The Whorleater Extreme is a moderately paced, fairly straight forward fight which requires the entire party to be on their toes constantly. It's comparable to Titan in that there are significant dodging mechanics and you can fall off of the edge of the arena, although it tends to be a bit more forgiving.
Overview
- Tanks have vastly different roles between MT and OT here. MT actually has the easiest job of the group, but they can't be too undergeared as the damage can be significant. MT simply needs to stand in the corner and direct Leviathan's line aoe off of the edge of the deck where it can't hurt anyone. The OT has to deal with the brunt of the mechanics, largely picking up adds (2x Melee adds, 1x Caster Add, and Blue Spumes). Ideally your OT will be a Paladin so they can stun-spam on the Caster add, but a Warrior and Melee DPS CAN handle it, with some trouble. MT will be on the head, OT will be on the tail.
- DPS need to split their damage, just like Leviathan Hard. Casters on the head, everyone else on the tail. Other than that, simply dodge dives and deck slams, dps the adds when they are up and you are home free. During the second set of spumes a caster DPS should use Level 2+ LB on the two spumes closest to Leviathan. If there is no Caster, a Melee should use the LB on one of the spumes during that phase.
- Healers should stay around the middle of the arena, but not too close to one another, as you will be hit with aoes from time to time, and you don't want to hit each other with them. Your primary mechanic here is Briny Mirror on the OT. Any time a direct heal is used on the OT YOU will gain a stack of a debuff which will make it so that you have to be closer to a target you are healing. You can counteract this with indirect heals such as stoneskin or fairy healing. My strategy is typically to only heal the OT when I can make it count (i.e. let them get down a bit and then cast a bigger heal to top them up, such as Cure II or Lustrate, rather than constantly topping them up).
Mechanics
- Dives & Body Slam - Leviathan will periodically become untargetable and dive across the deck and into the water. This is your indication that Leviathan is about to begin a dive cycle. This will always be two dives followed by a body slam on one end of the deck EXCEPT for the set of dives that occurs during the SECOND set of Spume adds which will try to trick you with ONE DIVE and then BODY SLAM. The other exception to this rule is when Levi is about to use his ult in which case the pattern is: Dive -> Ult -> Body Slam. If your DPS is average or slow, you will see dives approximately every 10% of Levi's health and it will typically denote phase switches. If your DPS is fast, you may not see dives until after Spume adds. The best way to deal with dives is to run for the middle as soon as he becomes untargetable and swing your camera so that you can see both sides of one of the narrow ends of the deck (north or south). Listen for the splash sound and if you don't see it, IMMEDIATELY swing your camera 180 degrees to see where the splash has come from. It can take some practice, but when you get it down, you'll never miss a dive. In the first half of the fight, Leviathan will typically always dive from whatever side he last submerged at. This becomes more random as the fight goes on. To avoid falling off during Body Slam, you must be MORE than halfway across the deck opposite where he is going to slam.
To make this mechanic even more tricky, each set of dives will typically come with large ground aoes which, if you are hit by, will inflict you with slow. Beware of these and try to be out of them. Healers should try to cleanse slows as priority. - Adds - There are FOUR different sets of adds here and they have a set rotation to how they spawn: The first set spawn in a group of two, they just need to be tanked and DPSed down. 2x Wavespin (Melee) -> 1x Wavetooth (Caster) -> Gyre Spumes -> (only post-Tsunami) Wave Spumes. The 2x Melee adds must be tanked and DPSed down. The Caster is the highest priority target in the fight, when it spawns it must be stunlocked from about 80% onwards. The reality is that it is a little bit less than that, but you don't want to take chances with this one as he has the potential to wipe your whole party. If there is a Paladin as OT, Melee MUST NOT use their stuns as it only takes three stuns before it becomes immune to stunning. If there is no Paladin, determine a stun order beforehand. Gyre Spumes will spawn next in each corner of the arena. They need to be DPSed down as quickly as possible. Ideally, start on the ones furthest from Levi and let the tanks whittle down the ones closer to Levi so their DPS isn't wasted bashing Levi while Spumes are up. You will see all of these adds twice per fight. The fourth set of adds are Wave Spumes which are blue and will be picked up by the OT who should run them around until they explode, you will only see these once.
- Surviving Tsunami - When the Gyre Spumes spawn, they will begin sapping the energy of the Elemental Converter in the middle of the arena, hence why they all need to die as quickly as possible. When they are dead, the Converter will begin regenerating its energy. There is a switch on one end of The Whorleater which must be thrown during Levi's single dive prior to Tsunami, this will shield The Whorleater (and your party) from the brunt of the attack. If you were too slow killing the Spumes and the Elemental Converter has not regenerated more than about 27-33 energy, your party will likely die.
^^There are more skills involved in this fight, but mechanically these are the primary ones which you need to know inside and out in order to survive. If you can manage these, everything else in the fight should fall right into place.
Phases
Phase 1There will be a throwaway phase to open the fight, for the first 10% of Leviathan's head you get to unload on his head. He will dive and the actual mechanics will begin. From here on, you will see a different set of adds (basically) every 10% of his health, along with dives and slams peppered throughout. Dodge dives and slams here as practice for Phase 2, when the railings will be down and you can fall off. If your DPS is high you will only see one true set of dives (2x dive and then slam) and the following dive will be the Tsunami cast. If your DPS is slow, you will see a set of true dives every 10% or so. Deal with the adds as they come, hit the converter and save yourself from Tsunami. The railings will go down and you will go directly into Phase 2.
Phase 2As of Phase 2 the add rotation will start over from the beginning. You will see more frequent dives during this phase as it tends to be a bit faster paced. The only difference between this phase and the previous phase is that the railings are down and you can fall off if you get hit by a dive at the wrong time, or if you are on the wrong side of the deck for body slam. The OT will also have to deal with Wave Spumes during/following the second Gyre Spumes phase. There will almost always be a dive during the Spume phase this time, but it will be a Dive and then a Body Slam, everyone would do very well to remember this as it trick people very often. Hit the converter the next time he dives, prep for damage, and then finish him off.