring of one or four orbs above Shiva's head.
If there is only one orb above Shiva's head, the proximity AoE will stay in the center as normal.
If there are four orbs above Shiva's head, the proximity AoE will split away from the center and instead cover the arena's perimeter.
Embittered Dance
Scythe Kick followed immediately by Axe Kick.
Spiteful Dance
Axe Kick followed immediately by Scythe Kick.
Icelit Dragonsong
Functions similarly to Light Rampant, but assigns debuffs differently.
Creates several colored mirrors around the perimeter of the arena that will copy Shiva's next ability, repeating it from the mirror's location after a delay.
Players can see when a mirror's cast will resolve by the ring of color surrounding it shrinking inwards, firing its cast once the ring aligns with the mirror's edge.
Alternatively, the cast bar for all mirrors can also be seen in the enmity list.
Mirror colors always correspond to their cast speed. Mirrors with no color resolve instantly. Green mirrors cast after 5 seconds, red mirrors after 10 seconds.
Diamond Frost
Deals party wide damage, creates a 12y radius static circle AoE on two opposite cardinal edges that spread around the perimeter, and targets each role with a different attack.
One tank and one healer are afflicted with a cleanseable 10-second Freezing debuff. Those same players are then targeted by flare markers.
If not cleansed, Freezing becomes Deep Freeze on expiration. Frozen players are completely immune to knockback.
The other tank and healer, as well as two random DPS players will be marked with Frigid Stone—spread circles that inflict Heavy for 18 seconds and create radial line AoEs at their locations.
The two unmarked DPS will be targeted by homing AoEs 18 seconds after the initial cast.
A static donut AoE centered on Shiva with a safe-zone matching her hitbox. Inflicts Damage Down for 30 seconds.
It is recommended to place four waymarks on the inner ring of the arena—one in each inter-cardinal direction. These can be useful reference points against several of Shiva's attacks throughout the battle.
The first attack to take note of is Mirror, Mirror combined with either Biting Frost or Driving Frost. It is random which Frost attack Shiva begins with, but the tank should note which attack cast was cast; the other type will be used later.
Mirror, Mirror will create two green mirrors and an additional red mirror on the opposite side. Shiva then casts either Biting Frost or Driving Frost. Players will need to stand behind Shiva for Biting Frost or away from her back for Driving Frost.
If Biting Frost was cast, the mirrors will each create a massive circle AoE covering a large section of the arena in front of them. Players will need to run away from the green mirrors first, then run from the red mirror.
If Driving Frost was cast, the mirrors will fire 90-degree cone AoEs. The party will need to run to the edge of the platform between the two green mirrors first, then rotate to stand adjacent to the red mirror.
Shiva then begins her first attack series: Diamond Frost.
Diamond Frost:
One tank and one healer will be afflicted with Freezing. The other tank, healer, and two DPS receive Frigid Stonespread circles. Two opposite cardinals will be covered in a static circle AoE that will spread clockwise and counter-clockwise over time.
Radial line AoEs are placed where each Frigid Stone resolved and the tank and healer that were debuffed with Freezing receive flare markers. Both radial line AoEs and flare markers resolve shortly after the knockback from Heavenly Strike.
A strategy board showcasing a method to safely survive Diamond Frost.
Lastly, after flares resolve, the two DPS who did not receive Frigid Stone markers earlier have three static circle AoEs placed underneath them consecutively. Shiva additionally casts Biting Frost or Driving Frost—whichever wasn't used earlier.
Healers will want to use Esuna to cleanse the Freezing debuff off the party.
Players will want to take note of whether the first ice circle AoEs appear north and south or east and west, as everyone will want to be knocked into those same locations by Heavenly Strike.
As the flare tank and the flare healer will want to be pushed in opposite directions, one should be assigned either the North or South and the East or West, with the other taking the other two directions.
The four players with Frigid Stone circles should place them on the inner ring on inter-cardinals.
To help speed up positioning, it is helpful to assign one inter-cardinal to healers, one to tanks, and two to DPS.
Once Frigid Stones are placed, players will need to position near Shiva in preparation to be knocked back to the edge where the first ice circle AoEs were. The two flare players will need to split to opposite sides of Shiva.
It is recommended to place the Heavy players opposite to the non-heavy DPS due to the circle AoEs targeting the latter after the knockback.
Daring parties may choose to group all DPS and tanks together and use Sprint to escape the homing AoEs while maintaining DPS uptime.
The main tank will want to rotate Shiva in preparation for Biting Frost or Driving Frost, ensuring the Shiva aims her attack away from the party.
Should players survive Diamond Frost, Shiva will cast Double Slap, requiring a tank swap, Shining Armor, requiring players to look away, and either Axe Kick or Scythe Kick.
Phase 1.0 - Diamond Frost
Absolute Zero
Mirror, Mirror
Biting / Driving Frost +
Reflected Frost x2
Diamond Frost
Heavenly Strike
Biting / Driving Frost
Double Slap
Shining Armor
Axe / Scythe Kick
Phase 1.1 - Light Rampant
Name
Description
Light Rampant
Inflicts a tank, a healer, and two random DPS with two Refulgent Chains and all players with varying amounts of Lightsteeped.
