Welcome to the Depths of Malatar Dungeon Guide! (vDoM)
This walkthrough will mainly focus on doing Depths of Malatar on Veteran difficulty, we also cover the last boss on Hard Mode, regular veteran mode is covered as well.
If you are playing on normal difficulty, everything will be the same only a lot easier, and itβs great practice for Veteran difficulty, so try and follow along with the mechanics of each boss.
This guide is aimed at beginners who are attempting vCoS for the first time, along with experienced players who want a refresher on the mechanics.
Table Of Contents:
- Dungeon Overview
- Dangerous Trash Monsters
- First Boss: The Scavenging Maw
- Second Boss: The Weeping Woman
- Third Boss: Dark Orb
- Fourth Boss: King Narilmor
- Final Boss: Symphony of Blades
Dungeon Overview
Location
Depths of Malatar is located in the west of the Gold Coast.
Set Drops
- Symphony of Blades (Monster)
- Auroran’s Thunder (Light)
- Scavenging Demise (Medium)
- Frozen Watcher (Heavy)
Suggested Level
Veteran
CP 450+
Hard Mode
CP 810
Dangerous Trash Monsters

Stone Watcher
These are heavy hitters with two-handed weapons. Tank – make sure to grab these FIRST when you encounter a group of enemies. They deal heavy attacks which you must block and nasty AOEs, the will one-shot other group members so make sure you have aggro on these.
Damage dealers should focus on the Stone Watchers first.

Frost Atronach
The Frost Atronachs aren’t a huge deal but they will put out AOE circles of ice that will hurt you, so definitely focus on these. Note: The Stone Watchers are higher priority than the Atronachs, so when you encounter a group with both of these fiends, make sure to focus on the Stone Watchers first!
First Boss: The Scavenging Maw

The first boss in Depths of Malatar can be a little confusing but it’s not too difficult once you understand what is going on.
Overview:
- The boss will “hide” throughout the fight – you need to run around and find it. Make sure to stay grouped, the person that reveals the boss will become strangled and the boss will need interrupting from an Ally.
- The AOEs on the ground deal a crazy amount of damage, make sure to stay away from it, including the tank!
- Face the boss away from the group, it will perform a cone AOE attack.
- The boss will jump and perform a heavy attack on EVERYONE – make sure to block this!
Mechanics
The Scavenging Maw lurks (hide mechanic)
When the boss reaches the following health percentages, it will vanish and hide somewhere in the room.
75% – 50% -25%
Once this happens, adds will spawn, two at a time. Try to CC these adds and get some damage on the to get rid of them.
Your group needs to move together through the room and try to find the boss. It will be invisible and you need to pretty much stand right on it to reveal the boss. Keep moving around until he appears.
Once the boss appears, it will grab the player who found it and start strangling that player. An ally needs to quickly interrupt the boss or you will lose your strangled party member. This is why you want to move together as a group during this phase.

AOE circles
The boss will spit out big AOE circles that you have to avoid! They deal a ton of damage and will kill you very quickly if you don’t get out of the way. This includes the tank, even you will take a lot of damage if you stand in these circles for too long.

Jump attack
The boss will jump up in the air and disappear for a moment, it will then appear and hit EVERYONE with a heavy attack (the boss will target the tank but there will be shades attacking all other players as well). Make sure to block when you see the boss jump, it will one-shot you if you don’t.
Adds
The adds only appear when the boss is hiding, they will keep coming so the longer you take finding the boss the more you will get. These will not disappear once you find the boss so make sure to deal with them!
Second Boss: The Weeping Woman

The Second boss in Depths of Malatar can be a little chaotic as there are quite a few attacks to watch out for, we will also get some adds so stay focused!
Overview:
- There will be huge AOEs of ice spikes, these will kill you so make sure you stay out of these! They come in different forms, standard AOE and donut AOE (a ring with a hollow middle that you are safe in).
- You will get adds, Stone Watchers and Frost Atronachs, these are the same as you’ve encountered earlier in the dungeon. Focus these down as soon as they spawn so that they don’t start stacking up.
- The boss will spawn poison geysers underneath everyone’s feet – these are stationary, as soon as you see a growing circle under your feet, move out of it!
- There will be other AOEs that follow you, such as ice spikes, not a huge deal, just keep moving.
Mechanics
Huge ice AOEs
Throughout the fight, the boss will spawn really large ice spike AOEs. These will one-shot you if you don’t get away from them quickly. They will be increasingly more difficult to avoid the lower the boss’s health is. You will get donut-shaped AOEs that you need to stay in the middle of. Right at the end, you will get double AOEs, leaving you with a thin strip of safe ground to stand on.

