Nexus of Eternity CM
Written by Lily
, Eddy
and Spencer![]()
Currently Normal Mode (NM)! In-depth guide covering mechanics and strategies.
This is a guide for Nexus of Eternity CM, check out the builds for Nexus of Eternity CM here.
Disclaimer
This is a placeholder for the Nexus of Eternity CM guide. Currently it is based on mechanics observed in the Normal Mode version of the fight, but will be updated once the Challenge Mode is released.
Overview
Enrage Timer | 2m 10s for the 10% phase (hard enrage) |
|---|---|
Defiance Bars | 6,000 (Vloxx) x (Champions) |
Health Pool | 42,469,920 |
Useful Things | Group stunbreak, Stability, Projectile Mitigation, Cleanses/Resistance. |
Strategy
Coming soon with the Challenge Mode release.
Mechanics
Fixate
One person will get a purple diamond and purple effect on the buff bar, which lasts up to 60s. Downing and stealth remove the fixation and apply it to another person.
The fixated person is the target of the “main” attacks for each phase. Other than the first Fixate, the person targeted is random. You can still get other mechanics, like greens, whilst you are the tank. Ideally the fixated player stands on the opposite side of the boss to the stack to bait the most damaging attacks away from the group.
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Ascension / Empowered Stacks
Each person starts the fight with 10
Ascension stacks. This is the blue and white icon on your buff bar with a person and 10 on it. If someone loses all of their
Ascension stacks, they instantly die.
Vloxx gains Empowered stacks corresponding to how many are lost by players in the instance at the start of the fight. A fully dead person contributes 10 Empowered stacks to Vloxx, which includes if someone dies before the start of the fight and stays in the instance. A disconnected person does not add to Vloxx’s Empowered stacks, and neither does starting with fewer than 10 people in the instance.
Picking up an orb restores the player’s
Ascension stacks and lowers Vloxx’s Empowered stacks at a rate of 1 per orb. The orbs come from killing the Champion adds as well as at the start of a new Vloxx phase.

Judgment of Eternity
Phase(s) | All Vloxx phases |
|---|---|
Cast time | 1.75s |
Cooldown | 40s |
Target | Fixated + 2 closest |
Large Green AoEs with a 3 person indicator above them. If 3 people are not in these when they “resolve”, the people inside them lose 1 stack of
Ascension and the boss gains corresponding amounts of Empowered stacks. They also apply Float to anyone that they’ve touched, which can be mitigated with stability or a stunbreak. Each Green circle applies its own damage and cannot be ignored with
Distortion.
"We Will Never Yield!" will prevent death if the circles are stacked. If not enough people are alive to resolve 3 greens, they will scale dynamically down to lower numbers of greens.

Surrounding Curse
Phase(s) | 100% - 70%. Also from Champion Staff. |
|---|---|
Cast time | N/A |
Cooldown | N/A |
The orange AoE circles appear first and then a rain of projectiles will seek out the circles. The projectiles cause
Weakness, 1 stack of
Torment, and some damage.
They’re easy to walk out of, but can be ignored with Projectile Mitigation if required (e.g.
Feedback,
Shield of the Avenger,
Protective Solace).

Annihilating Orb
Phase(s) | 100% - 70%. Also from Champion Staff. |
|---|---|
Cast time | N/A |
Cooldown | N/A |
A large orange arrow is pointed from Vloxx towards the Fixated player. He then shoots a large blue swirling orb with a red AoE under it, which moves to the pointed end of the arrow. Once it gets there, Vloxx teleports to the orb and creates a Shockwave from his new location. This does large amounts of damage, so the best mitigation is to get out of the arrow’s path and either jump/dodge the Shockwave or provide stability for it. If the teleport would put Vloxx outside of the arena, he will use the momentum to go back towards the middle of the arena.


Probability Distribution
Phase(s) | All Vloxx phases |
|---|---|
Cast time | 1s |
Cooldown | 30s |
Time to resolve | 5s before placement, 3s to get out once placed |
These large orange AoE circles are centred on up to 5 players. The number appears to fluctuate based on the number of people alive in the squad. The circles fill up, then place themselves and fill up again. Once they complete the second fill animation, they create blue/black pools of cosmic energy, which have a pulsing boonstrip, apply crippled and damage. Each pool does this independently and lasts for 10s. They can be stacked when placing to save space.

Eternal Reflection
Phase(s) | 100% - 70%. Also from Champion Staff. |
|---|---|
Cast time | N/A |
Cooldown | N/A |
Vloxx swipes his Ancora staff and shoots a wide arc of projectiles that fans out infront of him from the centre then back towards it. These can be mitigated with any Projectile Mitigation skill.