A stacking debuff gained from specific abilities created by Shiva. If a player reaches 5 stacks, they are instantly killed and detonate into high party-wide damage
Bright Hunger
A multi-player tower requiring either one, two, or four players—the amount needed indicated by the number of orbs circling its perimeter. Players inside gain a stack of Lightsteeped.
Path of Light
Shiva fires 60-degree cone AoEs at the four closest players, inflicting a stack of Lightsteeped.
Holy Light
Four large orbs that attach chase tethers to the four players not tethered by Refulgent Chains. Explodes on collision with any player. Shrinks in size after 15 seconds.
If collided with when large, detonates into high unavoidable party-wide damage, inflicting Lightsteeped and Damage Down to all players.
If collided with when small, detonates into a small 5y radius circle AoE that inflicts Lightsteeped.
If the player detonating the orb is not the one tethered to it, they also receive Damage Down for 30 seconds.
If not detonated after 21 seconds, explodes into high party-wide damage and inflicts all players with Damage Down.
Banish III
Targets all DPS players with a Stack marker and places a ring of either one orb or four orbs above Shiva's head.
If there is only one orb above Shiva, stack markers remain as-is and act normally.
If there are four orbs above Shiva, the stack markers will suddenly swap to a ~5y radius spread circle placed on all players.
The four-orb variation not only has a unique audio-cue, but also uses a different stack marker icon prior to swapping—fake stack markers have a circle around them.
Shiva will cast one of her most notorious and complex attack series of the fight: Light Rampant.
Timeline:
A tank, a healer, and two DPS will each receive two Refulgent Chains, tethering the four to each other in a square. Two of these players will have 1 stack of Lightsteeped while the other two have none.
The other four players will each be tethered to a random Holy Light orb that appears on each cardinal edge of the arena. Two of these players receive 1 stack of Lightsteeped while the other two receive 2 stacks.
Four one-player Bright Hunger towers are created, one in each inter-cardinal on the inner ring of the arena. About 1 second after these towers resolve, Shiva completes a cast of Path of Light and tethers become Refulgent Fate.
Two two-player Bright Hunger towers are then created, one in the north and one in the south—also on the inner ring. These towers resolve after 8 seconds.
Once the second Bright Hunger towers resolve, Holy Light orbs shrink, and a second cast of Path of Light is completed 4 seconds later.
Finally a single four-player Bright Hunger tower remains in the arena's center.
The overall goal of Light Rampant is to divide the towers and attacks between the party members, ensuring that by the end all players have 4 stacks of Lightsteeped.
A single misstep or a player being receiving an additional unintended hit will likely result in the death of the entire party.
There are multiple viable methods to surviving Light Rampant, but the attack can be broken into three sections: The First Towers and Path of Light, The Second Towers, and Path of Light and The Third Tower.
Depending on the initial shape, the desired shape can be created by having two players swap positions.
The First Towers + Path of Light:
The first four towers are most often taken players with Refulgent Chain. As these tethers are unable to break for the first 10 seconds, this time can be used to freely reposition as needed.
To aid in positioning, one inter-cardinal is typically assigned to tanks, one to healers, and the other two left for the DPS to split to on-the-fly.
The two common tether shapes to create are either an Hourglass shape or a Bowtie shape. While not critical for the first set of Light Rampant towers, certain strategies may require these tether patterns during the second set of towers.
The players tethered to the Holy Light orbs will want to run to the cardinal direction opposite of the orb they are tethered to, creating a clock spot spread.
From here, there are three common options for the party to decide on in regards to the first Path of Light cast:
The four players with Refulgent Chain inside the towers also take the first Path of Light cones. All players tethered to Holy Light orbs run around the opposite player's orb and stand on the far edge of the arena.
Path of Light is taken by the two Refulgent Chain players with 0 stacks of Lightsteeped and the two Holy Light players with 1 stack. The Refulgent Chain players shift slightly closer to Shiva inside their towers while the Holy Light players stand inside Shiva's hitbox on the cardinal opposite to their orb.
The four Holy Light orb players take the four Path of Light cones by standing inside Shiva's hitbox in each cardinal direction.
Method #1 is easier for the Holy Light players to handle, as they can immediately run to the edge before the orbs begin to move.
Method #2 equalizes Lightsteeped between all players, but forces the two Holy Light players in the center to quickly circle around the incoming orbs right after the Path of Light cones fire.
Method #3 is extremely risky, but allows melee DPS and tanks to remain in attack range.
Once towers and Path of Light resolve, the Refulgent Chains will become Refulgent Fate, and will explode and wipe the party should any one of the four players be positioned incorrectly.
The Second Towers:
The most difficult part of Light Rampant, the Holy Light players will need to kite their orbs in such a way to prevent them from hitting the Refulgent Fate players in the center.
There are an infinite number of ways for Holy Light players to move to succeed in this. The two primary variations to this section of Light Rampant are in regards to which players take the towers in the north and south.
The players with Holy Light orbs take the two-player towers while the Refulgent Fate players hold position.
The players with Refulgent Fate take the two-player towers while the Holy Light players rotate to the east and west.
For both methods, the party will need to decide whether Holy Light players rotate clockwise or counter-clockwise to their desired position.
