In Minotaur trash, we always assign one of a Tank in a two-Tank team. Team A, B, D and E. Each of the tanks are numbered 1, 2, 3, and 4 respectively. Like in all trash fight there are no enrage encounter. Dodging and handling of mechanics will be very crucial at this point as members in the raid could be low on either Arise or Reraiser or both. There are death walls in this fight so be very careful.
Foe Splitter (Solo Tank Buster)
Vicious Swipe - Knockback from the boss (3 autos, use Anti-KB abilities)
Whack x3; large cone attacks from the boss.
Marked Tanks to pull to Waymark
Kill order: 1 > 4 > 3 > 2
Entrapment
Ball of Fire/Earth mechanics
Labyrinthos' Fate debuffs - draw-in or knockback.
Lightning Strike / Bolt.
Lightning Strike
Crushing Hoof - proximity damage.
1111-tons Attack
Whacks x3.
Tank Buster > Knockback from the boss (x2 autos)
MT or Numbered Tanks - Lost Perception
Healer (H2) - Lost Reflect or Light Curtain
Ranged (D3) - Lost Dispel.
Tanks from Team A, B, D, and E are numbered 1, 2, 3 and 4 respectively. This marker will remain till Boss 4. These Tanks should prepare in their holster: Lost Perception and a regular item Antidote. Antidote may be used depending on what trap has been revealed during the Adds Phase.
The encounter begins with the MT receiving a Tank Buster. After 3 auto-attacks from the Tank Buster, there will be a knockback from the boss. This can prevented with anti-knockback abilities. Immediately after, three large cone attacks from the boss, Whacks, must be avoided. Receiving 2 avoidable hits will result in a Doom. Players should use DPS actions on the 4 Monks (Adds Phase). All players should Focus Target on the main boss as spells will be casted from the boss.
Melees, Tanks and RDM (melee combo) will take the outer ring; Ranged, Casters and Healers will take the inner ring. Numbered Tanks will pick up adds that spawn in the cardinal of the boss. Going clockwise from the North Monk, Tank 1 will pull the North Monk to Waymark 1, Tank 2 to Waymark 2 on the East, and so on. The monks must stay within the inner purple lane (death wall). Monks walking on that will be slowed. Numbered Tanks will constantly use long ranged attack to keep aggro and kite the cows along.
While this is happening, Ball of Fire will periodically spawn along with Ball of Earth. These two orbs will appear directly opposite each other. Ball of Fire will blast a wide AOE around it and should be reflected by a Healer using Lost Reflect or Light Curtain. Ball of Earth will have a Stoneskin buff which must be dispelled by a Ranged using Lost Dispel with one auto-attack to kill it. These two orbs will keep appearing until all the monks are dead. Be careful of the Ball of Fire's radial attack as it can still occur when all the monks are dead.
4 monks will spawn cardinal of the boss. Tanks will pick up the add and pull to their respective cardinal waymarks. Kite the adds clockwise.
Melee, Tanks and RDM will take the outer ring.
Ranged, Casters and Healers will take the inner ring.
Ball of Fire/Earth will spawn periodically in random spots of the inner ring.
Ball of Fire - Healer Reflect
Ball of Earth - Ranged Dispel
Entrapment - covers the entire outer ring with a trap. (2 explosive, 2 poison)
Numbered Tank will have to use Lost Perception to search for it.
Explosive Trap - use Immunity
Poison Trap - pop it and cleanse using Antidote, Esuna, the Warden's Paen, Resistance Medkit.
Labyrinth's Fate - applies a random curse. This resolves immediately. (Labyrinthos' Curse)
Wanderer's Fate - knockback from the boss; notch nearer to boss.
Sacrifice Fate - draw-in from the boss; notch further from boss.
All players will need to stand in relevant notches quickly upon receiving the debuff.
mechanics will repeat from this part until all 4 monks are dead
Ball of Fire/Earth - will spawn periodically throughout the encounter.
Lightning Bolt - a ring attack. Avoid by going into any notch.
Lightning Strike - AOE strikes on random players. Dodge accordingly.
Labyrinth's Fate - applies a random curse. This will not resolve immediately.
After 4 mechanics, Labyrinth's Curse will cast and players must get into the respective notch.
When all 4 monks are dead, Ball of Fire and/or Ball of Earth may still be present. Players assigned to deal with these mechanics must deal with it. All Melees must avoid the large point blank AOE from any Ball of Fire. The mechanics in this phase will repeat until the boss is dead.
Thunderous Roar - Raidwide; heal through this.
Lightning Strike - 3 random players will be marked with a lightning marker & AOE around them. These players should place the puddle on the outer edges. Do not greed, these puddles will stay for a time. Move out of from the puddle.
1111-ton Swing - familiar mechanic. Large point blank from the boss. Move far from it.
Lightning Strike (2 sets) - 6 random players will be marked with lightning markers. Place these puddles at the edge.
Crushing Hoof - the boss will jump to a random player. Go away from the proximity marker.
Whacks (x3) - gap close towards the boss for easy dodging, or stay at max range to avoid the large cone AOE. Pop sprint if needed.
Vicious Swipe - after two auto-attacks, there will be a knockback from the boss, followed by three Whacks. Anti-knockback abilities can be used.
From this point, the mechanics will repeat until the boss is dead. Collect your rewards chest - body secret or plating. Good luck in Boss 4!