Coral Aerie Trifecta

by @sacr3dbac0n/The Frying Pan
General Checklist
Strats adjusted according to the typical setups we use everywhere. See dd, tank, healer for details.
Preliminary
We do all three side bosses here for the trifecta, if Maligalig and Sarydil fight times are too long, skipping the last side boss may be necessary. Depends on group damage output and coordination.
Complex trifecta with lots details to get right, so a longer guide. Bear with me.
Do checklists as indicated.
Trash (en route to Maligalig)
Nothing to note.
Sword Guardian (Optional #1)

Do NOT cast ultimates! Save for Maligalig.
Maligalig
Checklist
- Resolving Vigor not needed, but helps.
Cast ultimates ONLY on the initial pull and after coming down from each whirlpool phase. The exception to this rule is low cost (< ~100 cost) ultimates. Saving ults for when coming down gives the opportunity to skip the Yaghra bomber phases.

- If the bombers are not skipped, they must be dodge rolled before they explode underneath you. Even tank should dodge them!
Whirlpool phase starts at 70% and 40%
- The Ripple of Maligalig should be killed before reaching 8-9 lightning stacks. 10 – 11 can be survivable, but more than 12 is certain death. If not possible, then damage output of the group needs to be reevaluated.
- Once dead, jump back into the whirlpool between geyser 1 and 2, from here, we ONLY take geyser 2 for each platform. This is to clear lightning stacks.
- When all three platforms are cleared, Whirlpool phase is over. Cast ultimates and burn the next threshold (40%). Repeat Whirlpool phase once more.
- They can be skipped if DPS is high enough.
- Best practice is to ignore the mechanic whenever you are 10% – 15% to-go from a Whirlpool phase threshold or killing the boss.
- If the previous condition is not met, do the mechanic. Run the AoE over into the donut.
Trash (en route to Staff Guardian)
A couple notes on time saving measures to practice.
Pull #1 – Stack where the Monstrosity meets the gate. Far enough so that it triggers the adds to start running to pull #2.
Pull #2 – If the previous failed, let the adds (two yellow, one green Yaghra) run to next monstrosity. The yellow Yaghra can heavy attack healer and DD.
Pull #3 – Kill where they stand.
Pull #4 – Nothing to note.
Staff Guardian (Optional #2)

Healer should run into the next room (pull #5) to start the dialog and timer which spawns the Bulwark.
Save the big ult (tank) for Sarydil. The others will get ultimate back if cast now.
Trash (en route to Sarydil)
Pull #5 – Remember the block mechanic.
Pull #6 – Wait ~2 seconds here. Let the Yaghra bombers explode on the NPCs.
Pull #7 – Kill them where they stand.
Sarydil
Checklist
- Tank should have an interrupt for the mages.
- Tank should have Barrier instead of Warhorn for the big ult upon each jump/teleport.
- Healer needs to have a barrier ready for Bulwark spawn at 35%.
- Resolving Vigor is great for when DDs are separated from healer.
- Healer brings Efficient Purge.
This fight is basically a harder damage check. There’s two thresholds (70% and 35%) that need to be pushed to during her Pinpoint channel attack.

- On pull, Sarydil will jump to the farthest door (aim for entrance banner).
- While in transit to entrance, tank must cast the big ult (Barrier) on group. If not, a death is likely to occur en route.
- DO NOT INTERUPT her Pinpoint channeled attack. Doing so fails the damage check; she splits into 8 copies and channels the same attack. Except, eight additional times at once. If this happens, it should be considered a wipe for the trifecta.
- More shields = more safe + more group damage output.
After the channel, three waves of adds spawn. Kite and Hail begin to alternate! Healer must purge the Kite. When all three waves die, the Kites explode. Make your way to the outsides of the arena at this point.
Assuming all is nominal, after that there’s two ways to finish the fight, depending on group DPS.
1.) All ults and execute on second jump.
2.) Push to 35%, the DPS check fails and Bulwark comes out. Kill him then execute on 3rd jump.
Option 1:
Dawns Wrath is good here.
Option 2:
On 35%, a Bulwark spawns. Healer MUST cast barrier on group at this point to prepare for the Block + Kite mechanic. Tank him where he spawns.
- Tank should save the big ult for the final teleport
- If not purged, block and move when kites come down. Lead will call safe when damage on the Bulwark can resume.
- Sarydil comes down after the Bulwark dies and ground AoE Kites explode
The third jump occurs somewhere between 35% to ~20%.
- Tank casts big ult Barrier on group before leaving to go back to entrance.
- Execute Sarydil where she channels.
Some final notes on Sarydil:
- Highly recommended for tank to have Major + Minor Heroism. Trample and Heroic Torch are the best sources. Cast them while you’re fighting the three add waves.
- Getting away with just Minor Heroism is possible, but your Barriers will usually be late. This depends on group damage output, though.
Trash (en route to Shield Guardian)
Nothing to note. Tank saves big ult for Varallion.
Shield Guardian (Optional #3)

