Shade of Eranikus

Sunken Temple

Chamber of the Dreamer

Finish the temple's remaining dragonkin before pulling Shade of Eranikus; do not leave them as extra enemies for the final fight. Establish the backup threat holder before the first Deep Slumber. Keep ranged players away from the boss's War Stomp and leave the group outside Acid Breath's cone.

Shade of Eranikus

Elite Dragonkin

Shade of Eranikus tests whether the group can keep the boss controlled while Deep Slumber makes the current tank unable to act and immune to assistance.

Abilities

  • Deep Slumber

    Lulls an enemy into a deep sleep for 15 seconds., rendering it unable to act, but also making it invulnerable.

    Have the backup threat holder take over when the tank sleeps; the sleeping player is immune to attacks and spells, so healing or hitting them is not a wake-up method.

  • Acid Breath

    Keep the group outside the frontal cone, and continue healing Acid Breath's damage over time after the initial hit.

  • War Stomp

    Ranged players should stay away from the nearby stun and knockback so War Stomp does not disable the healer as well as the tank.

  • Thrash

    Gives the caster 2 extra attacks.

    Keep a health reserve for Thrash's extra attacks, especially when Acid Breath is still ticking.

Tank
Establish a backup threat holder before pulling. When Deep Slumber disables one tank, the other must keep Eranikus's Acid Breath pointed away from the group rather than chase the sleeping player.
Healer
Heal the active threat holder during Deep Slumber; the sleeping player is immune to spells. Stand outside War Stomp and account for Thrash while Acid Breath continues ticking.
Damage
Reduce threat while the backup takes over during Deep Slumber. Attack outside Acid Breath's frontal cone and avoid bringing ranged players into War Stomp to follow a moving boss.