Method #1 is fairly straightforward but places extra responsibility on the Holy Light players in the east and west. While the Holy Light players on the north and south can simply stand on the edge of their closest tower, the other two at the east and west must begin to rotate towards their assigned tower.
The eastern and western Holy Light players will want to avoid reaching their towers too soon to prevent their orb from catching up to them inside the tower. For this reason, Sprint is not recommended.
Though not strictly necessary, it is helpful for the Refulgent players to have made an hourglass shape earlier while the debuff was still Refulgent Chain. This shape allows them to shift closer to the east and west to avoid orbs if necessary.
Method #2 allows for more freedom for the Holy Light players, but requires a bowtie shape to be made with the Refulgent Fate tethers earlier in order to allow those players share the towers. Once the orbs pass over the towers, the Refulgent Fate players will occupy them while the Holy Light players rotate around the arena as necessary.
Path of Light and The Third Tower:
A strategy board showcasing one of many methods to surviving Light Rampant.
Once the second set of towers resolve, Refulgent Fate will vanish and all Holy Orbs will shrink to a safe size.
If using Method #1 from The Second Towers, the Holy Light players will need to quickly distance themselves from their orbs to avoid detonating them in close proximity to their neighbor.
Players will want to spread out equally around the arena. While the previously Refulgent Fate players will take the second set of Path of Light cones, the Holy Light players must burst their own orb at a safe distance away from others.
It is recommended that each player stands in a different one of the eight wedges created by the snowflake pattern on the arena floor.
Lastly, there will only remain a single four-player tower in the center of the arena, which must be occupied by the four remaining players that have only 3 stacks of Lightsteeped.
If players used Method #1 during The First Towers, then the last tower will always be assigned to the Refulgent Fate group or the Holy Light group, whichever did not take the second set of towers.
Should players survive Light Rampant, Shiva will follow up with another Mirror, Mirror into either Axe Kick or Scythe Kick—whichever wasn't used prior.
Mirror, Mirror's Reflected Axe Kick is larger than players may expect, forcing the party to stand directly in the center of the arena to avoid.
As the mirrors reflect Shiva's attack, she will begin casting Banish III. Players will need to quickly identify whether to create paired stacks or completely spread out based on the Shiva's visual and/or audio cues.
As Banish III only targets DPS players with stack markers, each DPS player should be assigned a support partner to stand with.
Phase 1.1 - Light Rampant
Light Rampant
Bright Hunger x4 +
Path of Light
Holy Light x4
Bright Hunger x2
Path of Light
Bright Hunger
Mirror, Mirror
Axe / Scythe Kick +
Reflected Kick
Banish III
Intermission - Shattered World
If running an unrestricted party, Shiva will skip to this phase at 50%.
Name
Description
Shattered World
Creates a circle on the east and west side of the arena. At the end of the cast, all players are transported to one of two platforms depending on which circle they were occupying.
Heart Asunder
Unavoidable party-wide damage that deals 55% of the player's maximum HP.
Electric Aether
A low-health enemy that buffs itself with Shock Spikes, dealing moderate magic damage to attackers.
An untargetable entity that creates a transferable tether towards the center. If blocked by a player, deals minor Light damage in an AoE and inflicts Light Resistance Down for 45 seconds.
Shiva will become untargetable and jump to the north edge of the arena, preparing Shattered World and splitting the arena into two circles. The party will need to divide themselves into two light parties, one in each circle, in preparation for what follows.
Once the cast finishes, all players will be sent to one of two platforms based on the circle they were standing on. Each platform is a 10y radius circle with a deadly wall at its edge and center, as well as a large crystal adorning the middle.
Enemies will spawn in four waves, attempting to move towards the center crystal. Should an enemy succeed, it will disperse into the crystal and fill the Flood of Light meter by 25.
Wave
Western Platform
Eastern Platform
Wave 1
Heart Asunder
2x Electric Aether
1x Aqueous Aether
1x Luminous Aether
Heart Asunder
1x Earthen Aether
1x Aqueous Aether
1x Luminous Aether
Wave 2
Heart Asunder
1x Earthen Aether
1x Luminous Aether
Heart Asunder
2x Electric Aether
1x Luminous Aether
Wave 3
Heart Asunder
1x Earthen Aether
1x Aqueous Aether
1x Luminous Aether
Heart Asunder
2x Electric Aether
1x Aqueous Aether
1x Luminous Aether
Wave 4
Heart Asunder
2x Electric Aether
1x Luminous Aether
Heart Asunder
1x Earthen Aether
1x Luminous Aether
The start of each wave is always accompanied by Heart Asunder, dealing heavy percentile damage to the entire party. The healers will need to ensure everyone stays at high health throughout this phase.
Electric Aethers should primarily be handled by tanks due to their Shock Spikes and low HP. DPS can provide aid, but should limit themselves to only a few powerful attacks—else they risk death to the next Heart Asunder.
Earthen Aethers should always be interrupted shortly after they spawn. The barrier provided by Stoneskin can be broken, but significantly increases the risk that the enemy successfully reaches the center.
Aqueous Aethers simply have a large amount of HP and are the DPS player's top priority. These enemies can be Stunned, granting players more time to destroy them.
Luminous Aethers appear with each phase. Instead of moving, they aim a transferable tether at the crystal that must be blocked by a player. Due to the Light Resistance Down, each player can only block a single tether.
