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Polaris is the first instance most new Secret World players will encounter, and like the game itself, is substantially harder than most instances a “noob” low-level player will typically encounter in the early zones of a MMO.

In Normal mode, Polaris can be a considerable challenge to an unprepared group, while those with more experience will find it easy to duo (and possible to solo) wearing Quality Level 10 blue gear. Thus, you may not notice the difficulty if you first encounter the dungeon in the tow of an experienced and over-equipped player that knows what they are doing.

If you are encountering the instance with a group of raw noobs wearing Quality Level 3 green gear and you choose not to read instance walkthroughs beforehand, it is a different matter entirely.

Considering that starting players typically have Quality Level 3 gear at best when adventuring in Kingsmouth, the instance can be a tricky challenge, particularly in the case of the last two bosses.

The quest is available from Ann Radciffe (383,992) in Kingsmouth.  Entering the instance without the quest will grant it to you automatically, although you will miss out on the cutscene with Ann Radcliffe.  The Elite version of the instance is accessible through Agartha (Go to the jump-off point to go to Solomon island.  Instead of going straight ahead, turn left.  This portal will take you to the Elite instance branch of the World Tree.  You will obtain the appropriate quest by entering there.)


Group Composition

You will need a tank and a healer and three DPS characters.  It is helpful, but not vital, if one of the DPS characters has some healing to act as backup healer. Impairment skills (skills that interrupt and generally knock over the target) work well on all of the regular mobs and some of the bosses.  That said, most characters will not have any/many impairment skills when first encountering this dungeon at normal level.

This dungeon is all about water and electricity, and you will encounter monsters that look familiar from your adventures along the beach in Kingsmouth.  In typical Secret World style, there are only a few things to kill between boss fights, and these will not usually cause any great problem.


Non-boss Dungeon Denizens:

Haugbui Sentry: Tough, relatively high dps that take some effort to kill. When encountered in a mixed group, kill the squishier Sea Burials and Sea Horrors first.  They cast Charged Hack, which is interruptible.

Sea Burial: Squishy regular mobs, these will cause few problems to DPS characters who will be able to mow them down quickly.  Make sure to kill these fast so they do not swarm your healer, which can cause problems.

Sea Horror: High dps, zappy mobs that die fast.  Again, they will cause few problems unless you ignore them and let them swarm a single Damage dealer or Healer.

Volatile Host:  These are extremely squishy swarm mobs and easy to kill quickly.  If allowed to persist, they will explode (a warning circle appears around them) so make sure to move away from them if they do.

Parasitic Swarm:  Also squishy swarm mobs with a minor AoE field effect. Individually these do not cause any great issue, but when they occur in large numbers, such as in the Primordial Dweller boss fight, they will swarm your healer and can damage a non-tank character quite badly.  It is important to AoE these down as soon as they gather.

Weed Wreathed Pods:  Easily killed from a distance with high dps.  If you trigger them by standing too close, or by damaging them and then not killing them quickly enough, they explode, doing damage to anyone standing nearby.

Deep Sea Pods: Easily killed from a distance with high dps.  As with Weed Wreathed Pods, triggering them has an unpleasant effect – in this case a Haugbui Sentry is spawned.

Ur-things: Encountered in the Ur-Draug boss fight.  They are normal difficulty mobs with modest DPS and only dangerous in high numbers and as distractions.



#1:  Easily seen from where you spawn into the instance

#2: Behind the stairs after the first boss.  Climb up the stairs and dismount behind where the first Weed-wreathed pods are.  A monster (Broken Corpse) climbs up out of the ground when you approach the right place, and drops Lore when it is killed.

#3: In the area where the Varangian is initially encountered, behind a cargo container.

#4: A locked Orochi Crate in a battered container releases a drone which leads you to the Lore point.  Originally, this was bugged and entering any number three times would open it.  Currently, at the time of writing, community consensus presumes it to be bugged, with no known solution.

#5: Near the helicopter after killing the Primordial Dweller


Instance Map

 (Contains spoilers – Lore locations)


First Boss:  Haugbui Jarl.

Haugbui Jarl casts Deep CallingA relatively easy introduction to the instance.

The water in this area is electrified, so you should fight this boss on the narrow strip of beach along the edge of the area.

Ranged members of the group are best off standing at a distance, with melee preferably behind the boss, to more easily avoid his electrical effects (Charged Hack) and the pulsing black pool (Deep Calling) which he casts at his feet, which will punt unwary players.

