Lord of Blades

The Lord of Blades is the upcoming raid boss of the Lord of Blades raid introduced in Update 11. You first encounter him in the Eldritch Site Prime.

Lord of Blades

 * CR:
 * Type: Living Construct
 * Race: Warforged
 * Title: Commander of the Mournlands
 * Alignment: Lawful Evil
 * HP: Massive, Estimated in the 200K+ range
 * AC:
 * DR: Adamantine + Good Amount:
 * Fortification: 80%
 * Saves: Fort: Massive, Will Save: ?, Reflex Save:
 * Resists/Immunities: Living Construct Traits, Normal: ~30 Resistance to all four elements: Acid, Cold, Fire, Electric. Also Light damage. Higher on higher difficulties. Only full damage from force and sonic.
 * Spell Resistance: ?
 * Intimidate DC: (-4 Size Penalty as he is considered Large)
 * Attack Bonus: Normal:~+80, Hard ~+88, Elite and Epic: 100+
 * Attack Damage: Trident - Slashing. Basic melee attack damage varies massively depending on his current buffs:
 * Normal: ~60-120
 * Hard: ~90-150
 * Elite: ~100-200
 * Epic: ~120-220
 * Note: Most, but not all of his attack animations result in two hits.

Spells Known

 * Save DC ~?


 * Blade Barrier (Frequently but less on lower difficulties)
 * Cometfall (Frequently, targets a random party member)
 * Necrotic Ray (Targets a random party member, Deathward Negates)
 * Fire Storm (Rarely cast)
 * Divine Punishment (Only cast on players in the water)
 * Tactical Detonation (Rarely cast)

Special Abilities (100% to 75% Health)
The Lord of Blades has a huge variety of devastating special abilities. Some are only gained when he hits various health percentage marks which keeps the battle interesting.
 * Power of the Forge: This is a special buff that both the players and the lord of blades can acquire. It's power comes from the pillars, so destroy those if you wish to end it.
 * Player Version: To get this buff, head towards the center while the power links are at full strength and you see a bluish holographic aura appear. It will grant you approximately ~30 seconds (Warning no timer is displayed), of the buff. It allows you to float over the plasma water, move faster, and grants you +25% damage output, -40% spell point costs, DR15/-. This is useful to allow melee players to attack the pillars (Power Links). Be warned - when you get the buff, you will also get a ~90 second debuff. This debuff just warns that you if you attempt to get power of the forge again within that 90 second window, something bad will happen: EG: You will get stunned for ~12 seconds by a unresistable/unremovable stun called "Mind Probe".
 * Boss Version: The Lord of Blades get this buff by heading to the center if you don't get it before he does. For him it provides much more devastating benefits: Massively increases his strength, damage output on all his attacks, speed and thus overall difficulty. It can stack up on him up to five times, each stack increasing his intensity. Due to this it's very highly recommended that you have a party member get the power of the forge before he does, and also kill all the pillars early on. And again later on, unless you wish to complete the optional (as killing the pillars during the second spawn will end the raid.)
 * Touch of the Mournlands: "The Lord of Blades taints each wound with the power of the mournlands." This special attack applies to every melee attack he performs. Each hit has a chance to proc this debuff, the chance varies based on difficulty. It's quite a low chance on normal, and almost 100% chance on epic. What it does: Each successful proc lowers your current maximum hitpoints by 5%. It can stack with itself indefinetely and each successive application resets it's duration back to full - 80 seconds. You can negate this by shield blocking, or simply having him miss you. Cloudkill is a useful spell to increase his miss chance.
 * Mighty Blow Stun + Backspin + Mighty Slam: Occoasonally the lord of blades will attack his current target with an extremely devastating stun + attack combo. There is no save on the stun and he seems to have unlimited range with it, however it can be blocked if your timing is extremely good, as there is an audio tell before he does it. It also cannot be removed like a normal stun. After the stun he will start spinning his trident in the air behind him, which will severely damage all flanking party members if they do not quickly get out of the way, be sure to watch your tank and move out quickly if he gets stunned, or listen for the audio cue. The spin up lasts for about 5 seconds.

