Check out Nilandia's guide to Veteran Sanity's Edge for a full breakdown of the entire Trial itself!

For Update 38 PvE Raid compositions, check out Nefas' video.

Hammy's thoughts regarding Limit's raid composition and strategies for Sanity's Edge is written below:

Limit's Raid Composition

  • DK Maintank - Kabs12
  • Necro Offtank - Wondernuts
  • Templar Mainheal in trash and Rojo, WM on Bosses - Ickypiggy
  • Warden EC and just offheals in trash and PP on Bosses - Hammy
  • Magcro, EC on Bosses and 3rd Healer on last Boss - Gokages
  • MK Stamsorc - Hugaboga
  • DK Zenkosh - Santillius
  • 3x DK Parse - SuperMexHero, Xavier4, Elm
  • 2xTemplar - Ambition and Gangstah1x

No Arcanist since we won't have time the first days to get it raidready, but we prefered an Arcanisthealer over Tank or DPS for the first Trifecta on PTS.

We decided to go with 2 Templars after the first week of PTS, since first and last Boss have very important Execute phases, and damage before that doesn't matter too much. With that we also have 4 Classes that can go Range and Bow Frontbar if wanted, while having 4 Melee DK's.

DK's still feel like the strongest class, tho, we didn't play too much around with Arcanist DPS, since every Member that got to try it in raid, did not like it.

Trash

For trash, if the team has good trash-damage, you can just stack and burn everything. The difficulty in scorepushing is definitely figuring out how to deal with the different Miniboss spawnpoints that might change from run to run.

Our strats are not yet the best for scorepushing, since there are some different things you can do with the Miniboss, like leaving adds alive so that the Boss doesn't suck us in and CC us for 1-2 gcds. We thought adding that is a difficulty we don't want to explore too much of before getting the Trifecta.

Boss 1

Here, since we are holding DPS since Portals are done, it was important to us that the 4th and last Ghost dies faster, it doesn't really matter how much quicker 1st and 2nd and 3rd Ghost die, if 4th still takes a long time. So we build on Teamwork, instead of having everyone have 'their own' Ghost.

2 Portal teams, the players go in them in an order, instead of depending where the Portal spawns in the Room, so:

1st: DK with Noxious Breath, dots up all Ghosts that spawn, and stays on the last Ghost

2nd: DK, to dot up Ghosts and then focus any of the other Ghosts

3rd: Sorc or Cro, both have the possibility to run Silver shards, they focus whatever ghost has highest HP when they go down

4th: Templar that can Beam range targets.

Purpose again is, to kill Ghosts at the same time, so the first 3 to go down can stay down there longer and help with the different Ghost spawn, instead of coming up early and just waiting doing nothing.

Support Roles

MT Job is it Mainly to kite Firebombs out and bring the Mainboss close or away from Wamasus

We generally always focus Wamasus that spawn before 25%.

OT takes Wamasus and alone is in charge of chaining Archers.

Healer's main job is healing, one focuses on MT, since MT requires more healing than OT, while the other healer can heal Frost Bombs on their own and then focuses on the OT during no Frosts. Getting them out of Frost faster can be nice, if both healers heal them together and can afford to do so.

All 8 DDs are in charge of Archer interrupts. A missed interrupt never should happen with 8 DDs looking through the room. Damage is really not important in this fight on the Mainboss, until 25%.

We have 2 DK's running Deep Breath, also split between the 2 Portals, and the 2 Templars are running Crushing Shock, in case there is a far archer that isn't chained in need of interrupting. The other 4 DD's are in charge of Frost Bomb baiting. Whoever is closest to the Boss, has a very good chance to get them.

So during each Portal, we have 2 DD's that are focusing on Interrupts (DK+Templar) and then 2 that stay close to the boss no matter what to get the Frost Bombs (DK+Sorc/Cro). This is to help that no Portal dd, nor OT or Healer, gets Frost Bombs to make this fight super safe.

We also run 3 Barriers, which helped a lot with the Prog, and now is rather Overkill. But again, DPS isn't needed pre 25%, and both Templars that run Barrier are using a Damage ultimate for the Execute Burn. Barriers help the prog alot, they can save you from Damage that ticks just before Frost Bombs, make you survive misplayed Wamasu charges or helps during Shrapnel, if the Wamasu is still alive by accident and is casting their Lightning Arc's.

We preferred Barriers over the Gibbering Shelter ultimate from Arcanist early on and sticked with that, since again, we didn't plan to run Arcanists in the first week.

Boss Health Thresholds

  • 100% - We try to kill the first Wamasu before the second one spawns, and before it gets a 2nd charge off.
  • 90% - 2nd Wamasu spawns, we try to kill it before 80%, but since we have Barriers, we aren't too worried about overpushing the boss here and having to deal with Shrapnel + Wamasu.
  • 70% 3rd Wamasu spawns, we focus it and try to kill it while the Mainboss hits 60%.
  • 60% we damage stop on Mainboss, wait for first Portal to be done.