The Tank should keep the boss faced away from the group, moving out of the Deep Calling circle when it is cast, to avoid being punted into the electrified water.  Make sure your back is away from the water, so if you are punted, you don’t land in it.

You should have few problems unless you are undermanned, undergeared, have a poor group makeup or are extremely inexperienced.


  • Make sure you are staying out of the circles.  Watch the cast bars to get advance warning on what the boss is doing.
  • Allow the tank to attack the boss alone for the first few seconds so they can get the boss’s attention before anyone starts healing or doing damage.  If this does not seem to be working (tank loses hate), the tank may need higher health gear or more hate building abilities, or the DPS may need to hold off longer on high-damage abilities.
  • Make sure other group members are wearing appropriate gear. Healers need Heal Rating, DPS characters need Attack Rating.
  • This is a single target fight – Single target DPS abilities will be most effective.
  • This boss is impairable.  He can be knocked down to interrupt his nastier attacks with impairing abilities.  I suggest interrupting Charged Hack, which does substantial damage.


Second Boss: Blarbane Sorceress

Blarbane Sorceress, with Death Squall cloud and adds in backgroundShe is lurking around a corner in a circular pathway amongst the containers, so proceed with caution or you may start this fight earlier than you had anticipated! There are a few Sea Burials and Weed Wreathed Pods in this area, so kill them first with caution, before pulling the boss.

Although she has less health than the first boss, the Blarbane Sorceress has higher DPS, which is augmented by periodic waves of adds, consisting of some Sea Burials. The DPS should kill these adds as soon as they appear, to prevent them from ganging up on the healer.  Adds will accumulate over the course of the fight if you ignore them, so there is no benefit to be gained by delaying doing so.

Ideally the tank will keep her at a moderate distance from the ranged members of the group, since her nastiest attack, Death Squall, is a targetted AoE attack which looks like a foggy cloud pulsing with electrical energy.  Her hands glow white when she casts most of her abilities, but purple when she casts Death Squall. She will target this attack at the location of whoever has her attention, so be sure to move out of it quickly to avoid damage. Her other abilities, Tide Wall  (her damage shield) and Ill Runes, should cause few problems.



  • The tank should make sure to keep the Boss in Line of Sight of the rest of the group – moving her around a corner will mean no damage and no heals until everyone repositions themselves.
  • If you get in trouble, you could try kiting this boss around the circle of containers.  This will only work if the healer stays in Line of Sight of whoever is doing the kiting.
  • Always kill the adds first. DPS should switch to kill them as soon as they appear. They die fast but do a reasonable amount of damage if allowed to persist. AoE damage is effective here, for a quicker fight, I suggest mainly single-target DPS, with a smattering of AoE abilities if you are having trouble keeping the adds away from your healer.
  • This boss is impairable.  You can knock her down or stun her with impairing abilities to interrupt her nastier attacks.  I suggest interrupting Death Squall or Tide Wall.
  • If you are having trouble with losing your target, and you use a mouse to use your abilities rather than the number keys, turn off “Enable clicking on ground to clear target” in Interface Options – General Tab – Targetting section.  If you have this option set, slightly misclicking the icons (which happens easily in Secret World) will result in you losing your offensive and defensive targetting and can cause headaches for healers and ranged dps.


Third Boss: The Varangian

Varangian casting Deep ChargeThis boss has a lot of health and substantial DPS, and is probably the first boss with which you will have more difficulty, especially if you are doing the dungeon at level. Yet again, the tank should keep this boss away from ranged characters, while other melee characters stay behind him and remain ready to move out of his area-of-effect attacks.

Like the first boss, the Varangian casts a black oily circle around his feet (Deep Charge) which damages and punts any characters standing in it when it is finished casting, so be sure to move out of it when it first appears.  An active dodge should do the trick.  Also like the first boss, he casts Charged Hack, which does substantial damage.

Like the second boss, he periodically summons waves of adds (again, Sea Burials, but in slightly greater numbers), but in his case, you will be warned by the water starting to glow all around him.  The boss himself will sink beneath the water  and move to a random location for a handful of seconds while you deal with the adds.  You can tell where here is by a glowing stripy circle on the water’s surface.