The tether results in a small 2.5y radius circle AoE. Other players should avoid standing near the one taking the tether.
In an emergency, a tank can use an invulnerability to survive a second tether.
Not only will the party need to decide which player goes to which platform, but the order players take tethers based on the platform and wave.
If the party only has one physical ranged DPS, it is recommended to place them on the western platform to help interrupt the Earthen Aethers. The eastern platform's interrupts can be handled by a single tank, but the western platform cannot.
Tanks should take a Luminous Aether tether during an Earthen Aether wave. There is enough time to use Interject on the Earthen Aether before moving to take the tether afterwards.
Melee DPS should only take a tether in a wave without an Aqueous Aether.
Healers and Ranged DPS can safely be assigned to any wave's tether.
Should players fail and a total of four Aethers succeed in charging the crystal, the Flood of Light meter will fill and the party will be defeated.
However, should players succeed in perfectly clearing all four waves—ending with a completely empty meter—the entire party will receive a 60 second Grace of Light buff at the start of Phase 2.
Phase 2.0 - Opening
Name
Description
Akh Morn
Targets the two highest enmity players with untelegraphed multi-hit stacks.
Both debuffs increase the damage the player would receive from the opposite stack marker.
With each cast, an additional hit is added to each stack.
Morn Afah
A high damage Stack marker targeting the highest enmity player.
Hallowed Wings (One Wing)
One of Shiva's wings glows blue. At the end of the cast, a 180-degree cone AoE fires to side matching the glowing wing.
Wyrm's Lament
Four players are debuffed with Wyrmclaw and the other four Wyrmfang. Both debuffs kill the player on expiration.
Creates a Drachen Wanderer that rotates around the arena, exploding into a large ~10y radius circle AoE when collided with and shrinking with each detonation.
The Drachen Wanderer's collision AoE will cleanse players of Wyrmclaw. Players without Wyrmclaw are instantly killed.
The collision AoE is centered on the colliding player, not the Drachen Wanderer.
Each time the Drachen Wanderer is detonated, it drops a single-use puddle at that location that cleanses Wyrmfang when stepped into.
If the Drachen Wanderer has detonated too few times after a certain period of time, it will leave the arena and deal extreme party-wide damage.
Frost Armor
Creates an ice floor for 6 seconds. Any movement will send players sliding ~32y in a straight line. Telegraphed by Shiva shouting "Resplendant ice, grant me strength!"
Twin Stillness
Biting Frost followed immediately by Driving Frost.
Twin Silence
Driving Frost followed immediately by Biting Frost.
After a lengthy 60 second cutscene, Shiva merges with Hraesvelgr to begin a new savage-exclusive phase.
Phase 2 begins with Akh Morn followed by Morn Afah.
Players will need to split into two light parties on opposite sides of Shiva to separate the two Akh Morn stacks aimed at the tanks. Once the first strike of Akh Morn lands, players must remain with their stack, as damage from the opposite stack becomes lethal due to the status effects inflicted by Akh Morn.
As the status effects are tied to enmity number, tanks must ensure no enmity swaps occur once the cast of Akh Morn begins—otherwise the stacks may swap targets mid-attack and instantly kill both light parties.
Once Akh Morn ends and the cast to Morn Afah begins, all players should stack together underneath Shiva to share the damage.
In an emergency, Morn Afah can be negated with a tank invulnerability, or split entirely between both tanks using heavy mitigations.
This is then followed by two larger attack segments: Reflected Wings #1 and Wyrm's Lament#1.
Reflected Wings #1:
Shiva prepares Mirror, Mirror. One green mirror will appear in the north, an uncolored mirror appearing in the east or west, with the red mirror appearing on the opposite side.
Shiva then teleports to the arena's center, faces either north or south, and prepares Hallowed Wings (One Wing) to either her left or right. This attack will be instantly reflected by the uncolored mirror, followed by the green mirror after 5 seconds, and lastly reflected by the red mirror at the same time she casts a second Hallowed Wings (One Wing).
This attack series creates three total AoEs to dodge. The first and third will cover 3/4ths of the arena while the second only covers one half.
Players will need memorize half of the arena the first Hallowed Wings (One Wing) is covering, apply that to each mirror in sequence, and then simultaneously dodge the second Hallowed Wings occurring during the red mirror's reflection.
The Mirrors copy the attack as if each were Shiva facing towards the arena's center.
Shiva's second Hallowed Wings (One Wing) cast will always be the opposite wing to the first cast.
Though this attack series has a lot of information for players to process within a short span of time, there is a method to simplify the dodging process.
If Shiva's first Hallowed Wings (One Wing) cast is aimed at the uncolored mirror, the first safe-zone will be behind Shiva (and opposite to her glowing wing). If not, it will be in front of Shiva.
Mirror firing order always rotates in either a clockwise or counter-clockwise direction, which players will want to match—shifting to the next inter-cardinal quadrant after each AoE.
If the uncolored mirror is on the west, players will rotate clockwise with each AoE. If the uncolored mirror with east, players will rotate counter-clockwise.
Wyrm's Lament #1:
All four support players are afflicted with Wyrmclaw, each with a different expiration timer—14 seconds, 22 seconds, 30 seconds, and 38 seconds.
