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A strike missions guide

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This page serves as a guide for the different strike missions, both in terms of what you need to be able to join them as well as a guide for each of the strikes.




Mandatory requirements

1) You need to have a level 80 character

2) You need to have access to the strikes (might require you have unlocked certain icebrood saga episodes)

3) You need to have the eye of the north waypoint unlocked (feel free to ask someone to teleport-to-friend to the eye, so you have it)

Optional but helpful

Having the icebrood saga essence manipulation masteries, at least tier 1 but higher is better.
These masteries do 2 things:

1) they give you a powerful ability in certain strikes that helps a lot at cc-ing the breakbar of the bosses

2) you need them to open certain chests after some of the strikes, for additional loot

If you do not yet wish to play the icebrood saga for story purposes or something, that is perfectly fine.
You can get 18 mastery points for the icebrood saga by just teleporting to a friend to the 3 maps (grothmar valley, bjora marches and drizzlewood coast) and grabbing legendary insights in the landscape.
This is enough to get all these masteries to tier 3 and 1 to tier 4. You only need tier 3 for maximum effectiveness and loot.

It can also be helpful to check out "meta" builds on websites like Snowcrows. The difference this can make is huge. For example, a meta setup with decent skill rotations can easily double or triple the damage output of a DPS clas.
This is not an exaggeration, the differences are actually that huge.




For some of the harder strikes, mostly the Boneskinner and Whisper of Jormag, a decent party composition is necessary.

There is a lot of room for variation, but usually this will contain something like this:

1 alactricity revenant

1 healscourge

2 healbrands or 1 healbrand and 1 quickbrand

1 druid

Preferably but less important: 1 BannerSlave warrior

The rest of the 10 slots are usually DPS roles.

This setup brings 3-4 heal roles. Exeprienced groups with very capable healers can manage it with 2, but it is safer to have more for the harder strikes like boneskinner.




There currently are 7 strikes in the game: shiverpeaks pass, fraenir of jormag, voice & claw of the fallen, boneskinner, whisper of jormag, forging steel and cold war.

Some are really easy, some require certain mechanics to be done. Here follows a short summary of these strikes and what's important, both mechanics- and achievements-wise.
I do not go over all mechanics since a lot of them are typically ignored and outhealed.
I'll also add a guide video from Mukluk (a youtuber with great guides) for the more difficult strikes.

I will type these out in (roughly) order of difficulty.




Edited by aethelwyna
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Shiverpeaks Pass

Shiverpeaks pass consists of a small platforming puzzle with some minor chests to grab, which leads to the platform with the boss

When any player of the group reaches the platform, a teleport shrine will also activate so anyone can instantly get there.

The boss itself has no important mechanics, it's just a damage sponge and anything he does is easily outhealed.
If he is killed within a certain time, we get a bit of extra loot.


1) Defeat the boss.
2) Defeat the boss without getting downed.
3) Defeat the boss in a certain time for the extra chests.

All of these should complete within a few runs without trying.

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Fraenir of Jormag

This strike is just a boss in the middle of an arena without anything before or after. The boss itself is very easy, just like the previous one. It is just a damage sponge.

Note that one of the essence manipulation masteries is required here to open extra chests at the end of the strike, and also helps a lot in a CC phrase.

There are a few minor mechanics of note though.

1) The boss will occasionally teleport to the side of the arena, teleport back after a few seconds to the middle and hover in the air. After a few more seconds, he will smack down and cause a shockwave to go over the arena.

When he teleports, just remain at the middle. There is no point in following him. When the shockwave starts, you can jump over or dodge through or block it to avoid the damage and knockback

2) During the fight he will transform into the boss of shiverpeaks pass with mostly the same (ignorable) attacks, and he will also cause a few shockwaves in this form. During this tranformation, he will also get a breakbar to CC. This is best done with the mastery ability.
He will also hover in the air and crash down for another shockwave directly after this transformation is defeated.

3) The transformation has a second part (he will be invulnerable for a few seconds while transforming again) in which frozen elementals spawn around the map. These look like stationary rocks. He also gains a cleave ability that unfreezes these elementals.
They start attacking when unfrozen. You can mostly ignore this but it is important for an achievement.

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Voice and claw of the fallen (also referred to as "Kodans or Kodas")

This fight consists of 2 bosses in the middle of the same arena as the Fraenir, 2 kodas named "The Voice" and "The Claw" (or something like that).

Note that one of the essence manipulation masteries is required here to open extra chests at the end of the strike, and also helps a lot in a CC phrase.

The Voice is a ranged boss, the Claw is a melee boss. They fight together and teleport to new positions in the map every 30 seconds. They also place red AoE's around the map which you should try to avoid. These AoE's are easily predictable and mostly easy to avoid after a few runs of practice.