When reduced to about 50% of his health, the Varangian will suddenly run out of the area you have been fighting in. When he does this, it is important that the entire party should follow him quickly.  Several Sea Burials will spawn as he does so.  Either kill them as you keep moving after him, or have the dps or tank collect them and kill them when you reach your destination.

The Varangian will stop in an area in which there are several platforms, made from old cargo containers, protruding from the water.  The party should climb on one of these platforms, since the water will become electrified and cause damage to anyone still standing in it.

The tank should immediately concentrate on picking up the boss, while the DPS first mow down any remaining Sea Burials.

During this fight, the various container-platforms become electrified.  I am aware of two different strategies that can be used at this point.

Strategy 1) It is possible to move from one platform to another to avoid the electrified ones.  While doing this, it is important to stay out of the water, because it causes considerable damage. The larger platforms that are more closely linked together are probably best for this purpose, since it is easier to jump from one of these to another.

Strategy 2) My group has had greater success (at least at normal and elite difficulty level) in *not* moving from platform to platform, since jumping can be tricky and someone (you know who you are) invariably falls in the water. Instead, the tank positions the boss at the top-end of the small L-shaped platform (the one on your right as you come into the area) keeping him angled slightly away from the group, while the DPS and healers stand as close to the other end as practical.  Your healer should be able to keep up with this level of damage, and indeed may find it easier than trying to heal and leap from platform to platform at the same time.

The Varangian doesn’t cast any black icky pools of punty badness during this part of the fight.  Neither are there any adds.



  • Although you can’t knock the Varangian down, impairments still interrupt some of his abilities, such as Charged Hack.
  • The tank should keep an eye on how the Varangian is positioned.  Leave plenty of room for dodging out of the Deep Charge pool.  Preferably avoid dodging into the middle of the group.  If you do move into the group, pull the boss away again, so the DPS and healers don’t have to move out of the AoE circle when it is cast.
  • When the boss disappears and the adds arrive, the tank can help to collect them and keep them off the healer. It is more important, however, that the tank keep an eye out for the boss reappearing (watch for his glowing white stripy circle, which marks where he is when underwater), and moves to intercept him, as he will usually head straight towards the healer.  Saving a high hate ability for the purpose is a good idea.  If you are having trouble handling the adds and picking up the boss afterwards, leave the adds to the DPS.  Picking up the boss is far more important, as he can kill low-health characters very quickly. The DPS should be able to mow down the adds successfully without the tank if need be.
  • The tank should consider saving a defensive ability to use when first mounting a platform and engaging the boss. This initial part of the second stage is when things can fall apart, because it is difficult to keep everyone healed while the boss is being positioned, the DPS is still dealing with the adds, and people are still finding their places.  Likewise, if your group chooses to change platforms during the fight, changeover times will be more fraught with peril than other times.
  • The group should move together. Lagging behind to kill adds is not a good idea. This fight takes place in large areas, and everyone should stay in range of the healer. If the adds stay grouped up they are more readily killed using AoE abilities. The adds are more likely to be nicely grouped if the DPS and healer stand near each other.
  • A little AoE damage is useful in this fight to deal with the adds, but like with the previous bosses, the adds are not overly numerous, and predominantly single-target DPS will end the fight quicker.
  • The Varangian hits hard, especially if you don’t manage to avoid the circles.  A back-up healer can be useful facing this boss, especially if your full-time healer has a tendency to get pulped when the Varangian reappears after the add-waves.


Fourth Boss: Haugbui Mother

Haugbui Mother casts Corpulent SlamThe Haugbui Mother should seem easy after the Varangian.  Her health is substantially lower, as is her DPS.  She has a few unpleasant tricks you should be aware of, and there are a few waves of adds, but if you have made it this far, she is unlikely to cause you much problem.

Her main attack of note is Corpulent Slam, a blast-style attack along a path in front of her which does high damage and will punt you.  It is a relatively slow casting attack, and is easy to avoid – much easier than the similar attacks used by Akabs throughout the game.

Several waves of adds (Volatile Hosts) appear throughout the fight.  These should be taken down quickly by the DPS, preferably before they explode.  If they do explode, be sure to stay out of their damage radius, as they can pack a fair punch on low-health characters.

When the Haugbui Mother is reduced to about 20% of her total health, she will explode.  There is a warning circle which you should be sure to get out of (Eversion).  When she explodes, three Sea Horrors appear.  They can be quite damaging but squishy, and should be preferably picked up quickly by your tank while the dps mows them down.


