Containment Bay Z1T9 (Extreme)

Heavensward Trial Lv60 iLvl 250 Extreme

Extreme version of Zurvan featuring the notorious Soar mechanic, ice phase positioning, and the Broken Seal tether mechanic. Final Warring Triad Extreme.

Zurvan

The Demon returns with complex phase transitions across multiple arenas and the infamous Soar pattern that groups often skip with DPS.

Phase 1 - Circular Arena (100% - ~75%)

MechanicTypeDescription
Metal CutterCleaveConal AoE - tank faces Zurvan away
Flare StarAoECircle AoEs on random players - stack to bait puddles together
Biting HalberdCleaveFrontal cone - move to sides or behind
Tail EndCleaveRear cone - move to sides or front
Platform CollapseMechanicArena quarters fall (E→N→W→S order) - standing on falling = death
The PurgeRaidwideTransition damage

Notes:

  • Stack middle to bait Flare Star puddles
  • Learn the platform collapse order to avoid death
  • With high DPS, Soar can be skipped entirely

Phase 2 - Soar Phase

MechanicTypeDescription
SoarAoEZurvan splits into 3 clones that dive in lines, then sweep back
Soar Pattern AMechanicClones dive to intercardinals - safe spots at cardinals
Soar Pattern BMechanicClones dive to cardinals - safe spots at intercardinals
Flaming HalberdSpreadAll non-healers get large circle markers - spread far apart
Demonic DiveStackStack on healer, one player gets red marker and flees

Soar Resolution:

  1. Watch which pattern Zurvan telegraphs
  2. Move to appropriate safe spots during dive
  3. Spread immediately for Flaming Halberd
  4. Healers can stack together for Flaming Halberd

Notes:

  • Soar patterns can be skipped with high enough DPS
  • Pre-assign spread positions (clock spots work well)

Phase 3 - Ice Phase

MechanicTypeDescription
Ice FloorMechanicIce pad appears under Zurvan - slippery movement
Southern CrossAoECross-pattern AoE on ground
CiclicleAoEIce AoEs that leave damaging puddles
Biting HalberdCleaveFrontal cone continues
Tail EndCleaveRear cone continues

Notes:

  • Stack for Ciclicle to group puddles, then move together
  • Ice floor makes positioning trickier - move carefully

Phase 4 - Add Phase (Broken Seal)

MechanicTypeDescription
Wits’ EndAddsThree dragon adds spawn
Broken SealMechanicFire and ice tethers appear - must be taken by correct player
Fire TetherMechanicMust be taken by tank/DPS - healers taking it = death
Ice TetherMechanicCan be taken by anyone - stacking damage
Ahura MazdaEnrageMust kill adds before cast completes

Notes:

  • Pre-assign tether responsibilities
  • Tanks/DPS take fire tethers
  • Kill adds before Ahura Mazda finishes

Phase 5 - Final Phase (Demon Form)

MechanicTypeDescription
TyrfingTankbusterMulti-hit physical tankbuster - heavy cooldowns
All Previous-Mechanics from earlier phases repeat
Wave CannonStackLine stack marker - party stacks in line
EnrageEnrageHard enrage timer

Tips:

  • Assign clock positions before pull for Flaming Halberd spreads
  • Pre-assign tether responsibilities for Broken Seal
  • Practice Soar patterns, but high DPS groups often skip it
  • Tanks coordinate cooldowns for Tyrfing
  • Use ranged/caster LB on add phase if struggling