All four DPS players are afflicted with Wyrmfang, each with a different expiration timer—20 seconds, 28 seconds, 36 seconds, and 44 seconds.
If this status effect is allowed to expire, the afflicted player will perish.
A Drachen Wanderer appears at the north and will either rotate clockwise or counter-clockwise. As it rotates, Shiva will cast Hallowed Wings (One Wing) a total of four times, always aimed in the direction of the Drachen Wanderer.
Inbetween casts of Hallowed Wings (One Wing), support players must take turns running into the Drachen Wanderer to cleanse their Wyrmclaw status effect. A DPS player can then collect the puddle on the floor after the next Hallowed Wings cast.
The Drachen Wanderer must be collided with four times, else it will detonate and deal extreme damage to the party. For this reason, only one player should cleanse Wyrmclaw at a time.
All players not currently attempting to cleanse a status effect should stay near the arena's center to remain out of range of the Drachen Wanderer's explosion AoE.
Due to server snapshotting, players attempting to collide with the Drachen Wanderer should aim to run in front of it. Chasing it from behind may result in the player being unable to catch it in time.
The timers of the status effects will neatly line up with Shiva's attacks, creating a simple flow to cleansing them all:
Wyrm's Lament is cast + 14 second Wyrmclaw stands north to cleanse their status effect.
Hallowed Wings #1
22 second Wyrmclaw + 20 second Wyrmfang cleanses their status effects.
Hallowed Wings #2
30 second Wyrmclaw + 28 second Wyrmfang cleanses their status effects.
Hallowed Wings #3
38 second Wyrmclaw + 36 second Wyrmfang cleanses their status effects.
Hallowed Wings #4
44 second Wyrmfang cleanses their status effect.
After the fourth Hallowed Wings (One Wing) from Wyrm's Lament finishes its cast, Shiva will begin her Frost Armor cast followed by either Twin Stillness or Twin Silence.
Players should pre-position on the edge of cardinal quadrant behind Shiva (indicated by the dark lines on the floor) in preparation to dodge the two AoEs in quick succession.
All players must hold still to avoid slipping off the arena's edge while the floor is frozen solid. The floor will unfreeze about 1.5 seconds before Shiva's cast finishes, allowing players a short amount of time to shift into the first safe zone, then shift back out.
If Shiva casts Twin Stillness, players will want to run to Shiva's back, then rotate to the side after.
If Shiva casts Twin Silence, players must stand next to the quadrant to Shiva's back, moving into it after the first AoE resolves.
Tanks can then perform a tank-swap after Double Slap.
Phase 2.0 - Opening
Akh Morn (3)
Morn Afah
Mirror, Mirror
Hallowed Wings (One Wing) x2 +
Reflected Wings x3
Wyrm's Lament +
Hallowed Wings (One Wing) x4
Frost Armor
Twin Stillness / Silence
Double Slap
Phase 2.1 - Mirrors
Name
Description
Drachen Armor
Creates an Akh Rhai pillar of flame at each players location, repeatedly detonating for high damage and inflicting Damage Down. Telegraphed by Shiva shouting "Come to me, Hraesvelgr!"
The location snapshot of the Akh Rhai pillars occurs when Shiva's wings appear.
While Shiva has Drachen Armor equipped, her auto-attacks will hit the two highest enmity players.
Creates a proximity AoE in the arena's center and a ring of one or four orbs above Shiva's head.
If there is only one orb above Shiva's head, the proximity AoE will stay in the center as normal.
If there are four orbs above Shiva's head, the proximity AoE will split away from the center and instead cover the arena's perimeter.
Embittered Dance
Scythe Kick followed immediately by Axe Kick.
Spiteful Dance
Axe Kick followed immediately by Scythe Kick.
Shiva will re-equip her Drachen Armor, which will create a pulsing Akh Rhai pillar where each player was standing. Players should group together during the start of the ability, then move elsewhere once Shiva's wings appear.
There are two common methods to handling Drachen Armor:
Tanks group to Shiva's front and all other players to the back, then rotate clockwise or counter-clockwise once her wings appear.
All players group together at Shiva's back and move anywhere else once her wings appear.
While Shiva has Drachen armor equipped, she will damage the highest two enmity players with her auto-attacks. Tanks should remember to quickly re-establish enmity after being resurrected.
Reflected Wings #2:
Shiva creates a green mirror on either the east or west, with a red mirror to its opposite. She will then teleport and begin casting Hallowed Wings (Two Wings) near the north or south edge of the arena, which the mirrors will reflect after a delay.
The party will need to split into two light parties again, with one being assigned to take the front of the green portal and the other taking the front of the red portal.
Unlike the mirrors, Shiva does not cast Hallowed Wings from the complete edge of the arena, leaving a space behind her players can use to avoid her cast. This first cast must be dodged to avoid the extra stacks of Magic Vulnerability Up.
As the damage decreases linearly based on line order, the tanks will want to be the 1st and 5th players in the line to ensure their light party members behind them take the least amount of damage. This line order is crucial during the red mirror's reflection, where one light party will have Magic Vulnerability Up and thus take increased damage.
Healers will need to quickly heal the party after the green mirror's reflection to ensure players can survive the red mirror's reflection 5 seconds later.
