The Minstrel's Ballad: Nidhogg's Rage

Heavensward Trial Lv60 iLvl 220 Extreme

Extreme version of Nidhogg featuring precise divebomb positioning, tower mechanics, and the infamous Akh Morn stack. Recommended i225+ with i220 weapon.

Nidhogg

The great wyrm returns with enhanced fire attacks and strict positioning requirements for his divebomb phases.

Phase 1 - Dragon Phase (100% - 80%)

MechanicTypeDescription
The Scarlet WhisperTankbusterMagical tankbuster (~15k damage) - tank cooldowns required
Deafening BellowRaidwideParty-wide AoE (~6.5k damage) - used multiple times
Hot WingAoEAoE covers everywhere EXCEPT under Nidhogg - run to boss
Hot TailAoEAoE covers the middle line - run to sides
BurnsDebuffHot Wing/Tail hits inflict Burns DoT (~2.5k per tick)
Horrid RoarAoEGround AoEs on player positions causing Hysteria - stack to bait

Notes:

  • Pull with Deployment Tactics + Adloquium for opening damage
  • Face Nidhogg away - Scarlet Whisper is a cleave

Phase 2 - First Cauterize (Divebomb)

MechanicTypeDescription
JumpMechanicNidhogg becomes untargetable and flies up
Horrid Roar BaitAoEStack middle to bait ground AoEs together
CauterizeAoENidhogg divebombs in a straight line - lethal damage
Shadow PositioningMechanicWatch for Nidhogg’s shadow or check NE then SW corners

Notes:

  • After baiting Horrid Roar, immediately find Nidhogg’s position
  • He divebombs twice before landing with Touchdown
  • Safe zones are perpendicular to his dive line

Phase 3 - Hot Wing/Tail Combo

MechanicTypeDescription
Hot Wing + Hot TailAoEBoth mechanics used in sequence - watch cast bar
Horrid RoarAoEContinues during Hot mechanics - don’t stack in AoEs

Notes:

  • Hot Wing = safe under boss
  • Hot Tail = safe on sides
  • May chain multiple Hot mechanics together

Phase 4 - Add Phase

MechanicTypeDescription
Shadow DragonAddsUntargetable at first, then must be killed
Flame BreathCleaveDragon breath attack - don’t stand in front
Fang and ClawAddsAdditional adds spawn
Super JumpAoENidhogg jumps to marked player - spread from target

Phase 5 - Towers (Fang and Claw)

MechanicTypeDescription
Fang and Claw TowersStackTowers spawn requiring players to soak
High JumpAoENidhogg jumps creating AoE - marked player moves away
GeirskogulAoELine AoEs from tower positions

Notes:

  • Pre-assign tower soak positions
  • Marked High Jump player must separate from party

Phase 6 - Akh Morn

MechanicTypeDescription
Akh MornStackMulti-hit stack marker - party stacks and heals through each hit
Mortal ChorusRaidwideHeavy room-wide damage
DrachenlanceTankbusterPhysical tankbuster requiring cooldowns

Notes:

  • Akh Morn hits multiple times - each hit must be shared
  • Pre-shield before Akh Morn sequence
  • Use party mitigation cooldowns

Phase 7 - Final Phase

MechanicTypeDescription
All Previous-All mechanics cycle with tighter timing
EnrageEnrageHard enrage if not killed in time

Tips:

  • Assign clock positions for spreads
  • Practice Cauterize positioning - it’s instant death if hit
  • Stack tightly for Akh Morn - don’t let anyone miss a hit
  • Healers should coordinate healing cooldowns for Akh Morn
  • Tanks swap after Drachenlance to manage debuffs