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The Polaris Nightmare

Posted by Vikestart on November 24, 2013
Last updated by Vikestart on August 12, 2015
Zone Starting Location Rewards
Agartha Portal (780,485) XP

372 210

PAX5 000  BB2
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Before starting on this dungeon, note that your group will likely require that somebody equip a purging ability like Cleanup or Electromagnetic Manifestation, unless the group is quite overgeared. It would also be wise for everyone to have Sleight of Hand or some other means to break Crowd Control available.

The Nightmare buff in this dungeon grants the creatures here extra Block Rating and Penetration Rating. This means enemies will be more resilient to your attacks. A penetration anima can help with this. It also means they will hit you harder, which makes Block an especially important defensive stat here, especially for the last boss.

Haugbui Jarl

282 938

Polaris 1

This is a pretty straight forward fight. The boss has three abilities he will use in addition to his standard nameless attack.

Deep Calling: This attack will make black pools appear beneath every group member’s feet, everyone must avoid these pools immediately or die instantly. The tank should not waste an impair on this ability. Impairs are needed for his two other abilities.

Deep Calling can be avoided by having the tank move to behind the boss before its casting has finished. The boss will then interrupt the cast.

Charged Hack: A powerful single target attack which the tank should impair this attack when possible in order to avoid massive damage.

Mjolnir’s Echo: This attack must be interrupted using an impair ability. Otherwise, the tank is sure to lose aggro and the boss will start killing other people in the team.

During the fight it is advised to not step in the water unless forced to as the water is electric and will therefore deal damage to anyone who steps in it. The tank should tank the boss on the same island he stands on before the fight begins.

Blarbane Sorceress

196 826

Polaris 2

Before charging at the boss, the DPS should take down all the pods in the boss area, it is possible to do this without making the boss attack you. Once this is done, the tank should move in and grab the boss, it is recomended to tank her near the exit of the arena, while at the same time making sure that any rDPS (DPS with ranged weaponry) can get a clear shot at her from afar. She has three attacks:

Ill Runes: A single target close range attack, this is her standard attack and should not cause any notable trouble.

Deathsquall: When cast, she will summon a storm cloud, this will deal damage for as long as it is active, it is advised to impair this when possible, and if it is not impaired any melee DPS In the area should move away from her immediately.

Tide Wall: This will summon a barrier which will protect her from a certain amount of damage. If the tank has enough impairs, this can be impaired, if not it should not take the DPS long to burn through it, or even purge it is possible.

Several times during the fight, two sea burial adds will enter through the exit side barrier of the boss arena. The tank should grab these as soon as they enter and hold their aggro while the DPS burn them down. Alternatively, they can be ignored by the DPS which can focus entirely on killing the boss quickly.

The Varangian

369 050

Polaris 3

This fight has two prominent phases:

Phase 1

During the course of this phase he will use three abilities in addition to his standard nameless attack, which are:

Deep Blast: This will summon a black pool in the area around his feet, this should not be impaired as the tank, and any nearby DPS can easily dodge away from the boss before the attack triggers and deals damage, and the impairs are needed for the next two attacks, since they pose a much greater threat.

Charged Hack: Much like the first boss, this attack deals more damage than his standard attack and should be impaired whenever possible to avoid massive damage.

Mjolnir’s Echo: This attack must be interrupted using an impair ability. Otherwise, the tank will lose aggro which will cause the boss to start killing other people in the team.

From time to time The Varangian will submerge himself in the water and sea burial adds will take his place, kill these adds as fast as possible and look for where the boss will re-emerge from the water, this can be seen as the area where he is “hiding” will show white beams as shown in the picture below.

Polaris 7

When he reaches 50% HP, he will become immune to all damage and move to the second arena, follow him and kill any adds you ecounter along the way.

Polaris 9

Phase 2

Polaris 5

The boss will stand In the centre of some containers, jump onto one of them and keep out of the water as it will become electric as soon as the tank pulls the boss. From time to time one of the containers will turn electric and damage anyone standing on it, you should then jump to another container in order to avoid taking constant damage. The tank should keep impairing Charged Hack and Mjolnir’s Echo at all times while the DPS only focus on taking down the boss quickly. He will not summon any adds during this phase.

Haugbui Mother

246 033

Polaris 11

This fight has two prominent phases.

A purge ability is absolutely necessary for Phase 2 of this fight unless the group is very overgeared. Someone in the group should use an ability like Cleanup or Electromagnetic Manifestation after Phase 2 has initiated.

Phase 1

The tank should grab the boss and pull her towards the exit side of the arena as Versitile host adds will enter from this side during the fight. These adds function as walking bombs and will explode sometime after entering the arena, the DPS should therefore kill them as soon as they enter the arena. The boss herself will use three different attacks.

Firstly there is her regular, nameless attack which should not be a problem at all.

Corpulent Slam: This is an AoE (area of effect) and should be dodged by anyone in the targeted area, it takes quite some time to activate, so dodging it should not be a problem.

Eversion: This attack will initiate Phase 2, she will stop attacking and freeze to the spot while this ability activates. Everyone inside the area it effects should dodge out of the way before it activates as it will make her explode and deal heavy damage to anyone inside.

Phase 2

Polaris 4

As the Haugbui mother explodes, three sea horrors (with 17 086 health each) will appear where she used to stand. They will all have a very powerful evade buff that makes it hard to him them. This is when someone in the team should use a purge ability to remove their buff. Good abilities for this are Cleanup and Electromagnetic Manifestation.

