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: 50%-75%
 * Saves: Fort: Massive, Will Save: ?, Reflex Save:
 * Resists/Immunities: Living Construct Traits, Light Resistance
 * Spell Resistance: ?
 * Intimidate DC: (-4 Size Penalty as he is considered Large)
 * Attack Bonus: Normal:~+80, Hard and higher: 100+
 * Attack Damage: Trident - Slashing. Basic melee attack damage varies massively depending on his current buffs:
 * Normal: ~60-120
 * Hard: ~90-150
 * Elite: ~100-220
 * Epic: ~120-290

Spells Known

 * Save DC ~?


 * Blade Barrier (Frequently but less on lower difficulties)
 * Cometfall (Frequently, targets a random party member)
 * Necrotic Ray (Deathward Negates)
 * Divine Punishment (Rarely cast)
 * 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 Mournlands: 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, and grants you DR40/Force. This is mainly useful to allow melee players to attack the pillars (Power Links). Be warned - When it expires you will get hit by "Mind Probe" debuff, and be unable to perform any actions for ~12 seconds.
 * Boss Version: The Lord of Blades get this buff without the need to be in the center. His is simply powered by the pillars, destroy them all to negate it. For him it provides much more devastating benefits: Massively increases his strength, damage output 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 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 + 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. It also cannot be removed like a normal stun. After the stun he will charge up a very powerful slam attack by spinning his trident in the air, this effect will also knock back all non-stunned players several feet. After 5 seconds of charge up, he will perform his slam, dealing massive slashing damage. Damage varies from 300-600 depending on difficulty, and status of his Power of the Mournlands buffs. This attack cannot be avoided as he performs it on you while stunned. But he does have a very small chance to miss.
 * Restore Hound of Blades: He only has this ability while at 100% to 75% health. Randomly he will return to the center and restore his hounds to full health if dead. If they are alive this doens't heal them, but simply reset there AI/Agro.
 * 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 once and for all: At this stage he will imediately Restore his Hounds of Blades to full health.. But will then lose his Restore Hound of Blades ability. So killing them again will ensure they do not attack you again until his next special health mark (50%).
 * 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 most party members. (~300-500 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, but deals no 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 the knockdown.
 * WhirlWind: Perhaps his most devastating special. This attack has nearly no warning, and is extremely fast and devastating. It deals ~180-260 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 yet 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)

 * 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 to completion)
Once all the waves of these are defeated they will not respawn.
 * Evade and Summon Reinforcements: At this point he will constinously perform his Neo/Superman leap to avoid taking serious injury (But not remain down to charge or pounce), 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
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 defeat him once, and 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 you mark him 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.