Lihuvim, Principal Architect
With great care, Lihuvim weaves ephemera into being in accordance with the hallowed will of the First Ones. Now this process is threatened as mawsworn forces seek to claim this power.
With great care, Lihuvim weaves ephemera into being in accordance with the hallowed will of the First Ones. Now this process is threatened as mawsworn forces seek to claim this power.
Boss cycles through phases every ~1:40
There has been an announced change to this. This will be updated once there is data.
P1: Spawns Unstable Motes on players which you want to put in areas you dont intend to use again or you can blow them up.
P2: Pick an add on the side of the room and kill it as a group. If your raid DPS is very high (once more gear has been obtained) you can opt to split the raid and defeat two.
Unstable Mote - Place away from raid, dont stand in as you walk away.
Deconstructing Energy - The active tank and one random player will have these bombs placed on them. They can be used to destroy Unstable Motes.
Protoform Cascade - Either stand in or out, not on it.
Cosmic Shift - Dont get pushed into stars/puddles.
[Heroic/Mythic] Resonance - Tank Combo. Taunt every time your co-tank gets a circle around them. The taunts need to be quick!
When Lihuvim reaches 100 energy the boss will move to the middle and start to cast Synthesize.
Whilst the boss is casting Synthesize it will raid wide damage with Protoform Radiance which applies a debuff increasing the damage it deals each tick.
During each of these intermissions you will need to kill stand in the highlighted area around the Automa you intend to kill as this will reduce your damage taken by 50% on Normal and 20% on Heroic.
Defating an Automa before it activates will remove all Protoform Radiance stacks from you allowing you to not get 1 shot by pretty much any mechanic.
[Heroic] Defense Matrix
The main theme of destroying Automa is that you ALWAYS want to defeat an Acquisitons Automa as the ability from it is the most annoying.
Lihuvim Swing Timer: 1s (Curse of Weakness 1.2s) Gets delayed very often from casts
Acquisitions Automa Swing Timer: 2s (Curse of Weakness 2.4s)
Defense Matrix Automa Swing Timer: 2s (Curse of Weakness 2.4s)
Leg Sweep can be used to stop casts of Degenerate from the Degeneration Automa.
Ring of Peace can be used to help mvoe the Degeneration Automa.
Transcendence can be useful to get yourself back to the boss after detonating Motes.
Roll can be used at the same time as Cosmic Shift to stop you being pushed back.
Infernal Strike is useful to get back to the boss after Cosmic Shift.
Sigil of Chains can be used to group Degeneration Automa together for more efficient AoE.
[Heroic] Ardent Defender is available for one of the tank combos in each Phase. For the other combo you can rotate between Guardian of Ancient Kings, using a trinket or taking the Kinetic part of the combo.
Degenerate can be reflected with Spell Reflection.
Kinetic Resonance can be blocked.
Rallying Cry is best used to help the raid with Protoform Radiance damage.
Stampeding Roar is useful to get players either to the add in the intermissions or back to boss after you've killed the add.
Death's Advance will negate the pushback from Cosmic Shift.
Anti-Magic Zone is best used to mitigate raid damage taken from Protoform Radiance.
Gorefriend's Grasp & Abomination Limb can be useful to grip the Degeneration Automa together.
Boss cycles through phases every ~1:40
There has been an announced change to this. This will be updated once there is data.
P1: Spawns Unstable Motes on players which you want to put in areas you dont intend to use again or you can blow them up.
P2: Pick an add on the side of the room and kill it as a group. If your raid DPS is very high (once more gear has been obtained) you can opt to split the raid and defeat two.
Bloodlust/Time Warp/Heroism is best used either on Pull or for a wave of adds you're struggling with.
You should have healer cooldowns and a couple of DPS cooldowns assigned for each add wave
The Automa have a set sequence of spawning on any difficulty.
Normal Mode | Star | Diamond | Triangle | Square |
1 | Acquisitions | Degeneration | Guardian | Nothing |
2 | Nothing | Acquisitions | Degeneration | Guardian |
3 | Degeneration | Nothing | Acquisitions | Acquisitions |
Heroic Mode | Star | Diamond | Triangle | Square |
1 | Acquisitions | Degeneration | Guardian | Defense Matrix |
2 | Acquisitions | Defense Matrix | Acquisitions | Guardian |
3 | Degeneration | Guardian | Defense Matrix | Guardian |
4 | Defense Matrix | Degeneration | Acquisitions | Degeneration |
Unstable Mote - You will want to place these in areas you do not intend to use later in the fight. Once you have placed your mote, move away but do not run through a mote as it will explode leaving a permanent puddle.
Deconstructing Energy - The active tank and one random player will have these bombs placed on them. They can be used to destroy Unstable Motes.
Additionally for Tanks, this will increase your Physical damage taken by 100% for 10 seconds.
Protoform Cascade - The boss will cast a circle of motes around it, shortly after it will detonate. Simply either stand in the circle or out of it. If you stand on it you will take a large burst of damage and more importantly the raid will know you're blind.
Cosmic Shift - The boss will push everyone away from it. Make sure you do not have Unstable Motes behind you as you can detonate them.
[Heroic/Mythic] Resonance - Tank Combo. Taunt every time your co-tank gets a circle around them. The taunts need to be quick!
