Before I started to attempt this, I was worried about 3 different mechanics. The add spawns, the stacking tank debuff as well as a potential berserk.
Luckily, when I did some testing on the encounter area to see if I could bug the pathing of NPCs, I noticed that the adds are surprisingly slow, similar speed to a basic NPC. Also their main damage ability won't be cast until they are in melee range with you!
Even better, kiting allowed the tank debuff to run out, which means the boss... might be soloable?
I got Ipanic and Kaarani to test run the encounter with me, just to see if there was any berserk.
After 10 minutes, Total Dominion is cast. This makes the boss get mana really quickly (but it is not a massive damage boost, as I feared). This leads to Disintegration Halo being cast VERY frequently.
Since we are tanks, we are able to survive it without too many issues! However the boss will also cast Staggering Barrage quite often (about once every 30 seconds). Which is a bigger problem, because without cooldowns, it is hard to survive alone.
We needed some speed to outrun the adds, but the less speed we have, the closer we gotta be to the edge of the arena. And that is really risky since she tries to knock us out every 30 seconds!
I stacked up a lot of crafted gear, which made me get 130% normal movement speed (thanks to
Reinluftsegelerweiterung)
I still missed a bit of speed to be on the safe side, and all the soulbind bonuses had something that made them unreliable in the long run.
After trying the
Figur - Goldener Hase (with a passive that no longer works) and
Uthers Hingabe paired with
Widerhallende Segen (which impacted my survival too much), I ultimately went with low level boots, along with the minor speed enchant. This made me recraft my Unity to another location, and I picked legs since its one of the bigger pieces (I needed all the survival I could get!)
Finally having 138% baseline speed, I had enough to outrun the adds and stay away from the edge!
The knockback acted weirdly, it took a while to figure out why it sometimes didn't work... But I believe it is because of so many ground effects being present at a certain location at once, so the knockback wouldn't be allowed to trigger...
I first thought about blocks, absorbs, % health remaining or positioning, but nothing of those could be the sole reason for preventing the knockback.
This one was more intense than Shriekwing during the one hour encounter, even if Shriekwing took me 2.5 hours to bring down!
Here there are way more things to keep track of. Such as positioning, adds, damage taken and correctly using your cooldowns. A single mistake can easily wipe you!