Lord Serpentis

Upper ledges
After Skum, follow the climbing passage toward Serpentis and cross the gap together. Wait for everyone to land before pulling again. Pull Lord Serpentis separately from Verdan the Everliving, collect the last Fanglord gem, then clear space for Verdan. Once both fights are finished, return along the cleared route to the Disciple at the entrance.

Lord Serpentis
<Fanglord>Elite HumanoidSerpentis must be separated from nearby Verdan while the group covers Sleep and Healing Touch on the upper ledge.
Abilities

Sleep
Puts the enemy target to sleep for up to 20 seconds. Any damage caused will awaken the target. Only one target can be asleep at a time.
Interrupt Sleep and remove the magical effect if it reaches a healer or interrupt user.

Healing Touch
Reserve a separate interrupt for Serpentis's Healing Touch so the fight does not recover while the Sleep interrupt is unavailable.

Lightning Bolt
Blasts an enemy with lightning, inflicting Nature damage.
Reduce Lightning Bolt damage with spare interrupts after Sleep and Healing Touch have coverage.
Tank- Pull Serpentis away from Verdan before the group attacks. Keep the fight on cleared ground and use spare interrupts on Lightning Bolt while Sleep and Healing Touch are covered.
Healer- Clear Sleep from another healer or an interrupt user when possible. Keep the tank in sight without moving into Verdan's pull while responding to Lightning Bolt.
Damage- Cover Sleep and Healing Touch with different interrupts. Keep cleaves, pets and area damage off Verdan until Serpentis is dead and the tank starts the next pull.