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:
- Mind Spike
- While out-of-combat, the boss reveals all stealthed players in an area around them indicated by a blue ring. Any revealed player cannot return to stealth for some time. This passive is used by all Imperial City Coldharbour Elite Guards.
- Soul Devour
- When a player dies while in combat with a Coldharbour Elite Guard, it absorps the player's energy and heals themselves for ~200k health. This passive is used by all Imperial City Coldharbour Elite Guards.
- 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. Destroying a Vampiric Totem sends a bolt of necrotic energy to the destroyer, dealing high magic damage.
- Vampiric Ground
- The Xivkyn summons a black circle of shadowy mist under itself and under every nearby player. They sap the health of anyone who stands in it. The circle deals continuous high magic damage and snares. It deals less damage for the first two hits, and more damage starting with the third. They also begin 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
- The boss casts a reflective shield. While it is green, the shield reduces damage from melee attacks and reflects ranged physical attacks. While it is blue, the shield reflects spell projectiles. If enough projectiles have been reflected, the shield turns white and the boss enrages for a short time, dealing more damage. A strong metal sound is heard everytime the shield reflects a projectile.
- Vampiric Ground
- The Xivkyn summons a black circle of shadowy mist under itself and under every nearby player. They sap the health of anyone who stands in it. They deal major magic damage. It deals less damage for the first two hits, and more damage starting with the third. They also begin 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]
- Flare
- A basic ranged attack that deals high flame damage.
- Daedric Eruption
- The boss raises their staff and causes large AoE to bloom, one placed under the boss and one under each player. When they peak, they erupt, dealing two high flame damage ticks to targets hit. Then the areas are re-cast the same way excepted not under players that were hit by the first ones, dealing two high flame damage ticks to targets hit. Getting hit applies/refreshes "Daedric Flame"
- Daedric Flame
- Deals very minor flame damage over 10 seconds.
- Fire Runes
- The boss sets three AoEs on the ground that deal continuous major flame damage when you stand in them. One area is always placed under a player.
Frost Mage[edit]
- Ice Arrow
- A basic ranged attack that deals high frost damage.
- Daedric Chill
- Summons temporary AoEs that deal continuous high frost damage and heavily snare all players standing in them. One area spawns under the boss and one under every nearby player. If a player dies while standing in them, an orb of blue energy rises from their corpse and is absorbed by the boss, healing them. If you stand in two areas, you take damage from both.
- Winter's Reach
- The boss sends three frozen gales whirling forward. If they hit, they deal very high frost damage and root targets. The root bypasses block and the frozen gales do not have indicators.
Necromancer[edit]
- Entropic Bolt
- Basic ranged attack where Gangatru fires a blue skull at the target, dealing moderate-high magic damage.
- Daedric Chains
- The boss pulls you towards them with a blue chain made of magic, dealing moderate physical damage. When you reach Gangatru, 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 very high magic damage.
- Necrotic Swarm
- The boss holds their staff up. Blue necromantic energy flows forth from the end of the staff, dealing unavoidable continuous moderate frost damage. Daedric Resonance and Daedric Shards occur at this time.
- Daedric Resonance
- Areas dealing continuous moderate-high frost damage appear with a Lich Crystal at the center and disappear when the Lich Crystal explodes.
- Daedric Shards
- Lich crystals that rise from the Daedric Resonance areas, exploding after one second. If you're caught in the AoE, you'll be hit by a blast of high frost damage and are stunned.
Achievements[edit]
There are a few achievements associated with this faction:
Achievement | Points | Description | |
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Xivkyn Assassin | 10 | Kill 1 member of the Coldharbour Elite Guard. |
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Xivkyn's Scourge | 15 | Kill 50 members of the Coldharbour Elite Guard. |
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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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