Main Mechanics
There are three main mechanics that Valigarmanda will perform during the encounter:
• Strangling Coil: The message "A tempestuous wind surrounds Valigarmanda..." appears. Valigarmanda coils around the arena: this is a donut AoE in the middle of the arena. Which means go IN
• Susurrant Breath: The message "Blinding energies build within Valigarmanda's wide-open beak..." appears. Valigarmanda opens its beak: this is a wide conal AoE from Valigarmanda. Which means go NORTH to the sides (NE, NW)
• Slithering Strike: This is a point-blank AoE from Valigarmanda that is slightly larger than the hitbox. Which means stay OUT
All of these will happen with partner mechanics at the same time. Just remember your Prepull Setup and stack accordingly with your partner.
Phase 1 (Fire)
Spikesicle
Start East or West depending on where the second ice line spawns. Ice blocks will begin to appear and explode in succession.
After a few explosions you are generally safe to go middle and slightly step to the side for a few minor dodges.
Volcanic Drop
A volcano will erupt, check if it's east or west and move away from such cardinal. Dodge ground AoEs in the process.
Triscourge
Raid-wide then players get a few debuffs:
• Calamity's Bolt: Unmarked lightning AoE.
• Calamity's Chill: Roles will have to keep moving to avoid getting frozen.
• Calamity's Inferno: Light parties meet in the middle of their side of the arena and bait puddles together towards north, while baiting the last few to such side.
Cataclysm
This can be any of the three main mechanics dodges
Partners also have to stack after this dodge, resolving Charring Cataclysm.
• If Donut, dodge in and stack on intercardinals.
• If Out, dodge out of the hitbox and line up RMMR and stack with partners.
• If Sides (NE, NW): dodge NE, NW and partner up RMMR.
Right after, Calamity's Chill will go off, if it's your role, keep moving until the debuff expires.
Mountain Fire
Tanks will either alternate soaking the tower with mitigation or they can soak three hits each with invulns. Valigarmanda will move either left, middle, or right during this and the party must stand behind the tower relative to where the boss is. For example, if the boss moves left, the party must stand behind the tower on the right.
Right after, Calamity's Inferno will expire. So players go into light parties while baiting puddles and healing through the party stacks.
At the end, Calamity's Bolt resolves, so all players need to spread out.
Phase 2 (Nails)
Kill your East and West nails with your light parties while stacking together and dodging to the sides as the boss' cleaves move. Once done with your side, start killing the middle nail with the rest of the group, but remain stacked as light parties, since line AoEs will be going out.
The next two phases' elements are random. They can either be Ice then Lightning or Lightning then Ice.
For the sake of documenting the encounter, we will just treat Phase 3 as the Ice phase.
Phase 3 (Ice)
For the remainder of the fight, players will take constant damage-over-time.
Triscourge (Ice)
Raid-wide then players get a few debuffs:
• Calamity's Bolt: unmarked AoE that inflicts heavy damage-over-time. DPS and supports will have different timers for their debuffs.
• Calamity's Bite: large AoE magical tank buster.
• Calamity's Flames: unmarked stack that deals magical damage.
Tanks will immediately have their Calamity's Bite expire and healers will immediately have their Calamity's Flames expire.
The tanks should go to the top corners of the room (NW, NE) and mitigate, while the rest of the party needs to split into their light parties and stack.
Northern Cross
A large line AoE coming in the direction of the arrows indicated at the back of the arena. It always cleaves as a line from SE to NW of the arena. The only difference is it can either be on the east or west side of the line. So if it cleaves the west side, it means NE is a general safe area. If east, SW is the new safe area.
Players will dodge Northern Cross and Cataclysm at the same time.
Dodge Northern Cross and go IN or OUT or CORNER (NW NE)
Arcane Spheres spawn. Their safe spot is always either the A or B waymark. The waymark that does not have an sphere directly pointing at it is unsafe, and the other is safe by process of elimination. The role that has their Calamity's Bolt debuff expire then needs to spread out. Identify which is safe and dodge accordingly.
We get another Spikesicle, this time, accompanied with a Northern Cross.
Dealing with this dodge is very simple actually. You do your usual Spikesicle dodge, but at the end just move North or South of the middle, depending on where Northern Cross is.
Finally we get another Cataclysm followed by Arcane Sphere, and Northern Cross.
The phase ends with a Freezing Dust cast, which means every player needs to keep moving until their debuff expires, followed by a final set of Calamity's Bolt. (spread at the end)
Phase 4 (Lightning)
During the lightning phase, there are six panels on the arena that cause players to Levitate. This is required for dodging certain attacks, while being levitated for most direct damage attacks will kill the player.
Triscourge (Lightning)
Raid-wide then players get a few debuffs:
• Calamity's Fulgur: unmarked AoE. DPS and supports will have different timers for their debuffs, and players must not be levitated.
• Calamity's Frost: ice boulder. DPS and supports will have different timers for their debuffs, and players must be levitated in order to dodge the ice boulder.
• Calamity's Flames: unmarked light party stack. Players cannot be levitating during this.
Players will stack south of the middle panels as light parties. Starting south in order to not be levitated.
Hail of Feather
Feathers will spawn all over the arena.
Party goes up (levitates) and checks for the first Hail of Feather spawn, then positions opposite from it and rotates around the arena. Kill the first spawned feather and stay there. Wait for the boss' cast to finish before going back down or moving at all.
Check which role has what debuffs expiring first.
Calamity's Fulgur: spreads on non levitating tiles.
Calamity's Frost: spreads on levitating tiles.
Crackling Cataclysm
This dodge works just like your usual Cataclysm.
But this time around, party will dodge, then wait for unmarked puddles to be baited, then move out of where they were, not to get blasted.
Thunderous Breath
We then get a frontal cone AoE across the arena plus Arcane Sphere on the wall.
Dodge this by simply staying levitated to dodge the cone, and use your eyes to find the row safe from the Arcane Sphere.
We get one more final set of debuffs resolved, followed by another Crackling Cataclysm.
Ruinfall
Boss starts casting Ruinfall. Tanks soak towers that appear south, either by getting knocked into them by standing close to boss, or popping immunity and walking towards them.
The rest of the party can either pop kb-immunity or just stand very close to the boss and NOT in line with the towers.
Ending
In the final sequence, Valigarmanda will cast Wrath Unfurled, granting it a buff that increases damage dealt. It will cast Mountain Fire before enraging with Tulidisaster. Kill the boss before it kills you!