Boss guide
How to beat High Priest Venoxis
Gurubashi Arena · Encounter 2 · 07:00 · 9,600 base HP
When it arrives
Arrives at 07:00 as encounter 2 of 5 in Gurubashi Arena.
Boss yell“Let the coils of hate unfurl!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“High Priest Venoxis hurls axes across the field!”
The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.
- Interval
- 5 s
How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
2 Delayed blast
A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.
- Interval
- 8 s
- Warning
- 1.5 s
How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.
Inferred from game data — not yet verified in game3 Expanding rings
Four or five rings expand outward after a 1.6-1.8 s warning, on an 11-16 s cycle. The data does not give the rings' speed, spacing, or maximum radius.
- Interval
- 11 s
- Warning
- 1.6 s
How to handle: Keep moving outward and do not stop between rings; the warning is short and the rings keep coming. If a ring catches you, keep running rather than turning back into the next one.
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
- 14 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 50% health · one trigger
- Changes the attack pattern Attack pattern swap
The boss replaces its action list with a new rotation, shown as the child steps. This is a phase change, not an attack: the parent entry has no cast, damage, or timer.
New rotation: Delayed blast · Moving orbs · Frontal cone · Summon
How to handle: Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.
Inferred from game data — not yet verified in game
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 (1.2 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 - 2Most frequent (every 5 s) Projectile volley
Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
- 3At 50% health Changes the attack pattern
Re-read the new rotation and reset your positioning; old safe spots may no longer be safe. Treat the first action of the new list as the start of a fresh pattern.
Inferred from game data — not yet verified in game
Suggested build focus
Build tips recorded for this boss's attack types.
- A movement-speed item or dash makes the gap between volleys much safer.
- A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
- Sustained movement speed beats a single dash here; the rings reward staying in motion. 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
Projectile volley
projectile volley- Base interval
- 5 s
- Count
- 5
Keep room to move and avoid the visible projectile paths.
Delayed blast
delayed blast- Base interval
- 8 s
- Warning time
- 1.5 s
Leave the marked area and re-enter only after the blast.
Expanding rings
expanding rings- Base interval
- 11 s
- Warning time
- 1.6 s
- Count
- 4
Move toward the safe open side before the ring expands.
Summon
summon adds- Base interval
- 14 s
- Summons
- 8
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 50% health · one trigger
Changes the attack pattern
replace actionsWatch the warning marker and preserve an escape route.
- 1Delayed blast
- Base interval
- 6 s
- Warning time
- 1.5 s
- 2Moving orbs
- Base interval
- 12 s
- Count
- 2
- 3Frontal cone
- Base interval
- 7 s
- Warning time
- 1.2 s
- 4Summon
- Base interval
- 14 s
- Summons
- 8
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
- Pauldrons of Wrath shoulders · Epic · 30%
Paladin
- Judgement Pauldrons shoulders · Epic · 30%
Hunter
- Dragonstalker's Spaulders shoulders · Epic · 30%
Rogue
- Bloodfang Spaulders shoulders · Epic · 30%
Priest
- Mantle of Transcendence shoulders · Epic · 30%
Shaman
- Spaulders of Ten Storms shoulders · Epic · 30%
Mage
- Netherwind Mantle shoulders · Epic · 30%
Warlock
- Nemesis Mantle shoulders · Epic · 30%
Druid
- Stormrage Spaulders shoulders · Epic · 30%