Poison Geysers
All players will be targeted with a poison geyser, it will start growing under your feet. If you get caught in this, you will very likely die. They will not follow you so just make sure to step away and you will be safe.

Adds – Stone Watchers and Frost Atronachs
Based on the boss’ health, Stone Watchers that are surrounding the fight room will come to life and start attacking you. The tank needs to taunt these as they will one-shot squishy players.

I recommend putting focus damage on these to get rid of them as quickly as possible, they only add to the chaos with everything else that is going on. If you have great DPS they will go down from your AOEs, but if you are struggling, definitely deal with these first.
The boss will target the player with aggro and throw a Frost Atronach at her/him. You should block this. Same as the Stone Watcher, the tank should taunt and damage dealers should focus it down quickly. They will drop AOEs just like the trash mobs you’ve seen before. We definitely don’t need more AOEs in this fight so make sure to take care of them!
Third Boss: Dark Orb

The third boss in Depths of Malatar is just an orb in the center of the room. The difficulty ramps up a bit on this boss and can be a pug killer if dealt with incorrectly.
Overview:
- Adds will spawn based on the Orb’s health. This is NOT a DPS race fight. Make sure to keep the damage on the orb slow and steady, once adds spawn, stop damage on the orb and deal with the adds. Tank – pull the adds away from the Orb so that you don’t get AOE damage on the Orb.
- There will be additional orbs spawning on the sides of the room of different colors – destroy these immediately! They are bad.
- Radiant Auroran is the worst add with powerful special abilities, make sure to focus on these first.
- This fight is very hard on the tank, you will need to keep aggro on almost all the adds as they will kill your teammates quite easily. You will also have a LOT of incoming damage.
- Destroying the Dark Orb is not enough to win this fight, ALL Aurorans must also be killed!
Mechanics
Adds
The main problem with this fight are all the adds. They will spawn based on the boss’ (Orb) health, so if you burst max dps on the orb. You will get a lot of adds and wipe.
The most dangerous ones to look out for are the Aurorans – they will use the Dawnbreaker ultimate (smash the ground hurting anyone in front of them). The also shoot lightning with their hands. There are different kinds as well with different magical abilities, the important part is to not stay in front of them unless you are the tank.

Once you get adds, stop damaging the main orb immediately and move away to deal with the adds as quickly as possible. The tank needs to taunt all the Aurorans first, you should then chain pull in the smaller adds so that they die from AOEs.
Tip: If you have a magicka damage dealer in your group, save your destruction staff Ultimate for the last round of adds to get a massive boost on taking them down.
Additional Orbs
There will be four different kind of orbs spawning throughout the fight. Not the main orb. They will have different colors and will be located on the edges of the room. The important part is: Focus all damage on these orbs as they spawn until they are destroyed. You will get a warning message on your screen saying: An orb is empowering Aurorans.
The colored orbs will grant the Aurorans extra powers making them even deadlier, this is why we want to take care of the additional orbs immediately.

To be honest, don’t worry about what each of them does, just make sure to destroy them quickly. But if you are curious, here it is:
Blazing Orb (red): Will enable meteors for the Blazing Aurorans that crash into the ground and shoot out fireballs in all directions. Getting hit will stun you but not take you out.
Radiant Orb (yellow): Will enable the templar beam for the Radiant Aurorans.
Scintillating Orb (purple): Empowers Scintillating Auroras with lightning splash attacks.
Phosphorous Orb (blue): Empowers the Phosphorous Auroras with ice pillar attacks that come up from the ground.
Fourth Boss: King Narilmor

