Phase One: Engage
100%-74%
Welcome to die. Nidhogg demonstrates strength right away, walloping your tank as soon as you start the fight. Expect 5k~ melee hits and an 8k~ breath/cleave; Tanks can drop quickly if healers aren't prepared for it. During this phase Nidhogg will deal raid damage with his roar, dealing about 3k~, and the most menacing thing he can do to disrupt DPS (especially casters) is his randomly-selected AoEs. A bluish circle will appear under players at random and then explode a few short seconds later. Dodging these circles is the simplest part of the fight. His other attack you need to be worried about is called Hot Wing, which will deal about 10k~ damage to the entire battlefield EXCEPT for a single line extending from Nidhogg's body. It's a little hard to explain, but the key to not being splattered throughout this entire fight is to stay close to the center/middle and respond accordingly.
After a short bit (it's probably timed, but I didn't pay enough attention to a clock to make out how long) Nidhogg will take to the air and become untargetable. He will then pick a lane to Cauterize while also spawning more of the AoE circles.
After Cauterize, Nidhogg will crash into the middle and deal 4k~ raid damage. This phase will repeat until Nidhogg reaches 74% HP.
Phase Two: Wily Capsules
74%~
Nidhogg will spawn 3 adds: A dino, an eel and a peiste. The dinosaur has no hate table and will run around cleaving and fireballing just like in Stone Vigil Hard Mode. The eel and the peiste both have heavy hitting cleaves: Eel is magical, Peiste is physical. Tank them accordingly. This phase is really only tough on healers, but all 3 adds need to be down before Nidhogg starts to glow. This is the only DPS check in the encounter until the soft enrage at the end. If you do not kill the adds before he begins to use his special move, it is 40k raid damage and a wipe. You do not have to stand in the circles that appear leading up to the special move, despite it looking like the game telegraphs that. Stack up for easy heals and bubble mitigation.
Phase Three: Crimson Dragoon
74%-58%
Nidhogg angry. After killing his friends, Nidhogg will take a different form and unleash his party-wipe ability. This deals heavy damage to the raid similar to any other Primal superpower, after which Nidhogg returns to the fight. He gets some new abilities to play with, too. Ala Morn is his tank buster: Expect it to hit between 12k and 16k unmitigated. He's got Drachenlance for a cleave, which deals about 8k. He'll aim a line AoE at a random player which must be avoided, and he'll also target multiple players with purple markers that should be taken to the boundaries of the arena when they land. The first time he uses this unique High Jump ability, he will leave behind shadows at the impact site, and one lucky player will also leave behind a ground-impact AoE similar to the airship crashes from Ultima, Dark Cure IV from Antitower or the Dragon Dive from Thordan.
At the same time, those shadows will all then begin using a line AoE towards the center of the room. The line AoE goes off first, and then a second later the ground-impact detonates. If the High Jumps are on the outside of the arena, there should be ample dodging room with time to maneuver to be as far from the impact as you can.
After this phase, Nidhogg returns to trying to beat your tank to paste. More cleaves, more Ala Morns including two very close together, and he'll send out two more instances of High Jump. There won't be any shadows left behind this time but he'll target (I think) the entire raid with it, so placement is important if you don't want to be forced to walk through bleed puddles. Just try and get everything near the walls and you'll be okay.
Around 58% Nidhogg will jump out of the arena again and deal around 5k~ raid damage with another roar.
Phase Four: This Is Going To Hurt
58%-0%
Here we are. Nidhogg puts on his Sunday's best and comes to play the end of the song. He'll return to a mix of everything he did in the first phase: Cauterizes and ground AoEs that must be dodged, as well as his fire breath cleave and Hot Wing. He also picks up a new skill, Hot Tail, which is the opposite of Wing: Everywhere is safe except a line directly intersecting Nidhogg's body. Finally, Nidhogg will start to drop a trio of fireballs onto the arena, either in the middle of the floor or in one of the corners. Fireballs can be tricky.
