The Jailer's relentless beast, the Tarragrue, has stalked the halls of Torghast since its first spire was raised. Countless victims have felt their souls trampled to ash by this monstrosity, which now awaits the mortal champions breaching the threshold of the tower.
Unstable Form removes any debuff applied to you and reduces damage taken by 99% for 3 seconds when it activates. Nearly every debuff on this encounter has a long duration so this is a strong power to help the raid.
Satchel of the Hunt gives everyone within 20 yards a 30% movement speed bonus.
Powers for Tanks
Tanks should use Elethium Diffuser if they get it offered to them. It is the highest DPS gain for a Tank.
The Stone Ward provides a high absorb shield every 30 seconds which will always have value on this fight. Whilst the shield is active you are immune to stuns and knockbacks.
Elethium Weights is a simple primary stat gain with the downside of not being able to jump. However, you don't need to jump in this fight, so there's no downside!
Huddled Carvings is another simple power gain. The negative of this is that you need to be within 2 other players. However, you can run into melee and always be in the range of 2 other players!
Heart-Seeking Fang is a strong pick if you have any players who apply bleeds in the raid. If you are using this power, you need to stand in the melee range of the boss to activate it.
Oddly Intangible Key this power means that you do not need to play the 100 energy phase of the encounter. It also means that you can use Lumbering Form which increases your damage by 30% as you will not be knocking the raid around during the 100 enegry phase.
Powers for Healing
Elethium Weights is a simple primary stat gain with the downside of not being able to jump. However, you don't need to jump in this fight so there's no downside!
Huddled Carvings is another simple power gain, the negative of this is that you need to be within 2 other players. However, you can run into melee and always be in range of 2 other players!
Leeching Strikes increases leech by 100% for 20 seconds with a 25-second cooldown. Very high uptime.
Class Tips/Tricks
Brewmaster Monk
Taunting the boss during the final 10% will cause him to run faster so make sure you are a good distance away from the boss before taunting.
Vengeance Demon Hunter
During the final 10% of the encounter, if you have to get hit by the boss having both Fiery Brand and Metamorphosis active will allow you to survive a hit.
This is a two-phase encounter where you will be facing The Tarragrue. You will face him with Anima Powers to hand defeat the beast that once stalked you through Torghast. The Anima Powers can be used strategically in order to counter the mechanics or for large DPS gains to flex on your other raiders.
Anima Powers
During this fight, every player in the raid will be able to obtain 4 Anima Powers to use during the encounter.
How to obtain Anima Powers
Prior to pulling the boss, four Infused Goliaths will be highlighted on the minimap (North East, North West, South East, South West). Once these have been defeated, they will drop an orb which you can use to obtain an Anima Power.
You will be given a choice of 3 Anima Powers. Pick what will be best for the boss encounter.
Note: You cannot drag the Infused Goliaths to the top of the stairs towards the boss. They will reset.
How to re-roll Anima Powers
Should you be unsatisfied with your Anima Powers, you are able to reset them at the Anima Siphons located at the entrances to the boss room.
If you choose to reset your powers you will need to travel to each Anima Orb to receive your choices of powers again.
You take 25% less Physical damage and suffer 15% more Magic damage. Taking Physical damage has a chance to increase your movement speed by 25% for 6 sec.
N/A
Would argue that this power does not add anything of value in comparison to other options available.
While in combat, leech X health from a random enemy within 15 yds every 2 sec. This damage and healing is doubled if the target is suffering from a Bleed effect.
~600-1200 DPS
The value of this power doubles if you have any bleeds on the boss.
While in combat, your size is increased by 100%, your damage and healing is increased by 30%, and you automatically knock back ALL players that come within 2 yds of yourself.
30% DPS
Needs to be combined with Oddly Intangible Key else you're killing the raid during 100 energy phases.
Your attacks have a chance to attach decayfly larvae in the target, inflicting 9 Nature damage every 1 sec for 6 sec. When this effect expires, the larvae hatch from within the target to fight for you.
~1000 DPS
Passive dps. Pretty worthwhile pick if other options are weaker.
