First zone
Trash-Mobs Phase
- After you enter the first zone, many small enemies will come at you one after the other. The damage to each individual part is not very severe.
- Rider mobs use an attack called Roar, which stops player spells and causes damage in a zone.
- Foot soldiers use a shield that allows nearby enemies to deal half as much damage. They can activate the shield and use targeted control or interruption.
- Hunter mobs shoot from far away and sometimes jump into the group. They also set traps that you can step into and then can't get out of. Watch for red-colored trap circles on the floor and avoid them.
- An elite mob ("Suleyman") uses Thunder Strike, which hits everyone and slows them down. Additionally, he attacks the tank with a Shield Slam, which knocks him back. A tank can stand on a staircase or an elevated platform to avoid the knockback.
- The War Lynx attacks players, causing long-lasting damage over time ("bleeding")—healing must be carefully planned.
Mini-bosses before the main boss
In the boss room, there are three NPCs:
- An NPC named "Forge Master" uses a powerful attack ability that affects all enemies and causes a harmful effect over time. Additionally, he places small fire circles on the ground that can deal a lot of damage.
- An NPC named Elaena increases the tank's damage by 25%. This effect must be stopped. Additionally, she initiates a raid-wide channel effect that requires a lot of healing.
- In some versions, there is a third NPC, but beginners can skip this step.
If you defeat the NPCs before the boss, the fight against the main boss will be easier.
Boss – Captain Dailcry
Important mechanics:
- The boss randomly jumps on a player with the ability "Savage Mauling"—in the process, he places a protective shield around the player, which must be destroyed before the player can be rescued. The player has suffered long-term damage over time and needs to be healed.
- A yellow circle around the boss indicates where damage occurs—do not stand there.
- A spell that is not interrupted, like the battle cry, adds an additional 50% damage to the boss. Stop an action for a short time.
Beginners find the overall battle challenging—timing and good teamwork are important. After the victory, it's on to the next section.
Second zone
Trash mobs
In the large hall, there are approximately six groups of small enemies ready.
special types:
- Ardent Paladin casts a holy ability that deals damage to everyone in the fight. He creates consecration beneath him that should be avoided, or the tank must move.
- Zealous Templar focuses on the tank and applies DoT; when he "unfolds his wings," his damage increases significantly—therefore, the tank should use damage reduction. Remember to make interrupts.
Boss – Baron Braunpyke
Mechanics:
- The boss throws flying hammers on the ground that cause a lot of damage. Get out of the way!
- On the ground, fire circles are visible. Three fireballs appear in the room. Players must go to the balls so that they collide. Each collision causes damage over time and moderate group damage.
- When the boss has lost about half of his HP, he enters a power phase by spreading his wings. There are now five fireballs, and you must enter or complete all the fire circles on the ground within 30 seconds.
- The boss is throwing a flying shield, so dodge!
- A spell called "Burning Light" can annihilate an entire group if it is not interrupted. The healing must be carefully planned.
The mechanics are repeated over and over until the boss is defeated. Then proceed to the third section.
Third zone
Trash mobs
In the Cathedral area:
- The undead mage uses Fireball Volley, which deals damage to multiple targets. It is important to interrupt him to prevent the risk of significant damage. The Fireball spell can also interrupt a single target.
- Lightbearer Elemental marks a player and slowly inflicts damage on them. The player must defend and heal. When this mob is almost dead, it paints a circle on the ground. If other enemies are standing inside, they will be healed and pulled out of the fight.
- In the middle stands a strong enemy named Sir Braunpyke (not a boss), who has the aura Radiant Flame. A bright flame causes continuous damage. Two priests are supporting him with Greater Heal—absolutely interrupt this spell.
Boss – Prioress Murrpray
This fight has two phases:
Phase 1:
- In Phase 1 on the lower platform, you should interrupt the boss when he starts to apply punishment.
- Floor hazard: The boss creates a circle on the ground; if you stand in it, you are immediately dead, so dodge!
- The boss sends a beam of light to a player in the game, who must take it away from the group.
- The boss has a buff called Inner Fire that affects the group as long as it is active. - Spread damage across multiple targets and use healing abilities strategically.
- Players must turn around to avoid stun and heavy damage. Healing is important.
Phase 2 (approx. 50% HP):
- The boss flies to a higher platform, gets a shield, and begins an attack. The special embrace of light must be stopped.
- During the fight, adds appear from both sides of the elevated zone, which are strong and cause area damage. Prevent them from approaching groups; use control or perform a small burn.
- After the shield is destroyed, the boss continues the same actions as in Phase 1 with the mechanics on the upper platform.
Summary
Dispose of trash effectively, assign interrupts and dispels wisely, pay attention to positioning, and avoid unnecessary movements. If you understand the bosses' movements, you can successfully complete the Priory of the Sacred Flame.
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