Level 65 players can access Harrowhold, a 30-player raid pitting you against a titanic dragon. This guide should provide you with all the information you need to handle the challenges you’ll find within.
Harrowhold is built for a new larger raid, full of level 65 characters, although a particularly powerful roster of skilled players might succeed with fewer characters. There are four dragon bosses in this dungeon, and one super-boss: the Dragonsire, Vergos.
Access this dungeon by heading to the teleportal at the airship platform in the Velika Outskirts. Any level 65 character can enter Harrowhold as part of a raid, but can’t enter at a stage they’ve already completed that week. Raid leaders can only go to the next stage they’ve not completed, but raid members may skip stages.
The first dragon, Vergos, returns after thousands of years to exact revenge upon the gods who cast him out. His first target is Harrowhold, a celestial keep guarding the border between the world of mortals and the realm of the gods.
Now the federation and the gods Velik and Salaron urge you to fix the problem the gods could not: Vergos.
The Wrath of Dragons quest sets up the story of Vergos and Harrowhold and prepares you to join the raid and enter the fray. After the battle, players can continue the questline using Vergos’s head.
|Quest Title||Min Level||Starts From|
|Wrath of Dragons||65||Seir|
|Requiem for a Dragon||65||Vergos’s Head|
This section guides you through the stages of Harrowhold. The tactics presented are just suggestions—not guarantees of success. As with all every other TERA dungeon, you’ll need player skill, group cooperation, and a healthy amount of common sense to emerge victorious.
In the Harrowhold entrance, talk to Dembrel the Gate Keeper to get a lift (by way of flying dragon mounts) to the Harrowhold courtyard where four dragons await you: Aquadrax, Ignidrax, Terradrax, and Umbradrax.
Each of these dragons has a clearly-defined battle zone. (You’ll see them from the air on your way in.) The dragon won’t leave its zone, but if there are no players in its zone, that dragon will begin to heal the other dragons—meaning it’s best to split your forces to keep an unchallenged dragon from helping the others.
Further, while each dragon has special abilities that make it challenging, they all have the ability to summon Vergos for a flyover attack. Players should keep a close eye on the system messages and be prepared to stop this from happening (by dealing enough damage to the dragon doing the summoning).
To complete this phase, the players must kill all four dragons within 30 seconds of each other. As soon as any give dragon dies, the 30-second timer begins before it respawns.
Players should plan on swapping battle zones periodically, because each dragon also throws out a debuff that kills players when it stacks up to 10. This effect is tracked by individual dragon, so as long as no one dragon gives you the debuff more than 9 times, you can accumulate quite a few before you’re in any real danger.
Drops from Stage 1 includes tier 11 feedstock, and spellbinds, Ambush designs, Behemoth belts, Behemoth Essence, Vergos’s Bone and Vergos’s Horn (items needed to upgrade Ambush armor to Behemoth).
After his four dragon offspring are dead, Vergos lands in the courtyard, and the first part of the big fight begins.
Vergos’s key ability is Destruction, and each time he successfully casts it, it wipes the entire raid. Players should consider splitting into groups to cover Vergos’s head and each of his legs, because the only way to stop Vergos from casting Destruction is by damaging any body parts that begin to glow.
Vergos also casts Dragon’s Eye, a debuff causing massive raid damage if it stacks six times. The debuff is periodically applied to the player with the highest amount of aggro, so tanks will want to rotate through their ranks, so no one player ever accumulates six stacks of Dragon’s Eye.
Once Vergos drops to 60 percent HP for this phase, he takes flight.
While Vergos is flying around above the courtyard, he summons waves of fire walls that sweep across the courtyard, damaging everything in their path.
To end these fire walls, players must repair and pilot mobile ballistas (which can be found at the outer periphery of the courtyard) and use them to damage Vergos to 40 percent of his original HP or less, forcing the dragon to land again.
In addition to being mobile, each ballista has a “turbo” button that comes in handy for dodging those walls of fire, plus a basic missile attack with a pretty much unlimited range, and a barrage ability that is available after several successful basic attacks.
At 40 percent HP, Vergos plummets to the ground, and starts the next stage.
Many Hands Make Quick Work
More than one player can repair any given ballista at the same time, so it really benefits you to work in teams to get the ballistas up and running as quickly as possible.
Drops from Stage 2 includes tier 11 feedstock, and spellbinds, Ambush gear and designs, Behemoth belts, Behemoth Essence, Vergos’s Bone and Vergos’s Horn (items needed to upgrade Ambush armor to Behemoth).
Out on the cliffside, Vergos clings to the edge of the cliff while hitting players with a variety of effects, but with a special focus on his Dust and Flame debuffs.
When Vergos’s HP drops to 80 percent in this phase, Vergos hits each player with a 5-minute debuff: either Dust or Flame. By themselves, these debuffs are harmless...but if a player with Dust gets within 15m of a player with Flame, it triggers a massive explosion. Making matters worse, Vergos’s claws periodically “charge” with either Dust or Flame, with the same damaging result for getting too close to the wrong one.
To avoid triggering repeated explosions, the raid must split into two groups, with those with the Flame debuff on the ‘flame’ claw, and those with Dust at the ‘dust’ claw.
Periodically, Vergos randomly changes several players’ debuffs from Dust to Flame or vice versa, giving the affected players six seconds to switch sides (or at least get away from each other).
Vergos employs more fire walls and a “dustflame wave” (combining Dust and Flame in the same attack), which forces players to stand in the appropriate spot of the wave to avoid triggering explosions.
Vergos also summons dark spheres of Flame and Dust, which must be destroyed by members with the matching debuff. Plus, Vergos periodically makes use of a mini-volcano that both burns and slows the target player.
Once Vergos’s HP hits 20 percent, this phase is complete.
Drops from Stage 3 includes tier 11 feedstock, and spellbinds, Ambush gear and designs, Behemoth belts, Behemoth Essence, Vergos’s Bone, Vergos’s Horn, Vergos’s Scale, and Vergos’s Fang (items needed to upgrade Ambush gear to Behemoth).
As with the first part of Stage 2, Vergos returns to the courtyard and uses a variety of abilities from previous phases, as well as some new ones:
Cleanse, Heal, Repeat
Cleansing Blistering Heat requires careful timing to mitigate excessive damage. Healers need to execute multiple cleanse-one/heal-all cycles, as quickly as possible, to avoiding cascading explosions and overpowering damage.
As with fighting Vergos during Stage 2; players will find it beneficial to split their raid team into smaller groups to cover each of the dragon’s legs.
Drops from Stage 4 includes tier 11 feedstock, and spellbinds, Ambush gear and designs, Behemoth belts, Behemoth Essence, Vergos’s Bone, Vergos’s Horn, Vergos’s Scale, Vergos’s Fang (items needed to upgrade Ambush gear to Behemoth) and Vergos’s Head (for those on the quest line).^ Back to Top