Seiryu has 3 distinct phases, during which he uses the following moves and mechanics.
Phase 1
Attack Name |
Description
|
Fifth Element
|
Moderate raid-wide AoE damage.
|
Infirm Soul
|
Tankbuster.
|
Sigils
|
The boss will leap to a random player and begin casting one of two AoEs with very short telegraphs. Players can determine which AoE is being cast beforehand by looking at the symbol that appears in the air around the boss. Being hit by either of these AoEs will deal heavy damage to the player and apply one stack of Vulnerability.
- Onmyo Sigil (black and white yin-yang): Large circle AoE centered on the boss. Players should move away from him and wait for it to go off.
- Serpent-eye Sigil (blueish-white ring of dragons): Massive donut AoE centered on the boss, with the safe spot being in melee range around him or at max casting range.
|
Serpent Descending
|
Marks four random players with large AoE circles. Players should move away from others to avoid hitting anyone else or taking excess damage from stacking.
|
Kuji-kiri
|
Creates a crosshatch of line AoEs on the floor.
|
Summon Shiki
|
After one use of each of the above mechanics, the boss leaps away and spawns three untargetable Wheel Shiki adds. Signals the start of Phase 2.
|
Advice and Tips
- Keep an eye out for the Sigils when the boss jumps to someone. Yin-yang out, ring of dragons in.
Phase 2
Attack Name |
Description
|
Seiryu's Focus
|
Boss gauge. All Head Shiki adds must die before this finishes charging or the raid will wipe.
|
Wheel Shiki
|
Three wheel-shaped shiki will appear and tether to certain players. The Iwa-no-shiki will appear while they cast their abilities.
- Aka-no-shiki: Two red-colored wheel shiki. Tether to a random DPS. After a few seconds, they will charge in the direction of their tethered players, knocking back and dealing heavy damage to anyone in their path. Tethered players should aim these toward the edge of the arena to avoid clipping the players stacked for Ao-no-shiki.
- Ao-no-shiki: A blue-colored wheel shiki. Tethers to a random healer. An obvious line stack mechanic.
|
Iwa-no-shiki
|
Two untargetable stone oni shiki that appear while the Wheel Shiki are casting. Will jump (harmlessly) to opposite edges of the arena, then cast wide circular AoEs. After the subsequent Ten-no-shiki cast, they will each tether to a random player for a few seconds before targeting them with a long conal AoE. Tethered players should aim them along the edge of the arena so that the AoEs are pointed mostly outside of the available space.
|
Ten-no-shiki
|
Four untargetable bird-shaped shiki that appear along an unoccupied edge of the arena immediately after the the Wheel Shiki vanish. Cast long blue line AoEs across the middle of the arena immediately after the Iwa-no-shiki circle AoEs go off. Followed by the Head Shiki.
|
Head Shiki
|
After the Ten-no-shiki AoEs go off, three small Doro-no-shiki and one large Numa-no-shiki will spawn in the middle of the room. They explode in a raid-wide AoE upon death, with the larger Numa-no-shiki dealing much more damage. They should be tanked and burned down, but try to stagger their deaths so healers have a chance to top people off before the next one. After a certain amount of time, a second wave of these adds will spawn. Killing all eight of them stops the Seiryu's Focus gauge and causes Seiryu to begin casting Strength of Spirit.
|
Strength of Spirit
|
Knocks players back and fetters them in place for Seiryu's scripted ultimate attack, Dragon's Wake. This deals massive raid-wide damage and applies a short Vulnerability debuff. It also alters the arena, signaling the start of Phase 3.
|
Advice and Tips
- Stagger the deaths of the Head Shiki so the healers can top off players.
- Dragon's Wake has a very long cast animation, and only long-duration healer shields will last until damage is dealt. Don't bother with active mitigation abilities such as Passage of Arms or Collective Unconscious; these will be interrupted by Strength of Spirit.
Phase 3
Uses abilities from Phase 1 and Phase 2.
Attack Name |
Description
|
White Water
|
Players will be dumped into the water at the start of the phase, where a ring of white water will move in towards the center island. Players must get to the island before the white water hits them or they will drown. Remains a threat to swimmers throughout the fight, during Coursing River and at other times.
|
Summon Shiki
|
When Seiryu casts this in Phase 3, he will summon one of the following:
- Blue Orochi, which will cast Coursing River.
- Yama-no-shiki.
- A number of shiki from Phase 2: first the Iwa-no-shiki, followed by the Wheel Shiki, then the Ten-no-shiki, which will appear in two sets of two on adjacent sides of the arena.
|
Coursing River
|
Numerous Blue Orochi snakes will spawn on one side of the platform. A massive AoE will appear, covering the entire platform, with arrows pointing away from the snakes. Players should move to the side closest to the snakes, as they will stampede across the island, dealing damage and knocking players back about halfway across the arena in the direction of the arrows.
|
Forbidden Arts
|
A two-hit obvious line stack mechanic. Remain stacked until both hits have landed. Can happen during Coursing River.
|
Yama-no-shiki
|
A massive untargetable shiki appears on the north end of the arena. Periodically slams one of its hands into the island for an unmarked Handprint AoE that affects 50% of the arena, alternating between the east and west halves, with no AoE indicator. Players should stand close to the center line and watch the shiki's hands to see whether it will slam the east or west half first before moving to safety. Slams deal moderate damage and apply a Blunt Resistance Down debuff, making further slams more dangerous. Coursing River may occur during the slams. After a few slams, this shiki will use Force of Nature.
|
Force of Nature
|
A massive AoE will appear, covering the entire platform, with arrows pointing out from a small red circle in the center of the arena. The Yama-no-shiki will slam its hand into the red circle, instantly killing players within it and knocking all others back a moderate distance. Players should stand close to (but not in) the red circle to avoid being knocked into the water.
|
Serpent Ascending
|
After a Force of Nature resolves, four blue meteor circles will appear around the edge of the arena. One player must stand in each circle, taking minor damage. Circles with no players inside when the mechanic resolves will explode, dealing heavy raid-wide damage and applying one stack of Damage Down per circle to all players.
|
Advice and Tips
- Seiryu will not leave the stage for Summon Shiki in this phase, so be ready to deal with his and his shiki's mechanics at the same time.
- Make sure to pre-stack for Forbidden Arts when it happens during Coursing River so you don't need to scramble to line up before it goes off.
|