  • This boss is impairable: you can knock her down or stun her using impairing abilities.  This works on everything except Eversion.
  • Make sure to take down the adds quickly, so as to keep them away from your healer.  The Sea Horrors can be a little tricky if you are not on the dot.  Since everyone will usually have run out of the circle that spawns them, they will often have primary hate towards the healer from the outset.


Fifth Boss: Primordial Dweller

Tank position on platformThis boss probably does less DPS than the Varangian and has a comparable amount of health.  He is  not so difficult *if* everyone is standing in exactly the right place and doing the right thing at the right time.

So, from a raw Noob perspective, this fight is pretty hard.

You will fight the boss from a sloping cargo-container platform along one side of a pool of water.  The boss will spawn as soon as you begin to approach.

My group has had the greatest success when the tank stands in the middle of the platform, as close to the water as possible while not actually standing in it, and still being able to hit using melee abilities.  The rest of the group stands on the far right of the platform, while being careful not to obstruct themselves by being too close to the crates along that side.  You want to be able to get off the platform in a hurry.

Black inky circles spawn in the water throughout the fight, which deal considerable damage and can be difficult to avoid, so minimising time in the water is beneficial.

Boss Phase:

The fight starts slowly.  While standing on the platform, you will be able to stand still through most of the Primordial Dweller’s attacks (Seizure, Synapse Spasm, Tide Wall), but keep your eye out for the small waves of adds that will periodically attack (Parasitic Swarm, Volatile Hosts).  It is handy if the DPS have plenty of AoE in this fight, since the adds are numerous, and they should kill the adds as quickly as possible.  It is handy to have someone call the waves of adds over voice chat when they arrive.

After doing this for a while, presumably to lull you into a false sense of security, the boss will begin casting a circle that effectively covers the platform in front of him (Psychic Death Zone).  If you do not get out of this circle before it finishes casting, you will be punted a considerable distance and take heavy damage.  Everyone should get off the platform when this circle is cast.  It results in a persistent electrical fog cloud which makes the platform off-limits until it dissipates.

Water Phase:

While waiting for it to do so, you will be kept busy with large swarms of adds (Parasitic Swarm, Volatile Hosts).  It is extremely important that the DPS AoE these down with great rapidity. They spawn from both sides of the area, and will typically swarm the healer if not gathered quickly. The tank should also be primarily concerned with keeping adds off the healer, but should also keep an eye on the boss, ready to move back into position as soon as the Death Zone cloud vanishes.  Everyone must also be careful to stay out of the black inky circles that spawn in the water, often under where you are standing.  It is easy to get killed very quickly if you are surrounded by adds and trapped in one of these circles, but a double-tap (active dodge) can help here.

As soon as the waves of adds are defeated and the cloud has cleared, quickly get back on the platform and refocus on the boss.

Rinse, Repeat:

Generally there will be at least several Psychic Death Zones cast before the boss is killed.

This is one of the first boss fights where it becomes exacting in regard to where everyone stands and moves.  It requires a high degree of planning and coordination, and can be especially difficult for healers, since:

a)      The swarms of adds will typically have aggro on the healer when they spawn

b)      There is a lot of movement required.

c)      It is hard to watch health bars, cast bars, and circles at the same time.

Typically if your healer goes down, the tank will drop next, and then the rest of group will quickly follow in true MMO style.  Thus, one of the primary goals in this fight is to keep the healer alive.  Usually if your healer survives, everyone else will too, barring unfortunate mistakes.



