Containment Bay Z1T9 (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%)
| Mechanic | Type | Description |
|---|---|---|
| Metal Cutter | Cleave | Conal AoE - tank faces Zurvan away |
| Flare Star | AoE | Circle AoEs on random players - stack to bait puddles together |
| Biting Halberd | Cleave | Frontal cone - move to sides or behind |
| Tail End | Cleave | Rear cone - move to sides or front |
| Platform Collapse | Mechanic | Arena quarters fall (E→N→W→S order) - standing on falling = death |
| The Purge | Raidwide | Transition 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
| Mechanic | Type | Description |
|---|---|---|
| Soar | AoE | Zurvan splits into 3 clones that dive in lines, then sweep back |
| Soar Pattern A | Mechanic | Clones dive to intercardinals - safe spots at cardinals |
| Soar Pattern B | Mechanic | Clones dive to cardinals - safe spots at intercardinals |
| Flaming Halberd | Spread | All non-healers get large circle markers - spread far apart |
| Demonic Dive | Stack | Stack on healer, one player gets red marker and flees |
Soar Resolution:
- Watch which pattern Zurvan telegraphs
- Move to appropriate safe spots during dive
- Spread immediately for Flaming Halberd
- 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
| Mechanic | Type | Description |
|---|---|---|
| Ice Floor | Mechanic | Ice pad appears under Zurvan - slippery movement |
| Southern Cross | AoE | Cross-pattern AoE on ground |
| Ciclicle | AoE | Ice AoEs that leave damaging puddles |
| Biting Halberd | Cleave | Frontal cone continues |
| Tail End | Cleave | Rear 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)
| Mechanic | Type | Description |
|---|---|---|
| Wits’ End | Adds | Three dragon adds spawn |
| Broken Seal | Mechanic | Fire and ice tethers appear - must be taken by correct player |
| Fire Tether | Mechanic | Must be taken by tank/DPS - healers taking it = death |
| Ice Tether | Mechanic | Can be taken by anyone - stacking damage |
| Ahura Mazda | Enrage | Must 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)
| Mechanic | Type | Description |
|---|---|---|
| Tyrfing | Tankbuster | Multi-hit physical tankbuster - heavy cooldowns |
| All Previous | - | Mechanics from earlier phases repeat |
| Wave Cannon | Stack | Line stack marker - party stacks in line |
| Enrage | Enrage | Hard 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