After the backspin, he will perform a very powerful slam attack, this effect will also knock back everyone he hits (should only be the tank) players several feet. The slam attacks deals massive slashing damage. Damage varies from 300-600 depending on difficulty, and status of his Power of the Forge buffs. This attack cannot be avoided as he performs it on you while stunned. But he does have a very small chance to miss.
 * Binding Chains: This ranged special will hit only his current target. It binds them in chains severely slowing movement by -75%, melee attack rate by -50%, tumble and jump skills are reduce by -40, and tumble is infact disabled entirely. Recommended strategy during this attack is to shield block and endure.

Special Abilities (75% to 50% Health)

 * Return my Hounds: At this stage he will imediately Restore his Hounds of Blades to full health, and reset there agro/ai.
 * Neo/Superman Leap: This ability allows him to escape combat and perform and massive leap to the roof of the Forge. If you look close you can see him up there moving about, and determine exactly where he will drop down. This ability will also 100% clear his agro list. Once he drops down he will perform either of these specials:
 * Pouncing Strike: He will target 1 random party member and lead down slamming his Trident into their body, dealing massive damage enough to outright kill many party members. (~250-500 damage depending on difficulty/power of the forge status)
 * Powerful Double Charge': If he instead lands on the very outside edge of the arena.. He will perform a powerful double charge. This one isn't too bad as it simply knocks down players that get in his way, and deals moderate damage. It does show a saving throw, but even rolling a 20 generally won't negate it. Simply dodge it or shield block to avoid some damage.
 * WhirlWind: Perhaps his most devastating special. This attack has nearly no warning, and is extremely fast and devastating. It deals ~75-260 damage per hit (Depending on difficulty/power of the forge), and hits EXTREMELY fast, every ~150 milliseconds and goes on for several seconds.) Each hit will also hit all nearby players in a 360 degree arc, and cause a powerful knockback with no save. Your only hope to survive this is to either: A) Jump, there by getting knocked into the plasma water and hope you can survive that. or B) Shield block and receive intense healing by several players un unison. Either option is ultra difficult to perform well enough to survive on the higher difficulties.

Special Abilities (50% to 33% Health)

 * Return my Hounds again: He will once again re-summon his hounds to full health. He otherwise gains nor loses any specials during this time.

Special Abilities (33% to 5% Health)

 * Return my Hounds yet again: He will once again re-summon his hounds to full health.
 * Rain of Blades: At 33% he gains one final, very devastating special attack. This one has an easy tell, he will crouch down and small blades will fly out of his back, then a couple seconds later it will hit. It deals massive damage over time, similar to the abbots inferno, only slashing damage. Reflex save for half, but for most characters even half damage will be enough to kill you. There is one safe area: The exact center. So hopefully you have the pillars down at this point, as if not the center will also deal 10d10 lightning damage to everyone every few seconds.

Special Abilities (5% Health tell the Quori ambush)
Once all the waves of these are defeated they will not respawn and it will triggere the final phase.
 * The hounds last assault: At this point he will return his hounds yet again (if they are dead) for a final assault. Killing the hounds at this point completely disintegrates there corpses, preventing further ressurection. It is recommended to kill them during this phase.
 * Evade and Summon Reinforcements: At this point he will constinously perform his Neo/Superman leap to avoid taking serious injury (Occoasionally doing a single charge, pounce or spell.), and instead keep you busy by summon several waves of bladesworn warforged reinforments. These include:
 * ~30 Bladesworn Assassins (spawning a small amount in several waves)
 * ~6 Bladesworn Artificers (spawning a small amount in several waves)

How to complete the raid (5% to completion)
At this point you can either choose to continue to attack the lord of blades and knock him down.. But he cannot be defeated, as the power of the forge will be back and prevent him from dying (The amount of health he gets back varies with difficulty). You can choose to "Mark" EG - Knock him down him several times to complete an optional, or simply go for completion by destroying the newly attackable pillars. Once you destroy the pillars, the raid will be complete and he will stop attacking you, regardless of his current health.

If you choose to go for the optional, sometime after this phase beings a portal will appear and dozens of Quori monsters will contiously spawn and attack you, adding a great deal of difficulty. Once you mark him thrice you'll have no choice but to destroy the pillars as the DM will inform you of this and a required objective will appear. Do so quickly before you are overwealmed by the Quori invaders.