The Dancing Plague Guide – Titania Trial Mechanics
Duty Information
Expansion: Shadowbringers
Encounter: The Dancing Plague
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 73
Unlock Requirement: Acht-la Ormh Inn
Encounter Overview
The Dancing Plague is a level 73 trial featuring Titania, the Lightwarden of Il Mheg. This encounter is structured around rune-based mechanics, add control, and layered movement checks that test positioning, awareness, and coordination.
The fight progresses through three main phases: an opening rune phase, a dual-stage add phase, and a final phase that combines all previously introduced mechanics into increasingly chaotic overlaps.
Arena Overview
The encounter takes place in a circular arena with no immediate edge hazards. However, positioning remains critical due to directional pushes, expanding AoEs, and overlapping rune mechanics.
During the add phase, Titania’s push mechanic becomes a major positioning check, requiring players to carefully control where they are displaced to avoid instant death zones.
Mechanic Archive
Bright Sabbath
A raidwide AoE used throughout the fight. Healers should be ready to stabilize the group after each cast.
Divination Rune
A heavy frontal tankbuster. Only the active tank should be in front of Titania, and mitigation is required to survive comfortably.
Phantom Rune
A positional mechanic that alternates between two patterns:
- In pattern: stack under Titania.
- Out pattern: move away from Titania.
Water Rune
Spawns four puddles in the arena that must each be occupied by at least one player. If a puddle is left empty when it resolves, it spawns a Spirit of Dew add that must be killed quickly to avoid a damaging explosion.
Standing in a puddle for several seconds grants a Fire Resistance buff, which is required for the next mechanic.
Flame Rune
Targets a player with a stack marker after Water Rune. The party must stack on the marked player while standing inside a puddle to share damage and benefit from the Fire Resistance buff. Failure to do so results in heavy raidwide damage.
Growth Rune
Roots spread across the arena from a marked direction, stunning and damaging anyone caught. Players must move away from the indicated path before it resolves.
Frost Rune
Creates a sequence of circular AoEs that resolve in order. Players must track the pattern and move into safe zones after each explosion.
Mist Rune
Places AoE markers under players immediately after Frost Rune. The group must spread out to avoid overlapping damage.
Midsummer Night’s Dream
Transitions the fight into Phase 2, changing the arena’s appearance and introducing add mechanics.
Puck
The most dangerous add. Uses Hard Swipe, a heavy frontal cleave with no clear telegraph. Must be faced away from the group and handled carefully by a tank.
Peaseblossom
A secondary add that uses tank-targeted slams and Peasebomb, which places ground AoEs. Should be tanked separately from Puck.
Mustardseed
A simpler add that fires line AoEs across the arena. Players must stand between the lines to avoid damage.
Giant Adds Phase
After the initial adds are defeated, they reappear as giant versions around the arena edges. Their abilities are enhanced, covering larger areas and dealing more damage.
Puck’s Rebuke
Directional push markers appear on the ground. When resolved, players are pushed in the direction indicated. The center of the arena is lethal, so players must position close to the middle without standing inside it to control their displacement.
Being Mortal
A powerful raidwide AoE cast after the add phase. Its damage is based on Titania’s power gauge during the add phase. If the gauge fills, this will wipe the raid.
Encounter Flow
Phase 1 (100% → 70%)
The fight begins with Titania cycling Bright Sabbath, Divination Rune, and Phantom Rune. Players must react quickly to whether Phantom Rune requires stacking or spreading away from the boss.
The core mechanic of the phase is the combination of Water Rune and Flame Rune. Players must occupy all puddles to prevent add spawns, then regroup inside a puddle to resolve the Flame Rune stack marker safely.
This phase focuses on clean positioning and preparing the group for more complex rune overlaps in later phases.
Phase 2 (70% → 50%)
Titania casts Midsummer Night’s Dream, transforming the arena and introducing new rune mechanics. Players must now handle Growth Rune, Frost Rune, and Mist Rune in sequence.
This phase emphasizes movement discipline: avoiding root paths, tracking delayed AoE patterns, and spreading quickly after Frost Rune resolves.
Add Phase (50%)
Titania disappears and summons three adds: Puck, Peaseblossom, and Mustardseed. Tanks should split Puck and Peaseblossom, while the group avoids Mustardseed’s line attacks.
After defeating them, the adds return in giant form around the arena. Their attacks are larger and more dangerous, and Titania adds Puck’s Rebuke, forcing players to carefully control their knockback positioning.
The group must defeat the giant adds quickly to keep Titania’s power gauge low. Once complete, she casts Being Mortal, dealing damage based on how long the phase lasted.
Phase 3 (Final Phase)
Titania returns and begins combining all previously introduced mechanics. Players must handle overlapping Growth Rune, Frost Rune, Mist Rune, and the recurring Water Rune → Flame Rune sequence.
Positioning becomes increasingly tight as mechanics overlap. The group must maintain awareness of puddle placement, stacking requirements, AoE patterns, and root paths while continuing to manage raidwide damage and tankbusters.
The fight continues in this loop until Titania is defeated.
