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Kyne’s Aegis trial guide
This is a guide for veteran Kyne’s Aegis including hard modes
Shortcuts
Drops
Adds (village)
In the first part of the trial you will encounter X types of extra strong enemies.
Half-Giant Raider
A templar add, that does Spear Thrust mechanic that cleaves everyone in front of the group, so they need to be turned away from everyone. The second important mechanic is Exploding Spear that raiders throw to the furthest away person in the group (usually healers kite them). Spears land after ~2 seconds on the position that the player was in, so it’s a good idea to just walk out of them.
Half-Giant Bulwark
A sword and board add, who can kill healers and DDs with light attacks (Slash), and has a Shield Bash cleave attack. Both attacks can be dodged and blocked, but block can not be enough.
The most important mechanics of Bulwarks is the Ice Barrier aura that they cast roughly 10-15 seconds after being pulled. Ice Barriers renders everyone inside of that aura completely immune to damage. Once the aura is up, it’s a good idea to focus Bulwarks first to make sure they don’t shield the rest of the group from damage.
Bulwarks also Reel In a random player, pulling them in, this attack can be blocked or dodged.
Half-Giant Tidebreaker
A two-handed add, who can also kill healers and DDs with light attacks (Slash), and has a Wrath of Tides cleave attack. Both attacks can be dodged and blocked, but block can not be enough.
The most important mechanic of Tidebreakers is Crashing Wave. The tidebreaker will plunge his sword into the ground and after several seconds, will pull it out, creating a huge wave that needs to be blocked or dodged. If not dodged, it knocks you back and deals significant damage that will one-shot DDs and healers if they don’t have any active shields. If you block that mechanic it still deals average damage, which can be dangerous if it overlaps with other mechanics.
Half-Giant Stormcaller
A mage that stands still and creates a lightning beam going up in the sky. Stormcallers don’t attack the group directly, but if you get close to them they will repeatedly create lightning splashes on your position that everyone needs to move out of (Storm Call).
They also have an 8-meter radius aura of Unstable Energy around them that does damage to everyone who comes too close, so you want to keep moving around stormcallers and move out if the group damage is lower to avoid accumulating stacks.
There are also several non-elite adds that can be ignored, because they don’t really pose any threat to the group, your tanks should just pull them in.
Trash pull summary for average and higher damage groups
Pull composition | Main Tank | Off-tank | Notes |
---|---|---|---|
– 1 Bulwark – 1 Raider | Taunt Bulwark, Taunt Raider, Face away | Chain-in smaller adds, Buff/debuff | Bulwark -> Raider |
– 1 Bulwark – 1 Raider – 1 Tidebreaker | Taunt Bulwark, Taunt Tidebreaker, Taunt Raider | Chain-in smaller adds, Buff/Debuff | Bulwark -> Tidebreaker -> Raider |
– 1 Tidebreaker – 1 Raider | Taunt Tidebreaker, Taunt Raider, Chain-in | Run forward to the next pull | Smaller enemies can hide/get stuck behind houses |
– 2 Raiders | You probably will be a bit behind, so just chain-in, buff/debuff | Taunt both Raiders, face them away | Watch the lightning splashes on the ground from the Stormcaller on the hill |
– 2 Bulwarks – 1 Tidebreaker – 1 Stormcaller | Taunt both Bulwarks, stack them on the Stormcaller, chain-in | Taunt the Tidebreaker (he will be running from behind the hill on the left), stack it as close to the Stormcaller as possible, but make sure to face him away from the group | Make DDs to target one of the Bulwarks to make sure they don’t make each other immune to damage. |
Trash pull summary for lower damage groups
Pull composition | Main Tank | Off-tank | Notes |
---|---|---|---|
– 1 Bulwark – 1 Raider | Taunt Raider, Face away, Chain-in smaller adds, Buff/debuff | Taunt Bulwark, bring him away from the Raider. Chain-in smaller adds, Buff/debuff | Bulwark -> Raider |
– 1 Bulwark – 1 Raider – 1 Tidebreaker | Taunt Tidebreaker, Taunt Raider, face away | Taunt Bulwark, Chain-in smaller adds, Buff/Debuff | Focus Tidebreaker first |
– 1 Tidebreaker – 1 Raider | Taunt Tidebreaker, Taunt Raider, Chain-in | Run forward to the next pull | Smaller enemies can hide/get stuck behind houses |
– 2 Raiders | You probably will be a bit behind, so just chain-in, buff/debuff | Taunt both Raiders, face them away | Watch the lightning splashes on the ground from the Stormcaller on the hill |
– 2 Bulwarks – 1 Tidebreaker – 1 Stormcaller | Taunt the Tidebreaker, stack him on the Stormcaller, chain-in, face him away from the group. Once the stack dies, take one Bulwark away from the OT, face away from the group | Taunt both Bulwarks, bring them away from the group, survive. | The main issue in training groups will most likely be Stormcallers and Tidebreakers, so make sure they are not immune to damage because of a Bulwark. OT may need a lot of support from your healers while holding the Bulwarks away. |
Yandir the Butcher
Yandir is a Sea Giant boss that has a pet Sea Adder next to him in the beginning of the fight. It’s a relatively straightforward fight that mostly resembles parsing a trial dummy.
