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The Choirmaster

Tier II. Two or more. He heals off you.

Tier II · Ordeal — two or more

He is why the tier exists. The Choirmaster takes health off the people fighting him and keeps it, and one player cannot out-damage what he takes back. Going alone is not brave, it is arithmetic.

Where

The first arena of the Shadow Dungeon, part way in. Travel with /warp dungeon and go in on foot.

The arena is a sphere roughly 15 blocks across the middle, and the fight cannot leave it. There is no kiting this one out into open ground.

RecommendedTwo or three players
Health1,900
Hits for16 before your armour
RewardChoirmaster Trophy — around $5,000, shared with everyone who helped

What he does

  • Takes the breath out of you. Below 60% health, every 20 seconds, he draws health from a player and keeps it. This is the whole fight: if your group's damage is lower than what he heals, his health bar goes up, and no amount of patience will fix that.
  • Conducts a choir. Below 75%, every 30 seconds, he calls three Choristers — axe-carrying illagers, so a raised shield will not save you from them — on top of the vexes he summons himself. They die when he does, which means killing them is only ever worth it to buy room.
  • Fangs from the floor. He is an evoker and fights like one: lines of jaws that come up under whoever he is looking at. Standing still is how they hit.
  • The chanting gets in. Roughly every 35 seconds he disorients whoever is closest.

How people beat him

Bring enough damage to out-pace the heal, and do not split up — the choir punishes anyone fighting alone at the edge. Two players who both commit will do better than three who take turns.

Keep moving. Almost everything he does rewards footwork and punishes standing to trade hits.

Everyone within about 40 blocks who was involved for at least 30 seconds gets a trophy. Nobody needs the last hit, and nobody has to argue about who gets paid.