Lep Seclusa Trifecta

by @sacr3dbac0n/The Frying Pan
General Checklist
Listed setups req; strategies are adjusted according to this. It’s the typical setups we use everywhere. See pinned dd, tank, healer for details.
- Major Maim is crucial for surviving gryphons (Boss #2)
- Bring self-heal (Resolving Vigor is best) everywhere. It’s bad to die from damage that could have just been self-healed through.
Preliminary
Kill all side bosses.
Lewin Frey (Optional #1)

- Soft-stack around the boss.
- Shades spawn on regular intervals between teleports on his left/right flank, stunning you. Stay 10m away or back up when they spawn.
- Drop all ults once.
Garvin the Tracker
Checklist:
- Tank should have an interrupt and Streak/Ball Lightning helps with hiding from Eruption too
- DD bring a self-heal (Resolving Vigor). Separation between the healer is certain, even with a large effort toward group coordination. Spores can be self-healed 100%.
We’re using the speed strat for the trifecta; it should net a 3 – 4 min clear. The general idea is to push to thresholds so we separate the group tasks into two parts: tank kills Dunerippers, while group kills adds. We want these tasks to happen simultaneously to expedite the fight duration.

How do we do this? Three main boss health thresholds: 75%, 50%, 35%. These thresholds correspond to three Dunerippers. We want ults for the first two thresholds. Save ults for after we clean up the adds before 35%.
Add priority is always Storm-Mage > Flame Archer > Infuser. If not with group, healer should watch the Infusers and interrupt to prevent them from infusing the adds, the tank should also be watching intermittently with Crushing Shock (when possible).
General things to watch out for:
- Dunerippers ALWAYS spawn entrance right, middle (water) left/right, and exit left. The spawns usually coincide with where the boss teleports to. When near these areas DDs must watch where they place DoTs. For this reason, its best for tank to take boss to entrance after killing Dune Rippers with the Bowling Ball (Noxious Boulder).
- Dunerippers wander around those areas. When tank interrupts Garvin after teleport, and Eruption is not imminent, they should take the boss to line up the Bowling Ball so that it hits and kills the Dunerippers.
Some notes about the tank/Bowling Ball mechanic:
- Garvin only channels Bowling Ball when in range of whoever has agro (something like 8 or 10 m). Use this fact to your advantage; its good to take off running to where you want to be to line up your Bowling Ball as to avoid a premature cast/channel.
- I recommend NOT to chill in the corners waiting for that Bowling angle. It’s hard to pull off and you risk proximity agro. You’re better off taking the boss into the water and turning around.
- The Bowling Ball has a max range before it explodes and goes away, or if it hits one of the large boulders/walls that form the arena. If you’re not close enough to the Duneripper, it will be a miss. Hard to say, but it seems about 20m range.
In short, don’t agro the Dunerippers! They must not be damaged, and you shouldn’t be closer than 5m. If agro-ed, they enrage and do insane damage/bleed to the tank (can be survived with sufficient healing if bursted down in time, but this is usually a group wipe). They can no longer be instantly killed with the Bowling Ball. It’s not worth it, just a waste of time.
That’s pretty much our trifecta speed strat. If you’ve never done the HM, there are some other straightforward mechanics like Eruption, Ricochet, and Wild Spores.
Eruption
- Hide from the boss by breaking your line of sight to Garvin with the large boulders in the arena.
- Tank should try to leave the boss where he teleports before Eruption goes off. That way group doesn’t have to move away from a safe zone near adds. Garvin is also hard to track if he’s off running to the tank before Eruption.
- You can usually only take one tick of Eruption before dying (tank also).
Ricochet
- You get linked to someone, similar to Varallion in Coral Aerie HM.
- Break the link with the large boulders in the room.
- Wait until the target above your head disappears before going back to group (plus a second or two for safety factor).
- ALWAYS let the healer move away/break the link. Its basically a freebie link, we need to keep damage on the adds or the boss.
- If it’s both DDs, just coordinate with each other. One should always be staying.
- If the mechanic is failed, both players die.
Wild Spores
- Heal check.
- Try to stay with group, but it can be self-healed with sufficient mitigation.
Adds
- Storm-mage channels, interrupt, or avoid the now electrified water.
- Flame Archer casts small AoEs similar to Endless Hail which must be kited. They WILL kill you. Also has an interruptible Rapid Fire type ability, but you can block through it if you can’t get the interrupt.
- Infuser infuses, of course. It enrages adds.
Final note: situational awareness and positional coordination are key.
Siege Master Malthoras (Optional #2)

