Online:Coldharbour Elite Guard
This article is about the public dungeon enemy bosses. For the group dungeon bosses, see Elite Guard.
The Coldharbour Elite Guard, also called the Xivkyn Elite or "Banners", are an extremely powerful group of Xivkyn located in the Imperial City Sewers who serve as Molag Bal's generals. They are sweeper bosses; they patrol various parts of the sewers in a looping path and will become hostile should they detect you or a group member, which makes them difficult to escape as they are not leashed. They are some of the most powerful enemies in the game and most often require a large group to defeat a single one.
The Elite can be distinguished by the large banners found on their backs, large amounts of health, and the glowing ring surrounding them that prevents stealth. The power of each general can usually be determined by the color of their banner, with red banners possessing more magicka-based ranged and AoE attacks, making them more powerful than their stamina-based blue banner counterparts, who use mostly melee attacks. Similar to the overland Patrolling Horrors, when a guard is killed, they will later be replaced by another member of the Xivkyn Elite who will patrol the same path. There are, by default, nine wandering generals in the sewers, with three in each alliance territory.
In the Barathrum Centrata, when every wave of generic enemies is defeated at one of the three inner portals, a general will spawn and must be killed to close it. Once three generals are defeated, the Simulacrum of Molag Bal will spawn. Since each portal is on a timer, it is possible that when the timer ends, the general will run back to the portal and disappear during combat, and the portal will be reset.
Locations[edit]
- Two in Abyssal Depths
- Two in Antediluvian Vaults
- Two in Lambent Passage
- One in Harena Hypogeum
- Rapid spawn point is near Ebral the Betrayer
- One in Vile Drainage
Members[edit]
Skills and Abilities[edit]
Xivkyn from the listed skill groups can have a combination of abilities in their classification. For example, Thrasotin of the Ravenous Flame can use Drain Essence, but can't set down Vampiric Totems. The following abilities are shared between all class ability pools:
- Drain Essence
- Grabs a target with a beam of blood magic, draining the target's health and healing the boss. Deals major magic damage. The target must break free. This ability heals for 5% of the maximum health if the target dies while being drained.
- Summon Vampiric Totem
- Summons three Vampiric Totems. These totems draw life from players standing near them, and when they disappear, they send their collected life energy to the boss, healing it for approximately 100,000 points of health for each totem left standing.
- Vampiric Ground
- The Xivkyn summons a black circle of shadowy mist that saps the health of anyone who stands in it. The circle deals major magic damage. It deals less damage for the first two hits, and more damage starting with the third. It also begins to heal the Xivkyn after the third hit.
Blue Banner[edit]
The following abilities are shared among blue banners:
- Daedric Whip
- A melee ability that deals immense physical damage. Can be blocked.
- Dark Talons
- Roots up to two targets in place and deals major flame damage.
- Quick Strike
- A basic melee attack that deals major physical damage.
- Enraged Strike
- The Xivkyn braces itself, turning red and winding up to perform a close-range attack that deals major physical damage.
Two-Handed[edit]
- Steel Cyclone
- A melee AoE attack where the boss swings their weapon around in circles while moving towards a target, dealing major physical damage to those within range of the weapon.
- Uppercut
- A basic two-handed ability that deals major physical damage.
One-Hand and Shield[edit]
- Fiery Breath
- The boss breathes fire, dealing devastating flame damage in a frontal cone. Avoid this ability when the Xivkyn begins to channel it.
- Healing Shield
- The boss envelopes itself in a yellow barrier and channels a healing spell. While the barrier is up, it absorbs 4% of the monster's health in damage against 4 players.
- Rotating Reflective Shield
- While green, the shield reduces damage from melee attacks and reflects ranged physical attacks. While blue, the shield reflects spell projectiles.
- Vampiric Ground
- The Xivkyn summons a black circle of shadowy mist that saps the health of anyone who stands in it. The circle deals major magic damage. It deals less damage for the first two hits, and more damage starting with the third. It also begins to heal the Xivkyn after the third hit.
- Summon Vampiric Totem
- Summons three Vampiric Totems. When these totems draw life from someone, they send it to the Xivkyn.
Dual Wield[edit]
- Barrier
- The boss is enveloped in a green barrier. Eventually, the barrier turns white and is dispelled.
- Focused Healing
- The Xivkyn heals itself. This ability can be interrupted.
- Teleport Strike
- The Xivkyn teleports to the target and deals major physical damage.
- Veiled Strike
- The Xivkyn turns invisible and winds up, preparing to perform a close-range attack that deals major physical damage. This ability can be interrupted.
Red Banner[edit]
As red banners use elemental staves instead of weapons that deal physical damage, they have no shared constants that don't also extend to blue banners.
Fire Mage[edit]
- Daedric Eruption
- The boss raises their staff and causes a large AoE to bloom. When it peaks, it erupts, dealing devastating flame damage.
- Daedric Flame
- After Daedric Eruption ends, a fireball from the tip of the boss's staff hits you, dealing low flame damage.
- Flare
- A basic ranged attack that deals major flame damage.
- Fire Runes
- Sets two AoEs on the ground that deal major flame damage when you stand in them.
Frost Mage[edit]
- Daedric Chill
- Summons an AoE that deals massive frost damage to all players standing in it. If a player dies while standing in it, an orb of blue energy rises from their corpse and is absorbed by the boss, healing them.
- Ice Arrow
- A basic ranged attack that deals major frost damage.
- Winter's Reach
- Sends a frozen gale whirling towards a target. If it hits, it deals major frost damage.
Necromancer[edit]
- Daedric Chains
- The boss pulls you towards them with a blue chain made of magic, dealing magic damage. When you reach the boss, you will be stunned, and need to break free before the boss uses Force Pulse.
- Force Pulse
- The boss channels an AoE of blue necromantic energy. When it peaks, it explodes, dealing devastating magic damage.
- Entropic Bolt
- Fires a blue skull at the target, dealing moderate magic damage.
- Entropic Flare
- Necrotic Swarm
- The boss holds their staff up. Blue necromantic energy flows forth from the end of the staff, dealing moderate magic damage. Daedric Shards occurs at this time.
- Daedric Shards
- Lich crystals rise from the ground, exploding after one second. If you're caught in the AoE, you'll be hit by a blast of major magic damage.
- Daedric Resonance
- The bout of moderate magic damage over time that occurs after a mote of necromantic energy from Necrotic Swarm hits you.
- Summon Flesh Atronach
- Summons a flesh atronach.
Achievements[edit]
There are a few achievements associated with this faction:
Achievement | Points | Description | |
---|---|---|---|
Xivkyn Assassin | 10 | Kill 1 member of the Coldharbour Elite Guard. | |
Xivkyn's Scourge | 15 | Kill 50 members of the Coldharbour Elite Guard. | |
Xivkyn's Bane | 50 | Kill 100 members of the Coldharbour Elite Guard. |
Notes[edit]
- There are two members of the Xivkyn Elite Guard named Thrasotin: Thrasotin the Unyielding and Thrasotin the Ravenous Flame.
- Killing Xobutar of His Deep Graces does not count towards the achievement: only the elite guards found in the Imperial Sewers affect achievement progress.
Gallery[edit]
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