Phase 2 will be a mirror of the Phase 1.Phase Two positioning and movement, mirrored compared to the previous phase. One Fatespawn Monstrosity should be marked for all players to focus, as only having one alive is easier to deal with for the tanks later in the phase.Players will need to move more than 25 yards away from during the Despair Cast to avoid getting the debuff.While the runes are being completed, the rest of the raid will have to deal with two Fatespawn Monstrosity.Holy Paladins are best suited for being assigned to heal players with the runes, as they will be able to use Divine Shield, and Blessing of Freedom to clear out Fate Fragments.Assign two healers to play around the center of the room to heal players moving the runes, while the other two healers should stay on the outside to cover the rest of the raid.This will gain the rest of the raid time to deal with the adds before the next phase starts. The player whose rune is the closest to its destination should pause short of the socket, and wait until the boss reaches ~90 energy before completing their ring.Rings 4 through 6 can be done by any ranged players.For Rings 2 and 3, assign players with immunities, such as Rogues, and Paladins.Since one tank will always have Runic Affinity, we recommend assigning them to Ring 1 (the innermost ring), as they are more likely to survive being hit by Exposed Threads of Fate.Once all runes are active it is safe to step onto the rune to start moving it. All players should move next to their runes and wait until they all become active.Wait until the Realign Fate cast is complete, then it is safe to step on the rings without being knocked off.Using a WeakAura is the best way of dealing with this issue. All players with Runic Affinity should be assigned to a specific ring.Intermission positioning for the raid, and rings marked with their assigned numbers. For suggested assignments, refer to the Intermission section.This should avoid any overlaps in Exposed Threads of Fate. All assigned players should move close to their runes, and after they all become active, all players can step in to all move their runes at once.
![cycle of eternty space anomaly game cycle of eternty space anomaly game](https://i1.wp.com/images.gog.com/767be481602d4953839eaa403e01f556023ed29bc809a2b6e6c88e9865249622.jpg)
Only 4 out of the possible 6 rings will be active, so players whos rings are not active can just help kill the two adds.During the intermission phase, players with Runic Affinity should each be assigned to a ring.Below, we outline the suggested movement and strategy for dealing with it. The regular phases functions similarly to Heroic, with some added difficulty.The Despair cast by Fatespawn Monstrosity can no longer be interrupted.Moving through the Exposed Threads of Fate will apply a debuff that deals a very large amount of shadow damage for 12 seconds. Actively moving a rune towards its destination will cause an Exposed Threads of Fate to appear and connect to the boss.Fated Conjunction will happen in triplets after the first cast of each phase, causing the raid to have to move three times in a row.Players with Call of Eternity will unleash several Fate Fragments from their location when the debuff times out.
![cycle of eternty space anomaly game cycle of eternty space anomaly game](https://static.wikia.nocookie.net/eternitywiki/images/e/eb/743140_20180507114756_1.png)
Player affected by Grim Portent running to their assigned rune.