  • Most groups will find this fight straightforward until the first Psychic Death Zone is cast, which is when things will start to go pear-shaped.
  • Although you can’t knock the Primordial Dweller down, the abilities Psychic Death Zone, Tidal Wall, and Synapse Spasm are interruptible with impairment abilities.  Tidal Wall or Synapse Spasm are the abilities of choice, since the boss will recast Psychic Death Zone soon after it is interrupted.
  • The tank can usually ignore any small waves of adds that spawn while the group is on the platform, leaving the DPS to mow them down.  The tank should save long-cooldown Area-of-Effect attack and hate building abilities for the larger waves of adds that spawn while you are in the water.
  • Although the DPS must attack the swarms of adds quickly to keep them off the healer, it is beneficial to save big AoE attacks for when the adds are gathered together. Thus it is helpful if the group is not too spread out, although it is often nearly impossible to group up properly because of the spawning inky circles.
  • A high amount of AoE damage is very useful in this fight.
  • The boss will often cast Synapse Spasm (light beams shoot out of his eyes) on someone other than the tank, especially just after you have killed the waves of adds.  This can one-shot low health characters, especially if they are already injured.  This can be minimised, if not completely eliminated, by the tank picking up the boss promptly after each Psychic Death Zone. Restoring everyone to high health by that point is also important.  The main healer’s health should have high priority.  Whereas you may complete the fight if your healer is still alive, you are much less likely to do so if they are dead.
  • Group makeup we have had most success with is as follows:
  • Tank, with at least one AoE high-hate attack ability
  • Main Healer
  • 2 x DPS with AoE abilities slotted
  • 1 x DPS/Backup healer Jack-of-all-trades


Sixth Boss – The Ur Draug

Polaris CutsceneWhen my group first did this instance, we had not consulted any guides or had any experience with the instance previously, and we thought the Primordial Dweller was the final boss. The cutscene was an awesome surprise.

The Ur-Draug is nasty – he has a ton of health, more than any other boss in the instance, and does a lot of damage.  There is a strong random element to this fight, and it does not always progress predictably.

Combat Phase:

Again, it starts slowly.  The tank should engage the Ur-Draug from the front, within the ring of stone ‘pillars’ (columns of rock), while everyone else stands within healing range off to one side. You will need plenty of room to dodge.

The boss has frontal directional attacks (Slam, Cosmic Gaze) which can be avoided by not standing in front of him.  Slam is a frontal cone ability which does serious damage and has a hefty punt which will send them flying out of healing range.

If Slam punts your tank, the whole group will typically have to relocate and reposition, which is sometimes fatal.  Getting out of the cone is important. It is easier to run sideways out of it than to dodge backwards.  Generally the tank should run over to the rest of the group, and moves back into the centre the moment the Slam animation completes, so the Ur-Draug stays in the same position throughout the fight.  This also keeps the tank in healing range.

Low health characters can be one-shotted by Slam.  It is easy to get stuck on the pillars or for them to obstruct dodge attempts or block your Line of Sight.  The boss also has a very large ‘footprint’ which you can not run through, which can be awkward when he is very close to the pillars.  It can be diffficult or impossible to circle the boss if he is standing against the pillars.  He is so large that he typically is standing against one or another of them.

Cosmic Gaze is a frontal ability in the form of a wide blue blast-stream which is easy to notice (straight narrow path, no warning circle), during which the tank should stay in front of the boss.  If the tank moves, the boss will turn to follow while continuing to cast the attack.  It does not have particularly high DPS, and while it should be kept turned away from the group, it can otherwise be ignored.

Fog Phase:

After some time, the boss will enter what I call the ‘Fog’ phase of the fight (Rending the Veil).  A warning message is sounded (“Major dimensional breach. Duck and cover. Do not engage until reality has been restored.”).  The area is filled with a blue obscuring fog. Everyone should hide behind a pillar, keeping together and being careful to keep a maximum distance from the boss, even if this requires running from one pillar to another, and to keep out of his Line-of-sight by hiding behind pillars.  Some guides say you should hit Sprint at this stage, but this does not currently work (perhaps it did once).  If you are ‘caught’ by the boss (Cosmic Sundering), you will be trapped, unable to move, in a circle which when it completes casting, will punt you and do heavy damage, potentially one-shotting or nigh one-shotting most characters.  Crowd Control breakers and preventative abilities do not work to avoid this attack.  Occasionally members of my group have been able to double-tap out of the circle – this is not reliably replicatable and probably unintended.

During this phase, adds called Ur-things also spawn, usually no more than half a dozen throughout the fight.  They run around the zone searching for the players.  My group has always found it best to ignore them as much as possible, apart from keeping them off the healer.  Although they are easy to mow down, they do relatively little damage, and are a big distraction from the all-important hiding part of this phase.  Attacking them seems to attract the boss’s attention more quickly, although this is debatable.

The boss will ‘catch’ only one character at a time.  Thus, you will escape as long as you are not the closest.  This can give an inaccurate impression of how far out of Line of Sight you actually have to be to avoid the boss.