After the first Portal is done, we push the boss, Shrapnel happens at 55%.

  • Here we push until 42%, then damage stop until the 50% Wamasu spawns, we try to kill the Wamasu again, while pushing the Boss to 35%, 2nd Portal.
  • Wamasu dies, Boss hits 35%, we damage stop again, wait for Portals to be done.

We push to 30%, here Frost Bomb timing for us is important, we don't want a Frost Bomb right before the Wamasu spawns, since we always play 1 Frost Bomb between the 30% Wamasu, and pushing the Boss to 25%.

If the Frost is coming right before Wamasu spawn, we likely need to wait after the Wamasu dies, which might make us lose AY/Tzogvin stacks. This is why you might see us wait a little bit longer to push to 30%.

We kill the 30% Wamasu, make sure the Boss doesn't get pushed to 25% yet.

After Wamasu is dead, we Burn the boss to 0 during the 25% Shrapnel, preferably before the 20% or 10% Wamasu gets a charge off. With good damage and good fire bomb placement, we never need to worry about the Archers that spawn.

Boss 2

If you have the damage to kill Archwizard Twelvane in the first phase in 45s or faster, it's all about having a good opening so you never need to deal with more than the first 3 Lightning Aoes. As in the video, we pull the Boss to the entrance, spawn the Lightning Aoe's there and then have everyone except OT and a Healer run behind the original spawn position of Archwizard Twelvane, creating alot of space between them and the Lightning Aoe's.

It's the OT's Job to grab them and kite them, the Healer is just there to assist.

We tried different openings, and between all of them, we felt like this is the safest.

Puzzle Rooms

Every DD needs to have a group heal on their Bar, preferably Echoing Vigor, incase 4 dds are in the same room. With enough Practice, all siderooms should never fail, a number system through either Elm's Markers or our SEH addon helps with that.

Once Archwizard Twelvane is done for, Lion and Wamasu go into their rooms instantly, Gryphon, which is the furthest away from entrance, waits until the last 5s seconds to go into their room. This way we guarentee that either Gryphon is last, or incase another rooms fucks up, they are last. This way we know exactly where the Chimera spawns, and Lion and Wamasu can prebuff quiet nicely.

Chimera

We've been killing this Boss a lot lately in just 1 Phase, so you won't see the cleanest Sunburst-placement anymore. We play a bit more aggressively with them now that we don't need the space anymore after the Boss disappears. 

Don't have too much to say about this Boss, just always unstack, some ranged Templars/Sorcs/Cro's help with that, when they can consistently stay behind their tank/Melee DK's.

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The tank that doesn't get the next Chain Lightning holds the Add's in the 'Adds Zone'.

Kite lanes just kind of indicate in what direction players should go for their Sunbursts, how far is up to them, it's important that they have enough space for Lightning Bolts after 3-4 Sunbursts.

Boss 3

We run kinda 5 Supports on this Boss, OT heals portals together with Vigors from the 3 Portal dds, and the EC Cro becomes a MK+EC Interrupt Healer, that takes care of interrupting Enraged Fragments, keeping up the set debuffs and provides healing next to all of that. We felt like this is the best way to consistently deal with the heavy damage income, and have been doing so since earlier weeks.

The other Healer taunts the Boss to get banished at 70%, 50%, 30% and 20%. The OT gets' banished at 90% and then the second banish after 20%.

We also use some strategical Barriers, to ensure safety to bad rng, and to be able to clear out Anxiety Grips while Imps are up.

We Barrier every Banish, since shielding is the only safe way to survive Poisoned Minds+Banish. Poisoned Mind on the Banished Person is preventable, but it's also sometimes scary to taunt the Boss early as a Healer.

On this fight again, Damage doesn't matter that much on the Boss until execute, as long as you can keep up with add clearing all Fragments.

Even with just 7 DPS and quite some Barriers, in a clean fight, the Boss dies very quickly after Banishing the second Person in execute.

There's nothing special in Fire or Poison Maze, but for Lightning Maze we try to go as a group, and only trigger the same Traps every time. You will likely see us stop on the 3rd Line of Traps and dodge roll through them at the same time.

Portal is done by 2 DK's and a melee Templar.

We have the Stamsorc in a ranged setup who kills Fire atronachs, we kill the first 2 Fire atronachs betwenn 80-40%, and then we kill all of them until the Boss split is done. The Templar in the mainroom is also in a ranged setup and only executes Atronachs before 40%, and then focusses them until the splitboss phase is done.

Poisoned Minds are being separated left and right of the group to lower damage intake.