This combo will always be Kinetic Resonance > Sundering Resonance > Kinetic Resonance.
Kinetic Resonance - This is a large burst of Physical damage and increases Cosmic damage you take by 50%.
Sundering Resonance - This is a large burst of Cosmic damage and increases Physical damage you take by 50%.
The tank starting the combo should be the one who did not get Deconstructing Energy as they will take +100% more damage from the first hit if they do.
When Lihuvim reaches 100 energy the boss will move to the middle and start to cast Synthesize.
Whilst the boss is casting Synthesize it will raid wide damage with Protoform Radiance which applies a debuff increasing the damage it deals each tick.
During each of these intermissions you will need to kill stand in the highlighted area around the Automa you intend to kill as this will reduce your damage taken by 50% on Normal and 20% on Heroic.
Defating an Automa before it activates will remove all Protoform Radiance stacks from you allowing you to not get 1 shot by pretty much any mechanic.
These adds will only start to cast once they are in range of their target. As a raid when you kill your designated Automa run to the middle and don't hit anything. Stack under the boss and this will make all of these adds run in range of the boss for efficient cleave.
The main theme of destroying Automa is that you ALWAYS want to defeat an Acquisitons Automa as the ability from it is the most annoying.
The boss will enrage shortly after the third wave of adds.
Lihuvim Swing Timer: 1s (Curse of Weakness 1.2s) Gets delayed very often from casts
Acquisitions Automa Swing Timer: 2s (Curse of Weakness 2.4s)
Defense Matrix Automa Swing Timer: 2s (Curse of Weakness 2.4s)
Leg Sweep can be used to stop casts of Degenerate from the Degeneration Automa.
Ring of Peace can be used to help mvoe the Degeneration Automa.
Transcendence can be useful to get yourself back to the boss after detonating Motes.
Roll can be used at the same time as Cosmic Shift to stop you being pushed back.
Infernal Strike is useful to get back to the boss after Cosmic Shift.
Sigil of Chains can be used to group Degeneration Automa together for more efficient AoE.
[Heroic] Ardent Defender is available for one of the tank combos in each Phase. For the other combo you can rotate between Guardian of Ancient Kings, using a trinket or taking the Kinetic part of the combo.
Degenerate can be reflected with Spell Reflection.
Kinetic Resonance can be blocked.
Rallying Cry is best used to help the raid with Protoform Radiance damage.
Stampeding Roar is useful to get players either to the add in the intermissions or back to boss after you've killed the add.
Death's Advance will negate the pushback from Cosmic Shift.
Anti-Magic Zone is best used to mitigate raid damage taken from Protoform Radiance.
Gorefriend's Grasp & Abomination Limb can be useful to grip the Degeneration Automa together.
The adds now have an additional ability each. However your kill order does not change.
A new mechanic of Alignment Shift has been added. The raid will either have Melodic Alignment or Harmonic Alignment, these will change every time the boss casts Cosmic Shift.
The boss will cast Resonance Cascade which has to hit players with both Melodic & Harmonic Alignments.
This was added after all PTR testing has been concluded so it's not known how you are meant to play with the ability.
The only things to assign are the same as they are in Heroic.
Cooldowns for adds are the main thing. On PTR it was possible to kill two adds each time but it required alot of DPS cooldowns but it did make the boss phases easier.
The adds once again have set patterns:
Wave | Time | Square | Triangle | Diamond | Star |
1 | ~0:38 | Defense Matrix | Guardian | Degeneration | Acquisition |
2 | ~3:08 | Degeneration | Acquisition | Defense Matrix | Guardian |
3 | ~5:35 | Guardian | Guardian | Degeneration | Degeneration |
4 | ~8:08 | Acquisition | Defense Matrix | Acquisition | Defense Matrix |
5 | ~10:38 | Guardian | Guardian | Guardian | Guardian |
This section will be updated once the boss has been defeated on Live Servers.
The new mechanic of Alignment Shift will mark everyone in the raid with either Melodic Alignment or Harmonic Alignment. These debuffs will change each time the boss casts Cosmic Shift.
When Lihuvim casts Resonance Cascade it has to hit players with both Melodic & Harmonic Alignments, failing to do so will trigger Dissonance Cascade essentially killing all players within 4 yards. Therefore the 10 players of each type should have a pre-assigned partner and meet up when Resonance Cascade is cast.
Presumably a WeakAura will be made to assign partners for this automatically.
The change to the adds does not change your overall strategy in how you approach the encounter. The new abilities gained by the adds are as follows:
When this add dies it will cast Terminal Mote. Triggering an Unstable Mote on a random player.
30 seconds after dying this add will now revive with Reoriginate.
Sentries are now permanent meaning that as the fight goes on you will get more raid damage. This is especially deadly during intermissions as you are taking increased Cosmic damage.
When this add dies it will create a Terminal Barrier for 10 seconds which provides damage reduction for the boss, the adds and more importantly the raid.
Strategically you may want to keep this add until until the following intermission to provide damage reduction for the raid when they are killing the next add.
In terms of strategy for the encounter this does not change all too much from Heroic. You will need to be stacked more to deal with Resonance Cascade but this should be how Heroic was played anyway.