These only have one attack named Corrosive Expectoration, this is a ranged magic attack. The tank has to hold the aggro to the best of his/her ability while the DPS take down the three sea horrors as quickly as possible.

Primordial Dweller

295 240

Polaris 12

The tank should be standing on the blue container on the right side in front of the boss at all times while tanking it.

It is recommended that all DPS players and the Healer equip the ability called Sleight of Hand for this fight. This is to escape the Versitile Hosts that periodically spawn. They will slow down the player they target and explode which causes instant death. Sleight of Hand effectively removes the debuff that slows you down, allowing you to run away from them. The Versitile Host adds will only appear while the boss has over 50% Health left.

Note: Sleight of Hand will grant immunity to the Versitile Hosts’ explosive attack, as long as you activate it after they have applied their hinder on you, not before.

Black areas of water will appear during the entire fight, these must be avoided as they will explode and likely one-hit any DPS or healer.

The boss itself has four different attacks:

Seizure: This is his standard attack and should not cause any problems.

Synapse Spasm: This is a chain attack, so the rest of the group should not stand close to the tank at any time as the chain might hit them too should they be to close.

Psychic Death Zone: This is an AoE attack, so the tank should either impair it or dodge out of the way as the ability will throw the tank away and deal some heavy damage if it hits him/her. After this ability has been cast, the boss may surround itself in black storm clouds and summon adds to the fight. The primordial spawn adds should be killed before they give the healer too much trouble. Finally, the tank can choose to either keep tanking the boss on the container (if the healer can heal through the constant damage the storm inflicts on the tank) or grab some of the adds, in either case it is important that the tank does not get too close to the DPS or the healer. The tank must quickly return to the container.

Tide Wall: A barrier that will absorb a certain amount of damage, it can be impaired by the tank, or either purged or broken by the DPS as you see fit. It is probably a more reliable strategy to just impair this ability.

The Ur-Draug

691 478

Polaris 13

This fight has four notable phases.

It is recommended that either one player slot Cleanup for Phase 3 or everyone slot Sleight of Hand as the Ur-Draug will hinder everyone when submerging in the middle of the arena.

Phase 1

The tank should stand so that the boss faces the cliff behind its oroginal location. The Ur-Draug will constantly use two abilities in this phase, the DPS and the Healer should stand so that they cannot be hit by either attack.

Cleave: A basic, heavy hitting cone attack. This is his standard attack in this phase and is capable of hitting several targets.

Slam: A cone shaped attack which should be avoided by the tank walking to either side of the targeted area, this will give the healer some time to catch up on the healing as opposed to impairing the attack!

Cosmic Gaze: The Ur-Draug will deal damage every second or so to anyone caught in its mist-like breath, this attack should be impaired.

Phase 2

The Ur-Draug will start casting “Rendering the Veil” which will make the world turn blue. While this effect is active, no members of the group must be seen by the Ur-Draug, hide with your group behind one of the huge rocks and circle it to avoid the Ur-Draug’s sight, tank and spank any adds that spot you during this phase.

Phase 3

This is exactly like Phase 1, but with one exception. The Ur-Draug will submerge itself in water and re-emerge in the centre of the arena, all members of the group must then hide for the duration of the attack.

Once the attack has finished, the Ur-Draug will submerge and attempt to re-emerge from underneath where you’re standing. Everyone will be hindered, so you should use either Cleanup or Sleight of Hand to free yourself. Get away from that location as quickly as possible as the Ur-Draug will instantly kill anyone standing there when it emerges from the water. The tank should return to the position where he/she tanked the Ur-Draug previously.

Phase 4

The Ur-Draug will strengthen itself, and much like Phase 2, the screen will turn blue. Only this time, all the rocks will explode, do not bother with hiding but instead, bring the Ur-Draug down as fast as possible. The Ur-Draug will pull all members of the group close to itself, it is important for everyone who is not the tank to move away from the front of the Ur-Draug as his cleave attack will deal heavy damage to anyone in its path.

Warning! If you are in a group which has very high DPS, Phase 2 and Phase 3 may switch places, the Ur-Draug will then start casting the ability “Rendering the Veil” which initiates Phase 2 right after the Phase 3 massive AoE attack has finished. If your the group’s DPS rate is extremely high, you will be able to simply burn the boss without hiding, but this is not recommended for beginners at all.

Once the Ur-Draug is dead, your mission will complete itself and you will be able to return to Kingsmouth by helicopter, this time with no nasty surprises along the way.

Polaris 14

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  • Onee

    It might be worthy to mention that Sleight of Hand currently also protect you from the incubator explosions. If everyone stands still on the box and hit Sleight of Hand when the incubators arrive, you can just ignore them from that point. If somone panics and starts moving around, they may delay the explosion a few seconds and everyone dies because Sleigh of Hand timed out. This is also the perfect fight to use the ultimate ability from issue 11 if you have it. One person can start casting it when they get close and pretty much instakill them,

    • Vikestart

      That depends. Following a change to immunity against Crowd Control effects a while ago, Sleight of Hand will not protect you if you activate it before they hinder you. You must use it *after* they have hindered you, which is trickier.

      • Onee

        It works fine on live right now, but this might trick might be in the same boat as provoke/confuse in DW.

        • Vikestart

          No, that is completely irrelevant.

          It works fine, yes, if you use it after they hinder you. If you use it before, you’ll still take damage because a fake hinder debuff is applied on you. This is was a change to how CC immunity works, introduced in a major patch a while ago.

  • Onee

    Might add that most (if not all) mobs in this instance apply the stacking Bleeding DoT on penetrating hits. This DoT can stack to 10 and can do large amounts of damage at high stack count.