There are two common methods used to handle this attack series:
After dodging Shiva's cast by standing behind her, all players run towards the green portal. Light Party 1 will have its tank stand on the outer ring with the others inbetween the rings. Light Party 2's tank stands on the inner ring with the others behind it near the arena's center. After the knockback, Light parties reverse their positions by the red portal—with Light Party 2 in the front and Light Party 1 near the center.
While avoiding Shiva's first cast, players split into two light parties on Shiva's left and right. Watching the cast bar in the enmity list, all players will use Arm's Length or Surecast right before the green mirror's cast completes (when the cast reaches the "ll" in "Reflected Hallo..."), blocking the knockback from both mirrors. While DPS and Healers stay stacked and unmoving next to Shiva's sides, tanks will shift to their light party's east and west, protecting them from each mirror.
Shining Mirrors:
Shiva uses Mirror, Mirror again to create eight mirrors surrounding the entire arena. All inter-cardinals will have green mirrors. The east and west will either have uncolored or red mirrors with the north and south having the other type.
She will then use Shining Armor, which will be reflected instantly from the uncolored mirrors and the green and red mirrors after a delay.
As the green mirrors reflect, she will begin casting Holy, which will either cover the arena's center in a proximity AoE (if theres one orb above her head) or the arena's edges (if four orbs are above her head). Holy resolves shortly after the red mirrors reflect.
A recommended strategy is to immediately pull Shiva towards an uncolored mirror before avoiding the Shining Armor cast and its reflection by looking to the side. The party can then continue to attack Shiva's back while already being faced away from the other mirrors.
While dodging the green reflection, players should look at the orbs above Shiva's head. If there is one orb, players can run to the edge away from the red mirrors. If there are four orbs, players must run to the center and then face away from the red mirrors.
Once the proximity AoEs resolve, Shiva will follow up with either Embittered Dance or Spiteful Dance, forcing players to react quickly to the two AoE attacks based on the cast's name.
Drachen Mirror:
Shiva uses Mirror, Mirror and creates a single red mirror, then casts Drachen Armor, which will be reflected after 10 seconds. The mirror will flash as it snapshots the player's positions for the Akh Rhai pillars.
It is recommended to split into two light parties on opposite sides of the boss and rotate with each of the two casts of Drachen Armor.
Shiva will once again cast Akh Morn before requiring the party to stack in the center again for Morn Afah.
Phase 2.1 - Mirrors
Drachen Armor
Mirror, Mirror
Hallowed Wings (Two Wings) +
Reflected Two Wings x2
Mirror, Mirror
Shining Armor +
Reflected Shine x3
Holy
Embittered / Spiteful Dance
Mirror, Mirror
Drachen Armor +
Reflected Drachen
Akh Morn (4)
Morn Afah
Phase 2.2 - Icelit Dragonsong
Name
Description
Icelit Dragonsong
Functions similarly to Light Rampant, but assigns debuffs differently.
All support players will be attached to each other via Refulgent Chains. These will always attach tanks to both healers—tanks will not be tethered to the other tank, and the healers will not be tethered to the other healer.
Four one-player Bright Hungertowers appear, one in each cardinal direction on the inner ring of the arena.
All DPS players are targeted by Frigid Stonespread circles, which function exactly the same as they did during Diamond Frost.
Both tanks and two random DPS players are afflicted with Freezing for 10 seconds.
One tank and healer will have 0 stacks of Lightsteeped while the other two have 1 stack. Two DPS will have 2 stacks of Lightsteeped while the others have 3 stacks.
The Frigid Stone spread circles will resolve first and inflict all DPS with Heavy for 18 seconds. The Bright Hunger towers resolve at the 10 second mark.
Shiva will then complete a cast of Draconic Strike, pushing all unfrozen players 10y away. A one-player Bright Hunger tower is created in the east and west on the outer ring, and a two-player tower is created in the center.
The radial line AoEs from the Frigid Stones detonate, and all DPS players have three circle AoEs placed underneath them consecutively.
As the second set of Bright Hunger towers resolve Shiva begins a cast of Banish targeting the tanks. Additionally, a four-player Bright Hunger tower is created in the center.
After the final tower resolves, Shiva ends the attack series with a cast of The House of Light.
Prior to the cast of Icelit Dragonsong, players should pre-position in clock spots, with tanks in the north and south and healers in the east and west.
All supports must occupy the first four Bright Hunger towers. Healers additionally must cleanse Freezing off the two DPS players. Tanks must keep this status effect to resist Draconic Strike.
To help speed up cleansing, one healer should be assigned to cleanse whichever DPS player is afflicted at the top of the party list with the other healer cleansing the one at the bottom.
DPS players must run to their assigned inter-cardinal and drop their Frigid Stone AoE on the outer ring.
Once the Frigid Stone spread circles resolve, DPS must run to Shiva's north and south in preparation for Draconic Strike. Tanks will be afflicted with Deep Freeze as the first set of towers resolve.
With Draconic Strike, Shiva will push all players except the frozen tanks away. All players should then stand directly on the outer ring, which will be safe if all Frigid Stones were placed correctly.
Tanks will unfreeze at this time, and must immediately run into the center to occupy the two-player Bright Hunger tower before it resolves.