Your abilities have a chance to create a zone of soul empowerment nearby. Any player may collect this to gain 25% damage and healing done and 25% movement speed for 10 sec.
~10% raid DPS gain for players that gain it. Strong support power for the raid.
You will pick this player primarily to support others as it can be a DPS loss to collect your own zones all of the time, however by standing near DPS players it can land on them.
Shields you for 30% of your maximum health. This absorb refreshes every 20 sec. While this shield holds, you are immune to stuns and being knocked back.
Strategic
This power will place a high uptime shield on you and whilst the shield holds make you immune to stuns allowing you to help out with soaking Chains of Eternity.
Your attacks have a chance to cause you to fade away, reducing your threat for 6 sec. While you are under this effect, your critical strike chance is increased by 50%.
~3-10% DPS
~20% uptime on the buff. However the value is based entirely around when the proc happens.
While in combat, become incorporeal at random intervals, reducing damage taken by 99% for 3 sec. This ability removes a stack of a random debuff when it occurs.
Strategic
This power will allow you to remove a debuff from yourself randomly. This can be quite a powerful defensive power as debuffs on this encounter are either long or make you weaker.
What Anima Powers to use?
Below are a sample of the most powerful Anima Powers to use on this encounter. Any Powers not listed will be shown and described in the table above.
Unstable Form removes any debuff applied to you and reduces damage taken by 99% for 3 seconds when it activates. Nearly every debuff on this encounter has a long duration so this is a strong power to help the raid.
Satchel of the Hunt gives everyone within 20 yards a 30% movement speed bonus.
Powers for Tanks
Tanks should use Elethium Diffuser if they get it offered to them. It is the highest DPS gain for a Tank.
The Stone Ward provides a high absorb shield every 30 seconds which will always have value on this fight. Whilst the shield is active you are immune to stuns and knockbacks.
Elethium Weights is a simple primary stat gain with the downside of not being able to jump. However, you don't need to jump in this fight, so there's no downside!
Huddled Carvings is another simple power gain. The negative of this is that you need to be within 2 other players. However, you can run into melee and always be in the range of 2 other players!
Heart-Seeking Fang is a strong pick if you have any players who apply bleeds in the raid. If you are using this power, you need to stand in the melee range of the boss to activate it.
Oddly Intangible Key this power means that you do not need to play the 100 energy phase of the encounter. It also means that you can use Lumbering Form which increases your damage by 30% as you will not be knocking the raid around during the 100 enegry phase.
Powers for Healing
Elethium Weights is a simple primary stat gain with the downside of not being able to jump. However, you don't need to jump in this fight so there's no downside!
Huddled Carvings is another simple power gain, the negative of this is that you need to be within 2 other players. However, you can run into melee and always be in range of 2 other players!
Leeching Strikes increases leech by 100% for 20 seconds with a 25-second cooldown. Very high uptime.
Phase 1
Positioning - You will ideally want the boss to be a static central location to allow for the player with Chains of Eternity to have a consistent place where the Chain will be soaked.
Overpower- This is the tank debuff of the fight. The boss will hit the tank with a large amount of Physical damage, Stun the tank and apply Crushed Armor which increases Physical damage taken by 200% for 20 seconds. Swap before the tank is hit again as the subsequent melee swing can be deadly!
Chains of Eternity- The Chain will target a random player and after 8 seconds will be thrown from The Tarragrue towards that player. The first player hit by the chain will be stunned and be pulled in for Annihilating Smash. The Annihilating Smash will essentially one shot the player, however if you negate the stun from Chains of Eternity then you will not be gripped in for Annihilating Smash thus negating the mechanic.
Predators Howl - This dispellable debuff is applied to several players and will apply the Unshakeable Dread fear to anybody within 5 yards every 3 seconds. Players with this should spread out and be dispelled this quickly.
[Heroic]Remanants of Forgotten Torments - Throughout the encounter on Heroic difficulty Torments will spawn one at a time, each Torment spawns as a circle of Orbs in the room. Each of these orbs will empower The Tarragrue, however they can be absorbed by players in the raid. There will always be 5 orbs and players can absorb them in the raid. Remnant: Upper Reaches' Might - This Torment increases Physical damage dealt by the Tarragrue and absorbing this will increase your Physical damage taken by 10% per stack for 1.5minutes.
