Boss guide
How to beat Herod
Scarlet Monastery · Encounter 3 · 11:00 · 18,500 base HP
When it arrives
Arrives at 11:00 as encounter 3 of 5 in Scarlet Monastery.
Boss yell“Ah, I've been waiting for a real challenge!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Frontal cone
A cone attack in front of the boss, telegraphed for 0.9-2 s and repeated every 5-10 s where an interval is listed. The data does not give the cone's angle or range.
- Interval
- 6 s
- Warning
- 0.9 s
How to handle: Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game2 Charge
In-game text“Herod squeals and charges!”
The boss charges; the game announces it with "the boss squeals and charges!". The data shows a 7-11 s interval on the bosses that list one and no warning time.
- Interval
- 8 s
How to handle: Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.
3 Persistent hazard
Persistent ground hazardA ground hazard that stays after its 1 s warning and is re-applied every 10-16 s. Unlike a one-shot circle, the marked ground remains dangerous after the telegraph ends.
- Interval
- 12 s
- Warning
- 1 s
How to handle: Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game4 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 13 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
Below 20% health · one trigger
- Summon Add wave
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (0.9 s) Frontal cone
Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game
Suggested build focus
Build tips recorded for this boss's attack types.
- Melee builds should circle toward the flank during the warning; ranged builds can strafe out of the wedge. Inferred from game data — not yet verified in game
- Save a dash for the commit; the charge is easier to dodge sideways than to outrun.
- Ranged builds can keep a clean side of the arena; melee builds should move the boss before the next placement. Inferred from game data — not yet verified in game
- Area damage pays for itself here: one clear per wave beats single-target cleanup.
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Frontal cone
frontal cone- Base interval
- 6 s
- Warning time
- 0.9 s
Leave the cone before the warning finishes.
Charge
charge- Base interval
- 8 s
Move out of the travel lane and keep a clear exit.
Persistent hazard
persistent circle- Base interval
- 12 s
- Warning time
- 1 s
Leave the zone and keep away while it remains active.
Summon
summon adds- Base interval
- 13 s
- Summons
- 10
Clear the adds without letting them close the exit.
Health phases
Thresholds are base client values; difficulty and run scaling can change the encounter.
Below 20% health · one trigger
Summon
summon adds- Summons
- 14
Clear the adds without letting them close the exit.
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Bracers of Wrath wrists · Epic · 30%
Paladin
- Judgement Bracers wrists · Epic · 30%
Hunter
- Dragonstalker's Bracers wrists · Epic · 30%
Rogue
- Bloodfang Bracers wrists · Epic · 30%
Priest
- Bindings of Transcendence wrists · Epic · 30%
Shaman
- Bracers of Ten Storms wrists · Epic · 30%
Mage
- Netherwind Bindings wrists · Epic · 30%
Warlock
- Nemesis Bindings wrists · Epic · 30%
Druid
- Stormrage Bracers wrists · Epic · 30%