T-rex Side

During your phase on this side, the boss will drop 473653s. The majority of the group needs to soak these and will get knocked back right after taking a big hit, so you want to ramp echoes beforehand and heal right as you go flying away, ideally with ve.

Lifebinding a single Engulf

Right after getting knocked away, the whole group will get 1214035 applied to them. The advantage of healing our group with ve from the 473653 is that you get lb right after to bring them back up from damage taken from 1214035 while they reposition. You can either lb a sb or send engulfs depending on what your stasis plan is.

You will get three 473653s before having to move into the intermission and change sides, approximately one every 25 seconds. So you should plan accordingly and ramp ahead of time for each one, while also taking into consideration any healing needed by the whole raid while you run through the center of the arena towards your new side.

A personal recommendation from me is that you aim to fill your stasis on the last 473653 of every set, and then release the stasis once you are properly set up in the middle of the arena during intermission.

Gorilla Side

Dodging Salvo

While on this side, you will still be taking damage from the same 473653s as the other side, but won't get knocked back by it. Instead the group will have to move around to dodge 474322, but without moving too much as that would cause you to get stunned by 474159.

The damage intake pattern is pretty much the same, but the mobility of it is much more complicated, specially because people might spread around a lot more causing you to be out of range. You can't freely dash around to reach people as that will cause you to get stunned, so you will depend on proper positioning by both your team and yourself.

This side also hits the tank with 463798 so you might be asked to td at a specific timing to help your tank, be on the lookout for that.

Intermission

After three 473653s both bosses will run to the center of the arena and clash for a bit. During the intermission there will be constant damage ticking from 470034 that gets higher the more intermissions you play, on top of this you prepare to move to your new side while also damaging the bosses as much as possible and dodging an insane amount of waves and puddles. This is also the only time where you can hit a decent amount of people with aoe heals such as consume so it's not a bad idea to aim to top the raid with it at this point.

Cauldron of Carnage Intermission while releasing Stasis

There are two more things you need to keep in mind that aren't specific to one side or the other:

  1. First, every now and then the raid will take damage from 1221824 which comes from your raid group kicking together the toys. The damage of this isn't very high if done properly but if several toys clash at the same time or the clash matches with a 473653 it would be deadly. You can try to cover this with emergency cooldowns but the reality is it just shouldn't happen
  2. Second, everyone will periodically get applied stacks of 472222 or 472225 depending on which side they are. This damage ramps up as the phase goes and only gets cleared when you get out of range of the boss applying them which is why groups will swap sides during the intermission, this makes later 473653 much more dangerous than earlier ones as the damage over time will be quite higher than what it was right after starting on your side.

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