Remnant: Mort'regar's Echoes- This Torment increases Magical damage dealt by the Tarragrue and absorbing this will increase your Magic damage taken by 10% per stack for 1.5minutes.
Remnant: Soulforge Heat - This Torment makes the Tarragrue pulse a large amount of Fire damage to the raid and absorbing this will make you take a smaller amount of Fire damage per stack for 1.5minutes.
You are able to remove these debuffs with Immunities and negate the applications of them with effects such as Turtle / AMS in addition to Immunities.
Fury of the Ages - Every 45 seconds the boss will apply 5 stacks of this enrage to themselves. These stacks should be removed, however they can be stolen by players with Disembodied Mystic Hands. If you do not have any players with this anima power, simply remove them with Enrage removing effects such as Soothe.
Grasp of Death - The boss will apply this debuff to several player and they will take a high amount of Shadow damage every 2 seconds for 40 seconds. They will need healer direct attention.
Hungering Mist - When The Tarragrue reaches 100 energy multiple clones of the boss will appear in the room and create a mist around them. There will be a gap in the mists which is your safe spot to run to. If you are not in this safe spot you will take a lethal amount of Shadow damage.
You are able to see the next safe spot in the dance just before it appears so you can plan your movement better.
The same safe spot will not appear twice per cycle.
If you have the AoE reduction Anima Power this will not be deadly.
This repeats until the boss reaches 10%.
Phase 2 (10%)
When the boss reaches 10% the raid will be stunned and The Tarragrue will call out to the Jailer with and be buffed with The Jailer's Gaze. This empowers the boss 500% additional damage dealt.
Any melee hit will kill you.
You will need to kite the boss around the room, if you have multiple players who can taunt then you will want to taunt the boss to one side of the room and have another player taunt the boss away so you are ping-pong'ing the boss around.
If any player does get hit and dies you will have a short break as The Tarragrue will let out a Triumphant Roar to gloat for 3 seconds and then its back to running and killing.
Tank Damage Profile
95% Physical
85% Auto Attack, 10% Overpower
The amount of Fire damage you take is dependant on how many stacks of Soulforge Heat you soak, with certain power combinations it may be more favourable to soak more than normal.
Swing Timer: 1.5s (Curse of Weakness 1.8s)
Class Tips/Tricks
Brewmaster Monk
Taunting the boss during the final 10% will cause him to run faster so make sure you are a good distance away from the boss before taunting.
Vengeance Demon Hunter
During the final 10% of the encounter, if you have to get hit by the boss having both Fiery Brand and Metamorphosis active will allow you to survive a hit.
The first change is that two of these will spawn at a time. This will require the raid to soak them faster to ensure the boss is not buffed for long.
The second change is that the debuffs acquired from soaking now have an extended duration and last for the entire encounter (unless removed with Unstable Form).
Pre-Fight Assignments
Be mindful of what Anima Powers the raid has for Strategic purposes.
• You will want at least 1 player with Ever-Beating Heart to soak the Chains of Eternity. If this player is confident they can stand inside the hit box of the boss and stand between the player with Chains of Eternity and the boss. However, for safety it is easier to have a designated marker where the player with Chains of Eternity will stand, and ensure that the path from the boss to the marker only contains the player with Ever-Beating Heart.
• As many players as possible with Unstable Form to soak Remnants and have their debuffs removed. You do not need any players with Unstable Form to defeat the encounter but the more players you have with this, the easier the fight becomes.
Mid-Fight Assignments
The main things that need to be called out on this encounter are:
Your tanking approach on this boss does not change from previous difficulties of the encounter. You will still swap after each cast of Overpower.
Class Tips/Tricks
Brewmaster Monk
Taunting the boss during the final 10% will cause him to run faster so make sure you are a good distance away from the boss before taunting.
Vengeance Demon Hunter
During the final 10% of the encounter, if you have to get hit by the boss having both Fiery Brand and Metamorphosis active will allow you to survive a hit.