Ascension's Sacrifice
Phase(s) | All Vloxx phases |
|---|---|
Cast time | 3.25s |
Cooldown | 40s |
One at a time, Vloxx will create 3 green circles which tether their targets to him. Each target will be Floated and pushed away from Vloxx.
The Float can be broken with a
Stun break or by resolving the mechanic by standing under the affected person.
Whilst the mechanic is ongoing, anyone in the green circle will receive damage and conditions, whilst also have their boons removed. Downing will also stop the mechanic.

Cosmic Charge
Phase(s) | 70% - 40% |
|---|---|
Cast time | 5.75s |
Cooldown | 45s |
A large orange arrow points towards the Fixated player. Vloxx charges along this arrow, leaving a trail of black/blue cosmic energy in his wake.
The puddles apply
Crippled and 1 stack of
Burning with each pulse. If the charge would put Vloxx outside of the arena, he will use the momentum to go back towards the middle of the arena.

Worldpiercer
Phase(s) | 70% - 40% |
|---|---|
Cast time | 3s |
Cooldown | 30s |
This attack starts as 3 large red arrows coming from the edge of Vloxx’s hitbox. The red arrows do a massive amount of damage, which is capable of downing or instantly killing players depending on their health pool and toughness. The arrows leave 3 long “lines of warding”. You require
Stability to be able to walk across these, though they do not remove the stability. You can dodge through them without
Stability. The lines do not cover Vloxx’s hitbox so you can walk through his hitbox at any time.
Note this cannot be mitigated with
Distortion!


Raging Storm
Phase(s) | 70% - 40% |
|---|---|
Cast time | N/A |
Cooldown | 20s |
Vloxx throws his Spear up into the air, causing small orange circle AoEs.
The spears come down one at a time.
There seems to be one spear per person alive at the time the animation occurs.
They can be blocked with Projectile Mitigation or easily walked out of. They will knock you if you don't have
Stability

Thousand Strikes
Phase(s) | 70% - 40% |
|---|---|
Cast time | 2s |
Cooldown | 5s |
A large orange cone with lots of purple shards flying from Vloxx’s stabbing motion.
The best way to deal with this is to avoid it. This can be done by either stepping towards Vloxx or side stepping the cone.

Echoing Blade
Phase(s) | 40% - 10% |
|---|---|
Cast time | 1s |
Cooldown | 20s |
The large semi circles go around the boss to create a full circle, causing some damage. At the same time, red AoE circles with a swirling sword inside them are sent out towards targets.
Each red AoE applies damage,
Weakness and 1 stack of
Torment, and can be deleted if Projectile Mitigation hits the centre of their hitbox.

Slice Through Reality
Phase(s) | 40% - 10% |
|---|---|
Cast time | 4s |
Cooldown | 60s |
Vloxx pulls everyone into his hitbox. Once he grabs a person, he teleports away, taking them with him. It leaves an AoE that continues to pull people towards it. If they touch it, they are also teleported.
This teleport corrupts 3 boons. He then pushes away the people that teleported with him. If the teleport would put Vloxx outside of the arena, he will use the momentum to go back towards the middle of the arena.

Excision Extremis
Phase(s) | 40% - 10% |
|---|---|
Cast time | 4.75s |
Cooldown | 10s |
Many overlapping semi circles around the boss and players, which deal damage and apply
Crippled and 1 stack of
Bleeding each.
Each semi circle can be mitigated with
Aegis or by walking out of it. If you watch carefully, there should be a small area that’s clear of the AoEs.

Division Eternal
Phase(s) | 40% - 10% |
|---|---|
Cast time | 2.25s |
Cooldown | 5s |
This large rectangular AoE from Vloxx does damage and applies
Blinded and
Confusion.
The best way to deal with this is to simply move out of the AoE.

Visions of Eternity
Phase(s) | Add phases |
|---|---|
Cast time | N/A |
Cooldown | 65.5s |
Vloxx goes invulnerable and gains a large bubble shield whilst he channels this skill. He summons two Elite and a Champion adds of the same type that are required to be killed for him to gain a Defiance bar. In addition to these adds, there will be champion aspect of the weapon from the previous phase.
Breaking the bar prevents Visions of Eternity from fully casting. If it fully casts, significant raid wide damage will occur. During the cast, large AoE circles will happen, which Float those who are inside them after they fill up, but can be mitigated with
Stability.
After the Defiance bar is broken, Vloxx will gain 10 stacks of
Empowered. He then creates the Ascension orbs before moving on with the phase.

Threshold of Eternity
Phase(s) | 10% - 0% |
|---|---|
Cast time | 2m 10s |
Cooldown | N/A |
In the final phase, Vloxx gains an enrage timer. This is a hard enrage and will wipe the squad if it is reached.
Vloxx will cycle through Eternal Reflection, Raging Storm and Excision Extremis, whilst still including Judgment of Eternity.

Mechanical Priority Order
With thanks to contributions from: Maple, Desumi.