After 6 or so of these teleports, they will teleport to the middle together and become a single "entity" that does strong AoE attacks around the map. This form needs to be CC'd (with the mastery ability if possible) to break them up and stop this barrage of AoE attacks.

Ideally, both bosses need to be killed closely together, this is because when 1 of the bosses dies, the other one teleports to the middle (similar to the combined form) and will spam even stronger AoE's on his own, and cannot be CC'd like the combined one. This can do a lot of damage and easily fail an achievement.
The general strategy is as follows: The group starts by focusing the Voice at the beginning and at the first few teleports. The Claw is a melee boss and will run towards the group too, so he will take damage from the cleaves as well.

The voice is brought to a fairly low HP in this phrase.

After a few teleports, the group changes target to the Claw instead and reduces the HP of this boss too. Just follow the group and/or commander target to know when to swap if you have never done this strike before.

Ideally both bosses are on a very low hp % when they jump to the middle and merge. The group breaks the breakbar of this combined form instantly and finishes off both bosses.

If the CC of the group is particularly low (usually when most people do not have the mastery), the map might get filled with AoE's and fail a potential achievement.

If the damage of the group is particularly high, both bosses can get killed before they have a chance to combine

If the damage of the group is particularly low, a single boss can teleport to the middle after the combined form and the other boss have been defeated, resulting in annoying AoE's that will probably also fail said achievement.


1) Defeat the boss.
2) Defeat the boss without being downed.
3) Break up the combined form of the boss 5 times (by CCing the breakbar).
4) Avoid all big red AoE's during the strike (a bit tricky with training groups but easier as the group gets better, to avoid the middle-teleport AoE's).

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Cold War

Another easy strike, this one does not require the masteries.

The strike consists of 4 waves of regular enemies, each one followed by a minor boss and the last one by the real strike boss.

If all of these can be defeated within certain timeframes, bonus chests will spawn at the end with extra loot.

The waves are fairly easy, just stay mostly together as a group so the healers can easily keep the group healthy. Splitting up mindlessly might get you focused down by a ton of enemies at once.
Certain enemies also drop bazookas to shoot down enemy helicopters with.

The minibosses are straight forward too. Just dodge out of any big AoE's/charges you might see and hit them untill they die.

The last boss is fairly easy but requires some mechanics, aside of the typical "try to cc when the blue bar appears and don't stand in AoE's".

She can summon assasins, which will appear as circles under our feet that stick to you, with an inner expanding circle to show when it is about to trigger. Correctly time a dodge to avoid being downed by this.

She will also occasionally get a buff on herself, called "Icy echoes". When she has this, every time you attack the boss, all teammates around you will take some damage too (maximum 1ce every 2 seconds.)
When this happens, it is best to spread out a little bit to avoid us doing too much damage to our own team.


Just 1 achievement: complete the strike 50 times... This one can take a while.

Youtube guide:


Edited by aethelwyna
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This is another arena boss similar to Fraenir and the kodas. It also requires one of the essence masteries to get the ability and open extra chests near the end.

This boss is seen as one of the most difficult strike missions. The mechanics are very straightforward but require constant attention and relatively fast reactions, as it can be very punishing and resulting in an instant death.
Please watch the video for the boss if you have never done this strike before.


Standing behind the group is allowed too, but never to the sides.

The boss will constantly spawn small AoE's under our feet which we need to avoid, as they do massive damage and stay for a very long time after spawning. The strategy is as follows:

The group must remain closely stacked at all times (except healers which can stand behind the group) and attack the boss untill the tiny circles appear. This is also signaled by the boss raising his right arm.

As soon as these appear, the group takes a few steps (or dodge if you see it a bit late) to the left, clockwise around the boss. The group must immediately focus on stacking closely together again, just left of the AoE's.
It is extremely important that nobody stands to the left of the group, or the people to the right will walk/dodge into the AoE this person caused, and take a lot of damage.
Dodge/step left, and reform a tight stack immediately.
The room is also surrounded by torches. These are mostly ignored during the fight. It is however important to know that the boss will occasionally blow out a torch, signaled by a triangular AoE coming from the boss.
This breath attack doesn't do a lot of damage, but causes a very long knockdown when stability is not available in the group. This attack is usually followed by the small AoE attack, which can be very deadly to a knocked down person.
To avoid dieing to this, we also try to dodge left to avoid these breath attacks when they are cast on our spot.

Occasionally the boss will also jump up into the air, and everyone will be pulled to the centre of the arena where the boss was standing. After a few seconds, the boss will land and deal a lot of damage to unprepared players.
Try to dodge backwards to avoid getting slammed by this attack.