DPS players will need to rotate around the edges of the arena once the radial line AoEs resolve to dodge the circle AoEs repeatedly placed underneath them. Sprint can be used to aid in escaping the AoEs in time.
Shiva will be casting Banish during this time, which tanks should use mitigations in preparation for. If Shiva has one orb above her head, tanks should stack together in the center—otherwise they should split apart after their tower resolves.
Once Banish resolves, all players with 2 stacks of Lightsteeped must occupy the four-player tower in the center. This will be the supports that began with 0 stacks and the DPS that began with 2 stacks.
Finally, all players must return to their initial clock spot positions to spread out the House of Light cones.
After Icelit Dragonsong ends, Shiva will prepare Mirror, Mirror and use Frost Armor, copying it into a red mirror. Shiva then uses Drachen Armor at the same time the mirror casts, freezing the floor at the same time players must move away.
In preparation, the party should stack together at the far edge of the arena, holding still until Drachen Armor is cast. Once Shiva's wings appear, players can slide to the exact opposite side of the arena to easily avoid the attack.
Phase 2.2 - Icelit Dragonsong
Icelit Dragonsong
Bright Hunger x4 +
Frigid Stone x4
Draconic Strike
Bright Hunger x3 +
Banish
Bright Hunger
The House of Light
Mirror, Mirror
Frost Armor
Reflected Frost Armor +
Drachen Armor
Phase 2.3 - Enrage
Shiva's final attack series, she will cast Wyrm's Lament, once again inflicting players with Wyrmclaw and Wyrmfang. Unlike before, there will be two Drachen Wanderers—one in the north and one in the south—and each must be detonated twice.
Instead of Hallowed Wings, Shiva will alternate between Akh Morn and Morn Afah, requiring players to move quickly between the Drachen Wanderers and their party stacks, and healers to stay constantly active to keep everyone alive.
Both tanks will be afflicted with Wyrmclaw with a 22 second timer. Two random DPS players will also be afflicted with a 38 second timer.
Both healers will be afflicted with Wyrmfang with a 28 second timer. Two random DPS players will also be afflicted with a 44 second timer.
Players with Wyrmclaw must cleanse their debuffs after Akh Morn while players with Wyrmfang cleanse their debuffs after Morn Afah.
As with prior Akh Morns, the party will want to split into light parties to Shiva's east and west.
One DPS player in each light party should be assigned to swap groups in the case that both DPS players in their party receive the same debuff type.
Once the first Akh Morn ends, all players should stack in the center while the tanks run backwards to the Drachen Wanderers that are now at the east and west edges of the arena—then quickly running back to the center for Morn Afah.
After Morn Afah ends, the healers can quickly grab the puddles to the east and west before regrouping for Akh Morn. The process will then repeat a second time with the DPS players cleansing their debuffs, and a final third repeat that simply must be survived.
Between Akh Morn, the Drachen Wanderer, and Morn Afah, players are taking extreme amounts of constant damage through this attack series. Healers will need to heal and mitigate constantly. Players may need to assign mitigations to each Morn Afah.
A common strategy is to have the tanks use their invulnerability to negate the second and third Morn Afah while standing safely away from the group. This requires a tank-swap to occur during the second cast of Morn Afah, and for the tanks to ensure enmity does not swap back afterwards. If either the tank swap happens too late or enmity flips from a low enmity lead, the Akh Morn targets will swap mid-attack and defeat the entire party.
Should players survive the third and final Morn Afah, Shiva will cover the entire arena in red mirrors and cast Hallowed Wings (Two Wings) from the center. While players can dodge this initial attack by standing behind her, the reflection that happens 10 seconds later is unsurvivable. Players must defeat Shiva before the mirrors can finish their cast.
Phase 2.3 - Enrage
Wyrm's Lament
Akh Morn (5)
Morn Afah
Akh Morn (6)
Morn Afah
Akh Morn (7)
Morn Afah
Mirror, Mirror
Hallowed Wings (Two Wings)
Reflected Two Wings (Enrage)
Condensed Timeline
Attack
Strategy
Absolute Zero
Mitigate and heal.
Mirror, Mirror
Creates two green mirrors and one red mirror.
Biting / Driving Frost
Will randomly be one of the two. Stand behind Shiva for Biting Frost or to her sides/front for Driving Frost.
Reflected Frost x2
If Biting Frost was cast, run far away from the green mirrors, then the red mirror. If Driving Frost was cast, stand between the green mirrors, then rotate next to the red mirror.
Diamond Frost
Cleanse the Freezing off both players. Place spread circles on the inter-cardinals of the inner ring.
Heavenly Strike
Aim to be knocked back into where the first two circle AoEs appeared. The tank flare and the healer flare must be pushed to opposite sides.
Biting / Driving Frost
Will be the opposite of what was cast earlier.
Double Slap
Mitigate and tank-swap.
Shining Armor
Look away from Shiva.
Axe / Scythe Kick
Run away if Axe Kick, or stand under Shiva if Scythe Kick.
Light Rampant
Players with Refulgent Chains must split to each inter-cardinal on the inner ring.
Bright Hunger x4 +
Path of Light
Holy Light x4
Refulgent Chains players occupy the 4 towers while players tethered to Holy Light orbs run to the side opposite of their orb.
Bright Hunter x2
Either have the Holy Light players occupy the north and south towers, or the Refulgent Fate players.
