Nidhogg
Summary
If you are already familiar with Nidhogg and just need a quick summary:
Nidhogg |
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4x Towers |
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Nidhogg’s phase opens with Final Chorus, another very hard-hitting raid-wide attack. Notably, Nidhogg is not yet targetable, so debuffs like Reprisal or Addle cannot be used to mitigate this damage.
Wyrmhole (Easthogg)
The first phase of Nidhogg is often called “Wyrmhole”, due to its strong resemblance to Wormhole Formation in TEA.
Wyrmhole has two variants, affectionately dubbed “Easthogg” or “Westhogg”, which dictates where players with arrow debuffs go, and which direction they face when placing towers.
- English parties prefer to go with “Easthogg”.
- Japanese parties prefer to go with “Westhogg”. Simply reflect all arrow positions and have players face west when placing towers instead.
Note that at most, only two pairs of arrows will appear. The following diagrams illustrate a scenario where all numbered groups have a pair of arrows, but this will not actually happen in-game.
1. Numbers appear. All players claim initial spots:
These will be your positions during Wyrmhole if your numbered group does not get arrows. | |
2. Arrow debuffs appear. If your numbered group contains arrows (Elusive/Spineshatter Dives), the arrows override the claimed positions from the previous step.
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3. First loop begins
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4. First "Lash and Gnash" or "Gnash and Lash".
(The diagram illustrates "Gnash and Lash") | |
5. First "Lash and Gnash" or "Gnash and Lash" (cont'd).
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6. Second set of towers.
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7. Second set of towers.
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8. Second set of towers.
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9. Second loop.
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10. Second "Lash and Gnash" or "Gnash and Lash".
(The diagram illustrates "Lash and Gnash") | |
11. Second "Lash and Gnash" or "Gnash and Lash" (cont'd).
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12. Second set of towers.
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13. Second set of towers.
Nidhogg will also resume auto-attacking the MT at this point, so players will need to dodge that as well. | |
14. Nidhogg will auto-attack the MT twice before turning to face a random party member and cast Drachenlance. Dodge or outrange this, and prepare for 4x towers. |
4x Towers
Four towers will spawn at the four intercardinal towers. Each tower needs 1-4 players (chosen at random) to be inside, with a total of 8 players.
The easiest way to resolve this is to preposition in pairs at each tower:
Starting positions:
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- Healers and Ranged stay in their towers to bait Gierskogul.
- Tanks and Melee adjust:
- If your tower needs 2 or more players, stay.
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Otherwise, adjust to the first tower that needs more than 2 with the following priority:
cw > ccw > across
Done correctly, at most two players will need to move.
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Example 2
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Example 3
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Just like before, Nidhogg clones will appear where the towers were when resolved.
- Three of these clones will cast Geirskogul on their closest targets (baited by healers and ranged DPS)
- The last clone will attach a Soul tether to a random (non-tank) player.
- Nidhogg also attaches a Soul tether to a random (non-tank) player.
1. Just like before, Nidhogg clones will appear where the towers were when resolved.
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2. Tanks take the Soul tethers, and everyone dodges the Geirskoguls.
Soul tethers are extremely hard-hitting tankbusters (~270% of a tank's max HP!) |
After the Soul tethers resolve, Nidhogg will then autoattack the MT five times before turning for one final Drachenlance (which will always point South).
Nidhogg then starts casting Revenge of the Horde (enrage).