Crown of the Cosmos
The Voidspire · MidnightLast updated

Three stages with movement-heavy intermissions between them. In Stage 1, keep all three Sentinels tanked at all times or Echoing Darkness stacks wipe the raid. Use Silverstrike Arrow to cleanse Void effects, and kill Sentinels to push the fight forward. In Stage 2, pull the Rift Simulacrum away from Alleria right away, burst the Cosmic Barrier, and deal with Voidspawn before they hit 100 energy. Stage 3 is a pure burn. Aspect of the End kills anyone who doesn't move, and the arena keeps filling up with Void Remnants.
Stage One: The Void's Spire
Silverstrike Arrow
Alleria fires a silver arrow in a line through a marked player. Put Void-debuffed players behind the marked player and the arrow cleanses them too.
Grasp of Emptiness + Bursting Emptiness
An obelisk grabs a player and slows them. When the grip lets go, it fires a beam through each obelisk. Face them toward empty space before the 8 seconds are up.
Void Expulsion + Void Remnants
Alleria drops a void meteor near a random player. Get away from the impact, and never stand in the lasting puddle it leaves behind.
Null Corona
A huge healing absorb lands on a player. Healers burn through it before dispelling. If you dispel early, whatever's left of the absorb jumps to a random new target.
Undying Sentinels
Echoing Darkness
If a Sentinel has no tank in melee range, it blasts the whole raid and buffs itself permanently. One tank per Sentinel, and never leave one untanked.
Sentinel Morium: Dark Hand
Morium's melee hit is a big combined Physical and Shadow strike that knocks the tank back. Use active mitigation and reposition after the knockback.
Sentinel Demiar: Interrupting Tremor
Demiar shakes the ground and interrupts every spellcast within 40 yards. Healers and casters, learn the timing. Finish your cast before the tremor or use instants through it.
Sentinel Vorelus: Ravenous Abyss
Vorelus devours players within 15 yards and cuts their damage by 70% for 8 seconds. DPS stay more than 15 yards from Vorelus the whole time. Only the tank goes in close.
Void Droplet: Corrupting Essence
When a Void Droplet dies, it splashes the nearest player or Sentinel with a stacking damage-taken debuff. Kill them away from Sentinels, and spread out so the splash only hits one player.
Intermission: Crushing Singularity
Stellar Emission
Void energy arcs outward and amplifies all forced movement. Each stack makes knockbacks and pulls 25% stronger for the rest of the intermission, so don't take hits you don't have to.
Silverstrike Barrage
Silver arrows fly in every direction and cleanse Void effects. On Heroic, don't get hit twice in quick succession. The second arrow does 4x damage.
Singularity Eruption
Gravity pockets burst at random spots and knock players away. Stand so the knockback from the impact circles doesn't throw you into something else.
Stage Two: The Severed Rift
Rift Simulacrum + Empowering Darkness
While the Simulacrum is within 30 yards of Alleria, it gives her stacking damage reduction and a damage bonus. Tanks drag Alleria to the opposite side of the arena as soon as the stage starts.
Cosmic Barrier
A shield goes up around the Rift Simulacrum and ticks the whole raid until it breaks. Assign burst DPS to crack it the moment Stage 2 starts.
Rift Slash
Each Simulacrum melee hit drains 10% of all the tank's stats, and it stacks. Swap tanks on the Simulacrum regularly before the drain gets someone killed.
Ranger Captain's Mark + Ricocheting Arrow
Marked players get a bouncing silver arrow fired at them after 6 seconds. Spread out. The ricochet then cleanses everyone it passes through instead of doubling back on a clump.
Voidstalker Sting
An arrow DoT that lasts 10 minutes and stacks, so it builds all fight. Void-Sting targets need steady healing the whole way.
Call of the Void + Undying Voidspawn + Coalesced Form
Voidspawn adds spawn and bolt the raid. Kill them before they reach 100 energy. If they get there they're immune to CC for good, move twice as fast and hit twice as hard.
Volatile Fissure
Cracked patches of ground tick stacking damage if you step on them. Memorise which floor tiles are safe as the fight goes on.
Intermission: Shattering Singularity
Orbiting Matter
Debris orbits Alleria and pulls in any player it touches. Stay clear of the orbit ring and move the same way the debris is going so it doesn't drag you in.
Stage Three: The End of the End
Aspect of the End
A consuming arrow mark cuts your healing taken by 10% per stack, stacking every 2 seconds. Move 30 yards away right away to drop it. Removing it knocks you up, and you take 300% more Physical damage while airborne.
Devouring Cosmos
A zone of cosmic energy reduces healing and absorbs by 99% while you're inside it. Get out immediately.
Dark Rush
Alleria drops cosmic feathers. Touching one gives you a speed boost but ticks damage on you for 12 seconds. Grab one if you need to reposition fast. Otherwise leave them alone.
Gravity Collapse
Removing Aspect of the End launches you into the air, and you take triple Physical damage while you're up there. Call out that you're airborne so melee DPS switch off you.