- Repair and use the Ballistas to bring the boss down
- Remember, one shot at a time. You get two shots per repair, but it takes a few seconds to reload between each shot.
- Step away to avoid AoEs while the Ballista reloads.
- If you don’t know what you’re doing, just chill and let the others do it.
- When the boss comes down, drop all ults one time.
Noriwen
Checklist:
- Tank should idealy have Major Maim.
- Tank can switch the big ult from Warhorn to Barrier if needed.
- Healer should use Glyphic, but if damage isn’t high enough to kill Gryphons before their second Fire Cyclone attack, a second barrier should be used.
- DDs bring a self-heal (Resolving Vigor)
For Noriwen we need to use the left side wall. This is advantageous for three reasons. Tank can stand in the corner of the wall pillar to avoid being pulled by Noriwen’s chain attack (it applies a massive DoT which is difficult to heal through).

DDs can also stand near the wall to avoid being stunned by the small gryphons that continuously fly across the arena. Finally, we don’t have to move except for the transition to middle at 70% and 20%, not moving maximizes damage and buff uptimes.

The tank stands in the corner of the left wall pillar throughout the entire fight. You can come out when the first set of Gryphons come down at 50%, but when Noriwen is active, you should be in the corner.
Group stands along the left wall to avoid the Lightning Cyclones that come through. The applied DoT can not be dodged, and if you get hit by it, you need to self-heal.
At 70% and 20% Noriwen goes away to middle. Group should follow and stand between the cleavage of the two small swipes from the big gryphon. It’s near the edge of the square border that runs across the arena’s exit. If you’re uncertain where this is, just pixel-stack on someone who knows. Block or dodge the big Gryphon’s cone attack. If you stand in the safe area between the two Gryphon swipes, you won’t get staggered by them or the small gryphons that fly behind you. If you’re too far left/right or behind, you’ll get staggered.

Tank should be generating ult with Trample and Heroic Torch in the meantime to prepare for Gryphons at 50%
At 50%, group must come back to the pillar/left corner. Gryphons will come down. They must be bursted down before the second fire cyclone. If not possible, a second barrier must be cast. Fire Cyclone from the Gryphons must be dodged; if not, or if the barrier is not large enough to absorb it, you will die.
Tank can come out of the corner for the first set of Gryphons. It helps to generate ult for the second set of Gryphons at 40%.
Boss will also come down at 40%, so tank is back in the corner. If you get a Fire Cyclone thrown at you while in the pillar corner, either shield or move to the opposite side of the pillar. Once the second set is dead, push boss to 20%.
Group then goes to middle and executes boss while tank stays.
Flamedancer Ajim-Rei (“Optional” #3)
Checklist:
- Back to normal setups.
- Interrupt from tank
Focus boss down while trying to cleave Fire Shalks.
The boss will teleport, either tank should interrupt with Crushing Shock or healer should bash to interrupt. If not interrupted, everyone gets an exploding block mechanic. If not blocked, you will die.
Trash (En Route to Orpheon)
Switch to boss setups for a self-heal as we run across the bridge and through the Gryphon fire.
Orpheon the Tactician

Checklist:
- Resolving Vigor
We move at 80%, 50%, 30%, 20%. Cast ults on start.
Throughout entire fight:
- When boss is in, stack on his ass to stack the tentacles on boss. When tentacles spawn, get out. Drop ults if not already.
- When boss is away (after each move), group backs up to alter. Adds will come in, the Blood Knight or Tree should be placed in the middle of the safe strip. DDs can ult when adds come in too, but priority is tentacles when boss comes in
- The Blood Knight can stomp up to three times in a row! Don’t be too close when he is in. If caught inside and not dodged/blocked, you will die.
- When Orpheon is away, he channels at regular intervals. You should hear a ding. This is your cue to dodge roll! Always dodge this attack! Use the altar to dodge into so you’re not inside the green walls which do damage and constrain movement.
- Rectangular lateral tentacle strikes will not stun, and you don’t need to block.
- Any of the big gryphon attacks should be avoided or blocked to prevent being stunned.
In execute we don’t stop moving. Either drop your ults before 20% or wait ult we reach the opposite side.
Tank should always keep the boss inside the walls to avoid the channel that you must dodge. It helps to move the boss diagonally. Diagonal movement gives slightly more line-of-sight distance so it’s easier to keep Orpheon inside. Pythagoras’ theorem, right?
Anyways, that’s pretty much it. With lots of practice, all this should be perfectly achievable!
Image credits and licensing
“Lep Seclusa” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Lewin Frey” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Garvin the Tracker” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Siege Master Malthoras 02” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Noriwen and Alcunar” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.
“Orpheon the Tactician” © UESP, incorporating game components © ZeniMax Online Studios. Original image, used under CC BY-SA 2.5. Cropped/resized where applicable.

Leave a Reply