Path of Light
Spread out to ensure only one player is hit by each cone.
Bright Hunger
The players with 3 stacks of Lightsteeped must take the center tower.
Mirror, Mirror
Creates four green mirrors on either the cardinal or inter-cardinals.
Axe / Scythe Kick
Will be the opposite of what was cast earlier.
Reflected Kick
Stand under the mirrors if Scythe Kick was cast, or directly in the center if Axe Kick.
Banish III
If one orb is above Shiva's head, split into four pairs. If four orbs are above Shiva's head, all players must spread out.
Shattered World
Split into two light parties, one occupying each circle.
Heart Asunder + Wave 1
DPS must attack the Aqueous Aether while tanks handle the Electric or Earthen Aethers. Assign one player to take the transferable tether.
Heart Asunder + Wave 2
Continue handling as before.
Heart Asunder + Wave 3
--
Heart Asunder + Wave 4
--
Akh Morn
Split into two light parties on Shiva's east and west side. Ensure enmity remains stable.
Morn Afah
Stack together underneath Shiva.
Mirror, Mirror
Creates a green mirror in the north, an uncolored mirror in the east or west, and a red mirror opposite to the uncolored one.
Hallowed Wings (One Wing) +
Reflected Wing
Avoid Shiva's glowing wing. If the glowing wing is pointed towards the uncolored mirror, move behind Shiva—else move in front of her.
Reflected Wing
Rotate in the same direction as the mirror's firing order.
Hallowed Wings (One Wing) +
Reflected Wing
Rotate once again in the same direction.
Wyrm's Lament
All players should stand under Shiva while the Support player with the 14 second Wyrmclaw runs to the north, hitting the Drachen Wanderer.
Hallowed Wings (One Wing) x4
Each time Hallowed Wings finishes casting, a Wyrmclaw player with the lowest timer runs into the Drachen Wanderer while a Wyrmfang player grabs a puddle.
Frost Armor
Move to Shiva's side and then stand still to avoid slipping.
Twin Stillness / Silence
If Twin Stillness, move to Shivas back, then to her side. If Twin Silence, move to her side, then her back.
Double Slap
Mitigate and tank-swap.
Drachen Armor
Group together until Shiva's wings appear, then rotate around Shiva.
Mirror, Mirror
Creates a green mirror and a red mirror to the east and west.
Hallowed Wings (Two Wings)
Stand behind Shiva.
Reflected Two Wings x2
Split into two light parties with a tank in front of each light party. One Light Party takes the front of the green mirror. Afterwards, the other light party takes the front of the red mirror.
Mirror, Mirror
Creates eight mirrors. Pull Shiva to the uncolored Mirror.
Shining Armor + Reflected Shine
Look away from Shiva and the uncolored mirrors.
Reflected Shine
Avoid looking at the green mirrors.
Reflected Shine + Holy
While looking away from the red mirrors, run to the edge if there is one orb above Shiva, or to the center if four orbs are above her.
Embittered / Spiteful Dance
Run under Shiva, then away if Embittered Dance, or away, then under Shiva if Spiteful Dance.
Mirror, Mirror
Creates a single red mirror.
Drachen Armor
Group together, then rotate around Shiva when her wings appear.
Reflected Drachen Armor
Stay grouped together, then when the mirror flashes, move and split into two light parties.
Akh Morn
Stay split into light parties and ensure enmity stays stable.
Morn Afah
Stack together underneath Shiva.
Icelit Dragonsong
Pre-position into clock spot positions, with tanks in the north and south and healers in the east and west.
Bright Hunter x4 + Frigid Stone x4
While healers cleanse the Freezing off the DPS, DPS must place their spread circles on the inter-cardinals of the outer ring.
Draconic Strike
DPS should run back to Shiva's north and south in preparation for the knockback. All non-tanks should be knocked back onto the outer ring.
Bight Hunter x3 + Banish
Tanks must quickly run to the center to occupy the tower. Mitigate and stack together if Banish has one orb, or split apart if there are four orbs.
Bright Hunger
All players with 2 stacks of Lightsteeped must take the center tower.
The House of Light
Return to clock spot positions.
Mirror, Mirror
Creates a single red mirror. Pull Shiva to the edge of the arena.
Frost Armor
Stack together at the edge and don't move.
Reflected Frost Armor + Drachen Armor
Once Shiva's wings appear, slide to the opposite edge of the arena.
Wyrm's Lament
Split into two light parties in the east and west. DPS players must ensure they are not in the same light party as the other DPS player with the same debuff.
Akh Morn
Once Akh Morn ends, Tanks must run into the Drachen Wanderers, then run back to Shiva.
Morn Afah
Stack together and mitigate. Once this attack ends, healers must grab the puddles, then run back to their light parties.
Akh Morn
Once Akh Morn ends, DPS must run into the Drachen Wanderers, then run back to Shiva.
Morn Afah
Either mitigate and stack together or use a tank invulnerability and tank-swap. DPS must grab the puddles after.
Akh Morn
Continue to mitigate and heal.
Morn Afah
Either mitigate and stack together or use a tank invulnerability.
Mirror, Mirror
--
Hallowed Wings (Two Wings)
Stand behind Shiva. This is the party's last chance to defeat her.