The boss also occasionally charges out of the centre to the side of the arena. The group has to stay at the middle when this happens. After a few seconds, the boss will jump to the middle similar to the previously discribed mechanic.
This jump also needs to be dodged or blocked to avoid a massive amount of damage.

These are the mechanics that everyone will have to pay attention to, no matter of the roles.
There are also 2 specific mechanics for certain roles of the group.

1) When more torches go out, the group will take constant damage over time. This isnt massive and can relatively easily be outhealed by the healers of the group.

2) During the fight, starting at 85% hp of the boss, wisps (green floating balls) will spawn and attack the group with high-hitting ranged attacks.
The alactricity revenant of the group needs to use a ventari bubble to shield the group from these as much as possible, while other classes with easily available pulls (like dragonhunters with greatswords) need to try to pull these wisps into the group during the fight.
This way they can be cleaved and killed by the group without needing to focus much on them.

During all these mechanics in the fight, it remains extremely important for the group to remain tightly stacked. The small AoE's keep spawning frequently and will kill anyone not paying attention, and the group needs to remain close so the healers can keep us alive.


1) Defeat the boneskinner.
2) Defeat the boneskinner without being downed. (Don't worry about this one at first, it will complete when the group gets better at the strike)
3) Relight 30 torches during the fight. (Torches are usually ignored during the fight, but you can easily start the instance solo and just run around to relight torches)
4) Complete the strike without letting any torches be blown out by wisps. (This can be cheezed by not attacking the boneskinner untill he blew out all torches by himself, since wisps only spawn when the boneskinner reaches 85% hp)

Video guide:


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Whisper of Jormag

The other difficult strike, Whisper of jormag is a strike boss that requires one of the essence masteries for the CC ability and extra chests, as well as knowledge of the mechanics.

The whisper of jormag has several mechanics, but not all are important. Make sure to watch the video guide below, since I only summarise the mechanics that the group must pay attention to.

1) Occasionally the boss will spawn big, following circles under everyone that stick to your character, and have an expanding inner circle to show when they are about to trigger.
You can dodge to avoid damage from your own circle, but not from others. The group must split up to not clip each others circles, and correctly time a dodge to avoid the damage.

2) Occasionally a green circle will appear under a persons feets. The group must try to stack in this circle as much as possible because the damage of this attack is shared between the people inside. If not enough people stack inside the circle, the few inside will take a lot of damage.

3) after 70% occasionally the boss will start casting a vortex which will quickly do a lot of damage to the group. The boss needs to be stunned (CC breakbar which will appear) as soon as possible when this starts. This is done best by the mastery ability.

4) at 75% and 25% hp, the boss will teleport you to an area with a clone of yourself which you need to quickly kill. Once you killed your clone, you can also help kill the clones of others. The video also mentions a bug with utility skills during these fights, but this has been fixed.
5) After the 75% clone phrase, the boss will regularly spawn 3 dark blue chains attached to 3 players.
The chains do not damage the attached players, but will do a lot of damage to anyone else that clips the chain. Players with a chain must stand still and make sure to not clip any other players. they can also move towards the boss in a straight line to keep attacking, as long as they don't clip any other players with the chain.

Note that standing inside the hitbox of the boss will do damage of all 3 chains at once, so this has to be avoided.

6) The boss will occasionally teleport to the sides for a short duration. This can happen when the chains are attached, which will instantly move the position of the chains. Be aware of this.

7) after 25% hp, the boss gains a new and very deadly attack signaled by arrows appearing under the boss in all outward directions.

A lot of blue orbs will spawn and move towards the edges of the arena. Touching these orbs will trigger them to explode for a lot of damage. These need to be avoided. Just dodge away and wait for this attack to end.

Alternatively the orbs can be blocked by ranger or necromancer pets, or by an alac placing a ventari bubble to shield the group or a tablet inside the boss' hitbox.


1) complete the strike
2) defeat your clone in under 10 seconds (very easy, the clone is extremely squishy)
3) don't get hit by any of the blue orbs
4) interrupt the vortex 5 times (by breaking its cc bar)

Video guide:


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Forging steel

This strike is a bit of an outlier as it is not really considered a "strike" by most people. Most lfg's that do "all strikes" do not do this one, for example.
This is because this strike is an extremely easy but slow tank escort to an extremely easy but slow boss. It can easily be solo'd or duo'd because the instance is actually the majority of the story chapter "Visions of the past: Steel and Fire".
Some challenge motes can be activated to make the escort significantly more difficult, so a bigger strike group is necessary. This is however not rewarding except some acheivements, and takes a fairly long time to complete.

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