Again, save big ult. Other three can spend ultimates though.
Trash (en route to Varallion)
Nothing to note. Tank saves big ult for Varallion.
Varallion

Checklist:
- DPS must have Resolving Vigor or best equivalent.
- Having a shield helps.
- Check your enchants. Tank must have Crushing (reduce target physical/spell resistance) and healer Weakening (reduce target weapon/spell damage).
- Tank should have a source of high Major Maim uptime (Vibrant Shroud is best). Also, it’s good to cast Major Cowardice during Coalescing Shadows (Best is Leashing Soul).
Varallion and his Gryphons have an insane damage output, even when everything is going normally. The ULTIMATE goal here is to stack debuffs and buffs that reduce target damage output and increase our damage resistance. We must do it in a way that does not compromise group damage!
Crucially, there are pinch points in the fight which dictate excess movement e.g., Tidal Force coupled w/ Mind Link and/or Sea Orb. In these moments, ground targeted HoTs lose almost all of their effectiveness. This is where the Sorcerer tank becomes critical. Tank MUST supplement healing from Vibrant Shroud and/or Twilight Matriarch when not in range for the former.
If not done, people WILL DoT out to mechanics (usually Coalescing Shadows) while in transitional periods.
That said, Varallion has four main mechanics on hard mode:
1.) Mind Link – tethers two players together and deals DoT to both.
a.) This makes two pairs; its assignment seems somewhat random. I don’t know the ruleset on how it picks.
b.) The linked pair always has “right of way” because they will receive the most damage.
c,) For that reason, the linked pair should get the bulk of healing. The others must self-sustain.
d.) Collisions with the Mind Link will result in the three dying. e.) Minimize the length of tether and stack if possible to avoid collisions.
2.) Tidal Force – Rectangular Waves sweep across the arena. They will one-shot if you are caught in them
a.) Find a safe slice and pathing which wont collide with the Mink Link. Slices near the water aren’t safe. Slaughterfish might kill you.
b.) If a Gryphon’s mechanic is in the way, self-heal and go through it. It wont instantly kill you, but Tidal Force will!
c.) With Coral Aerie Helper or Elms, the 1, 2, 3, and 4 indicate safe points. Pairs must always hover near a number.
3.) Coalescing Shadows – Huge, unavoidable DoT followed by an AoE dropping underneath you.
a.) DDs must always self-heal through this. Even if it doesn’t hit that hard initially, get in the habit because it will later.
b.) Best to drop AoE either on the two entrance quadrants, directly in center, OR on the grass.
4.) Sea Orb – An orb floats into the arena from the water. It explodes upon reaching its target.
a.) Can be damaged and killed, but not worth it due to time constraints.
b.) The targeted player should explode the orb before it enters too far into the arena.
c.) Hold block and walk into to explode then self-heal.
d.) Only those in range receive splash.
Gryphon mechanics are the same from vet, except hard mode adds a final gryphon (Kargaeda) for execute. The first three come in random order, but spawn in the same places. Tank near the Coral Aerie Helper number respective to where they spawn. Drop ults on gryphons.
Illiata – Spawns giant AoE that chases someone.
- Safe-ish to pass through for a short period of time.
Mafremare – Spawns swirling tornadoes.
- Be either at range or melee. Don’t stand in them.
Ofallo – Casts heal absorb on tank.
- Tank can’t heal themselves out of the mechanic.
Kargaeda – Spawns huge cyclone in center with swirling sparks. Makes boss invuln until dead.
- ALL damage amplifies with each time you get hit
- For this reason, it’s best to dodge roll sparks instead of jumping as they pass by your execute position (1 or 2), if possible.
- Jumping should only be done to recover resources when outgoing damage is not heavy.
Skip Kargaeda or attempt execute with ults. Time them to start at 33% and immediately after Tidal Force. Final notes on Varallion
- All damage amplifies. More you take, the more it hits for.
- Tank must be ready to carry the bulk of burst healing. Healer is mainly there to sustain the process.
- If all else fails, just stick with your pair. Always its a linked and unlinked pair.
- ALWAYS hover around a number! Preferably with a partner.
Elms OR install Coral Aerie Helper:
/1301//60758,29676,131542,4//1301//58928,29676,133232,2//1301//60763,29676,133431,1//1301//58950,29676,131432,3/
Image credits and licensing
“Coral Aerie” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Sword Guardian” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Staff Guardian” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Shield Guardian” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Maligalig” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Sarydil” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Varallion” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.

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