Usually, this is all that happens during the first phase of Fog, but sometimes, especially if the boss has already taken considerable damage, the boss will destroy a pillar of rock. He has a hunkering-down emote with a yellow glow when the does this.  If you  notice his cast bar is active during the Fog phase, this is what he will be doing (Pulverise). Typically he doesn’t do this until the second phase of Fog, and sometimes he destroys a large number of pillars in a single phase.  I am not certain if the rapidity and number of pillars destroyed is tied to how much health the boss has left, but it seems likely. The destruction of a pillar is highly problematic if you happen to be hiding behind the one the boss smashes – you will typically be caught immediately afterwards. Thus it is important not only to keep out of the boss’s line of sight, but also as far away as possible during the fog stage.

Rinse, Repeat:

Ur DraugAfter the Fog, it is vital that the players stay grouped together.  Something as simple as the healer running back to the middle one way around a pillar while the tank goes the other way can get the healer one-shotted by the Boss.  The tank should move quickly in to pick up the boss after the Fog.

After the first phase of Fog, the boss will start occasionally casting an ability called Extinction, which is a zone-wide white storm that does heavy damage.  The signal for this is the boss submerging and becoming untargettable. Everyone should hide behind a pillar when it begins until it finishes casting.  It is not difficult to avoid unless all the pillars have been destroyed, in which case it is, as far as I know, impossible.

The Phases get faster and faster as the fight progresses.  This fight is thus a race against time, as the group must take down the boss before all the pillars are destroyed.

Finally, when he is close to going down, (~5000 health) the Ur-Draug casts a pretend Fog (Rending the Veil).  You can tell it’s a fake, because he does not return to the centre when he casts it and remains able to be targetted.  Continue DPSing through this Fog, until he is dead.


  • Stay together during the Fog phase, as this allows you to more effectively dealing with the adds, which can gang up to kill low health characters.  Once you get one add, the others seem to find you quickly, so avoid them as long as possible at the beginning of the phase.
  • Although you can’t knock the Ur Draug down, the abilities Slam and Cosmic Gaze are interruptible with impairment abilities, as long as they actually hit.  Interrupt Cosmic Gaze by preference, as Slam is avoidable if you keep on your toes.
  • Have NPC names and target outlines on for this fight (Interface Options, General Tab, Targeting – Activate target outlines, and pick “Hostile” in the list box for PvE). The boss is more readily spotted in the Fog when they are.
  • If members of your group are constantly getting picked off by the Boss in the Fog phase, consider appointing a single person whom everyone should follow as closely as possible.  Pick someone who is good at kiting. This person’s sole job is to watch for the boss, keeping him targeted at all times, and avoiding him.  It is easy to get distracted by the adds and to miss the boss lurking up in the fog, large though he may be.
  • The ability “Last Resort” in the Survivalism tree will absorb all damage from Cosmic Sundering.  Noobs at normal level won’t have it, but it may be useful for Elite runs.  It’s cooldown is short enough to be used once per Fog phase.
  • Keep together and remain in healing and buffing range. The boss is so large, if you are hitting the rear end of the monster you are most likely out of the healer’s range, since the healer will most need be closer to the front end of the boss where the tank is standing.  If you have to run around a pillar to rejoin the group, you will not only be out of line of sight, but wasting time when you could be DPSing.  Stay disciplined.  If everyone is perfectly positioned, no one but the tank should have to move to avoid attacks, until Extinction or the Fog (Rending the Veil) is cast.
  • Aggro management is vital.  Picking up the boss after a Fog phase can be problematic, especially if the healer has been doing a lot of healing during it.  Save high hate single-target abilities for this moment.  The boss should be facing the tank at all times during the combat phase.  The Ur-Draug’s basic attack abilities will quickly kill DPS or Healers if they get his attention.  Consider holding back on your DPS if this happens repeatedly, or slot an anti-hate ability if you have one.  (I prefer holding back as a strategy, since this allows for more DPS or group-support abilities to be slotted, but anti-hate abilities can be greatly beneficial to some playstyles).  Consider slotting extra hate abilities if you are the tank.
  • Group makeup:
  • Tank: One area high-hate ability is useful to keep adds off the healer during the Fog phase.  Otherwise single target high hate abilities, and high mitigation defences.
  • Healer
  • Backup Healer.  This boss does a lot of damage.
  • 2 DPS – Single target high DPS abilities slotted.  There is little call for AoE in this fight.