Two most popular group positions for this fight are either a double-stacked loose formation around the boss or a full loose-stack:


Yandir has several recurring mechanics that he will cycle through during the fight.
Throughout the whole fight
Toxic Tide
A conal cleave that applies a purgeable DoT on the tank if it’s not dodged
Fiery Grip
If the player with aggro is too far away from the boss, Yandir will try to chain that player towards himself. It deals enough damage to one-shot a DD or a healer, but it’s dodgeable and blockable.
Conjure Totem
Every 20 seconds Yandir will summon one of his totems around the arena. Usually they spawn within 10 meters from the boss. When the mechanic happens, the boss moves his arm and it starts glowing in a specific color, indicating the type of totem that will spawn.
There are 4 types of totems, each with an individual mechanic associated with it, and the type is selected randomly each time, so there’s no way of predicting the sequence. Totems apply a lot of pressure to the group, so they should be destroyed before they cause any trouble. Depending on the damage that your group has, you may want to assign 2-4 people with ranged builds responsible for killing totems, but in a lot of cases they just get destroyed by cleave damage.
Totem (with the associated color) | Totem mechanics | What to do |
---|---|---|
Dragon Totem | Breathes a heavy-hitting flame out of the dragon heads on the totem in a <—– Totem —–> shape | Usually spawns near the boss and has low health, so just gets destroyed by cleave damage. If it’s not destroyed quickly enough, all non-tanks, should block-cast until it is destroyed |
Gargoyle Totem | Shoots “boulders” (Gargoyle’s Curse) to random players that deal splash damage and stun if not blocked/dodged | Dodge the initial hit, depending on when the totem spawns in the fight, it can be ignored (if the boss is about to die) |
Harpy Totem | Creates ground-based AoEs (Wind Sheer) that move from the totem across the arena in a straight line. AoEs deal moderate damage but can be lethal if overlapped with other mechanics | Block through the AoEs if you’re skipping this totem, kill it if the next totem is about to spawn |
Chaurus Totem | Shoots projectiles (Chaurus Bile) to 4 random players. If not dodged, the effect applies a purgeable and stackable damage over time + creates a 3-meter AoE that will spread the poison to other players standing in that AoE. | Dodge the initial projectile, and ask the second row focus the totem down. Players who didn’t manage to dodge in time, need to hold their position and not spread the poison |
100-50% HP
Pets (Sea Adder and Gryphon)
The fight starts with Yandir having a sea adder pet by his side. The boss will spawn an additional pet every 60 seconds, always alternating between a sea adder and a gryphon. If the second pet spawns before the first one is killed, both pets enrage, so it’s highly recommended for lower damage groups to target the pet down as quickly as possible.
In this phase of the fight, the boss will heal his pet every 40 seconds. This heal (Abyssal Healing) is very potent, so you want to kill the pet within the window between casts.
To protect his pets even more, roughly every 70 seconds, the boss will cast a Hailstone Shield on the pet(s) and himself. If the shield isn’t destroyed within 16 seconds, it will explode dealing significant damage to the group with the Hailstone Burst ability.
Sea Adder
Always spawns on the left arm of the boss (if you’re main-tanking it and are facing the boss, it will be on the RIGHT of the boss). Has to be taunted and faced away from the group.
Has two main mechanics apart from its light attacks.
Bile Spray. A very hard-hitting conal attack that also applies a DoT if not dodged. Needs to be dodged by the tank to avoid this mechanic altogether.
Slam. A hard-hitting AoE damage to the group when the Sea Adder jumps and lands. Needs to be blocked by the whole group
Gryphon
Always spawns on the right arm of the boss (if you’re main-tanking it and are facing the boss, it will be on the LEFT of the boss). Also has to be taunted and faced away from the group.
Slices and pecks the tank and has two main mechanics apart from it
Sudden Gust. The gryphon flies up and creates a lot of moving AoEs rolling through the group. Need to be blocked by everyone.
Cyclone. The gryphon creates a huge AoE that moves towards the target with the taunt and then remains static for a while. The tank who taunts the gryphon should face the add away from the group and reposition to avoid landing this AoE in the group.
50-0% HP
Once the boss drops below 50%, he will stop summoning pets, will enrage, and will get several additional mechanics
SUNDERING STRIKE
An attack on the tank that applies the Sundered effect, increasing damage taken for 15 seconds. Uptime on this effect throughout the second half of the fight will be close to 100%, so remember to block
Lightning Strike
An unavoidable AoE attack that hits random players throughout the whole second phase of the fight. Damage increases with stacking, but is blockable and shieldable, so block when needed and hold your positions
Thunderous Leap
Boss raises his weapon and jumps up, leaving only his hitbox behind, and then lands on the player with taunt, dealing significant splash damage and knocking back every player within 6 meters who isn’t blocking the impact. If you’re doing double stacks, it’s recommended for the DDs to block. If you’re doing single stacks, the front row can block+walk to the second row and come back.
For tanks: note that the hitbox stays on the ground and then repositions when the boss is about to land, so if you just stay in one place, the boss will gradually push you back. You can take a couple of steps towards the boss until you bump into the hit box, this way you will stop him from taking too much space away from you.
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