Oh, I forgot, Nidhogg has one more itty bitty skill in his arsenal. Akh Morn. Yes, that Akh Morn. Nidhogg will target someone with a giant "Stack Here" arrow and the raid must gather together under it. He'll then blast the entire group four times with a giant beam of light dealing massive damage. Healers, this is entirely on you! People should mitigate what they can, but this one hurts. After Morn, spread back out and resume dodging everything else.
Akh Morn is the soft enrage I mentioned earlier: Every time he gets around to using the ability, he'll do one additional blast. It begins at four hits, so damage ramps up very quickly from there. Eventually he'll be doing so much damage you can't really resist it, and since damage is split, as soon as one person dies it just means the next shot does that much extra to everyone. It can get ugly if you've got weakened people in the group.
That's it, though. Either you kill the dragon or the dragon kills you. Healers should be careful to watch their MP: This is a heal-intensive fight and if people are taking needless, avoidable damage and needing raises it'll go downhill fast. Tanks should be mindful of where they're pointing cleaves, especially during the Dragoon phase because they'll have to also be dodging jumps, and that can sometimes throw positioning off. DPS should focus on dodging things first and foremost; A full party of 8 going slower during the final phase stands a much better chance of clearing than a reckless party of 5 because someone ate fireballs with Blood for Blood running.
Melee LB3 did about 4% of his HP when my group hit him with it. Healer LB can be useful for getting multiple dead up if people are getting hit. Tank LB3 can potentially stop Akh Morn from KOing once people start to die, but Healer LB will generally be more useful for a struggling group.
You can expect the fight to last about 12~ minutes, possibly more if you get more Cauterize transitions. I cannot stress enough how useful it is to hang out in the middle section to dodge things. If anything sinks an attempt at this fight, it's people being clipped and killed by avoidable damage. Cauterize WILL KILL YOU if you don't get out of the way. Save meaningful cooldowns for the adds, since there's not much benefit to rushing him to 74%. You're in good shape if you get him below 88% before his first Cauterize.
100%-74%
Welcome to die. Nidhogg demonstrates strength right away, walloping your tank as soon as you start the fight. Expect 5k~ melee hits and an 8k~ breath/cleave; Tanks can drop quickly if healers aren't prepared for it. During this phase Nidhogg will deal raid damage with his roar, dealing about 3k~, and the most menacing thing he can do to disrupt DPS (especially casters) is his randomly-selected AoEs. A bluish circle will appear under players at random and then explode a few short seconds later. Dodging these circles is the simplest part of the fight. His other attack you need to be worried about is called Hot Wing, which will deal about 10k~ damage to the entire battlefield EXCEPT for a single line extending from Nidhogg's body. It's a little hard to explain, but the key to not being splattered throughout this entire fight is to stay close to the center/middle and respond accordingly.
After a short bit (it's probably timed, but I didn't pay enough attention to a clock to make out how long) Nidhogg will take to the air and become untargetable. He will then pick a lane to Cauterize while also spawning more of the AoE circles.
After Cauterize, Nidhogg will crash into the middle and deal 4k~ raid damage. This phase will repeat until Nidhogg reaches 74% HP.
Phase Two: Wily Capsules
74%~
Nidhogg will spawn 3 adds: A dino, an eel and a peiste. The dinosaur has no hate table and will run around cleaving and fireballing just like in Stone Vigil Hard Mode. The eel and the peiste both have heavy hitting cleaves: Eel is magical, Peiste is physical. Tank them accordingly. This phase is really only tough on healers, but all 3 adds need to be down before Nidhogg starts to glow. This is the only DPS check in the encounter until the soft enrage at the end. If you do not kill the adds before he begins to use his special move, it is 40k raid damage and a wipe. You do not have to stand in the circles that appear leading up to the special move, despite it looking like the game telegraphs that. Stack up for easy heals and bubble mitigation.
Phase Three: Crimson Dragoon
74%-58%
Nidhogg angry. After killing his friends, Nidhogg will take a different form and unleash his party-wipe ability. This deals heavy damage to the raid similar to any other Primal superpower, after which Nidhogg returns to the fight. He gets some new abilities to play with, too. Ala Morn is his tank buster: Expect it to hit between 12k and 16k unmitigated. He's got Drachenlance for a cleave, which deals about 8k. He'll aim a line AoE at a random player which must be avoided, and he'll also target multiple players with purple markers that should be taken to the boundaries of the arena when they land. The first time he uses this unique High Jump ability, he will leave behind shadows at the impact site, and one lucky player will also leave behind a ground-impact AoE similar to the airship crashes from Ultima, Dark Cure IV from Antitower or the Dragon Dive from Thordan.
At the same time, those shadows will all then begin using a line AoE towards the center of the room. The line AoE goes off first, and then a second later the ground-impact detonates. If the High Jumps are on the outside of the arena, there should be ample dodging room with time to maneuver to be as far from the impact as you can.
After this phase, Nidhogg returns to trying to beat your tank to paste. More cleaves, more Ala Morns including two very close together, and he'll send out two more instances of High Jump. There won't be any shadows left behind this time but he'll target (I think) the entire raid with it, so placement is important if you don't want to be forced to walk through bleed puddles. Just try and get everything near the walls and you'll be okay.
Around 58% Nidhogg will jump out of the arena again and deal around 5k~ raid damage with another roar.
Phase Four: This Is Going To Hurt
58%-0%
Here we are. Nidhogg puts on his Sunday's best and comes to play the end of the song. He'll return to a mix of everything he did in the first phase: Cauterizes and ground AoEs that must be dodged, as well as his fire breath cleave and Hot Wing. He also picks up a new skill, Hot Tail, which is the opposite of Wing: Everywhere is safe except a line directly intersecting Nidhogg's body. Finally, Nidhogg will start to drop a trio of fireballs onto the arena, either in the middle of the floor or in one of the corners. Fireballs can be tricky.
Oh, I forgot, Nidhogg has one more itty bitty skill in his arsenal. Akh Morn. Yes, that Akh Morn. Nidhogg will target someone with a giant "Stack Here" arrow and the raid must gather together under it. He'll then blast the entire group four times with a giant beam of light dealing massive damage. Healers, this is entirely on you! People should mitigate what they can, but this one hurts. After Morn, spread back out and resume dodging everything else.
Akh Morn is the soft enrage I mentioned earlier: Every time he gets around to using the ability, he'll do one additional blast. It begins at four hits, so damage ramps up very quickly from there. Eventually he'll be doing so much damage you can't really resist it, and since damage is split, as soon as one person dies it just means the next shot does that much extra to everyone. It can get ugly if you've got weakened people in the group.
That's it, though. Either you kill the dragon or the dragon kills you. Healers should be careful to watch their MP: This is a heal-intensive fight and if people are taking needless, avoidable damage and needing raises it'll go downhill fast. Tanks should be mindful of where they're pointing cleaves, especially during the Dragoon phase because they'll have to also be dodging jumps, and that can sometimes throw positioning off. DPS should focus on dodging things first and foremost; A full party of 8 going slower during the final phase stands a much better chance of clearing than a reckless party of 5 because someone ate fireballs with Blood for Blood running.
Melee LB3 did about 4% of his HP when my group hit him with it. Healer LB can be useful for getting multiple dead up if people are getting hit. Tank LB3 can potentially stop Akh Morn from KOing once people start to die, but Healer LB will generally be more useful for a struggling group.
You can expect the fight to last about 12~ minutes, possibly more if you get more Cauterize transitions. I cannot stress enough how useful it is to hang out in the middle section to dodge things. If anything sinks an attempt at this fight, it's people being clipped and killed by avoidable damage. Cauterize WILL KILL YOU if you don't get out of the way. Save meaningful cooldowns for the adds, since there's not much benefit to rushing him to 74%. You're in good shape if you get him below 88% before his first Cauterize.