The fourth boss in Depths of Malatar can be very difficult. There are a few things we can do to make it easier but your group will benefit a lot from high DPS on this fight.
Overview:
- The boss will change colors, blue, red, purple and yellow. Based on the color, he will perform abilities that reflect exactly what the Aurorans had in the previous fight.
- When the split happens, the tank should back off into a corner, and keep backing into the corner. This will cause all the duplicates of the boss to move right into the tank stacking them up nicely for AOEs.
- Tharayya will be fighting Quintus during the battle, if Quintus takes Tharayya down, the duplicate bosses will get extra damage shields making it a lot more difficult. The healer needs to keep heals on Tharayya to prevent this from happening.
Mechanics
The Split
The boss will split into four images of himself. One of these duplicates is the real boss, however, the duplicates still have all abilities with full power. Each duplicate will have a damage shield including the real boss. As you damage through the shield, if it’s a duplicate, it will vanish. If it’s the real boss, it will stay and start taking damage.
The easiest way to do this is the tank taunting all duplicates, and back off into a corner all the way up against the wall. This will cause all the duplicates to run right up to you making it way easier to take them out with AOEs.

Keep in mind that all the duplicates still have full power and abilities based on which color they are, most of them can be interrupted so be prepared to interrupt when you see the red sparkly lines!
Tharayya and Quintus
Tharayya will be battling with Quintus on the side (Tharayya is on our side). She will need heals in order to stay up. If she goes down, the boss duplicates will get a much stronger damage shields making the split-phase a lot harder.

The healer can stand right next to Tharayya and give her AOE heals and some extra healing if required. She will require more healing than the tank, just a heads up.
Colors of the boss
The boss will have random colors on his armor. Based on these colors, he will have different abilities. These abilities will line up exactly with the colored orbs in the previous fight.
Damage Dealers should focus on the purple one if possible as the lightning damage from it is very high.

Red: The boss will summon meteors that splash where they hit the ground and shoot out fireballs in all directions.
Yellow: Grants the templar ability Radiant Oppression (Jesus Beam), this is interruptable so make sure you are ready to bash!
Blue: Enables the ice pillar ability, they shoot up from the ground and damage nearby players.
Purple: Lightning ability – will summon lightning surges on the ground.
Final Boss: Symphony of Blades

The final boss in Depths of Malatar is the Symphony of Blades, at first glance, it may seem like an impossible fight. But if you understand the mechanics, this turns into quite an easy fight, there are no DPS checks really and as long as you know what to stay away from this will be a breeze.
Overview:
- There will be a bright yellow wall traveling from one side of the room to the other. Touching this will kill you. There will be enemies leading the wall, you need to take down an enemy to break a hole in the wall which you can go through safely.
- Four Auroran ghosts will spawn in each corner of the room, they will walk to the boss and grant the boss additional powers – check below for instructions on which to prioritize.
- The boss will perform a whirlwind attack – the tank can survive this if you block. Just keep the boss stationary and block through it. Running around with the boss chasing you will likely wipe your party members.
- At 10% boss health, you will be teleported away onto a strange floating island. Further instructions on how to survive this below.
Mechanics
Auroran shades
The boss will summon Aurorans in each corner of the room, each with a different color. Yes, same deal as the last two bosses. The shades will be walking towards the boss, any Auroran that touches the boss will empower the boss with abilities that correspond to the color of the Auroran.

The abilities granted will be the same as the last two bosses, let’s reiterate:
Red: Summon meteors that splash where they hit the ground and shoot out fireballs in all directions.
Yellow: The templar ability Radiant Oppression (Jesus Beam).
Blue: Enables the ice pillar ability, they shoot up from the ground and damage nearby players.
Purple: Lightning ability – will summon lightning surges on the ground.
To prevent an ability being granted to the boss, you need to kill the Auroran before it reaches the boss. You will not be able to get all of them, at most you will get two, so we need to prioritize which ones we definitely don’t want reaching the boss.
The lightning ability is going to deal a ton of damage so we want to make sure that does not reach the boss. We also don’t want meteors to start flying around in the room so we should focus on that next if you have time.
So the kill order of the Auroran shades should be:
- 1st: Scintillating Auroran (purple) – spawns in the top-left corner of the room.
- 2nd: Blazing Auroran (red) – spawns in the lower right corner of the room.
- 3rd: Phosphorescent Auroran (blue) – if you somehow have time – spawns in the top right corner.
The tell sign of the boss summoning the Aurorans is that it will disappear for a moment and then return in the middle of the room, you should get into position to kill the purple one as soon as this happens.
Bright traveling wall

Aurorans will be walking across the room followed by a bright yellow wall, if you touch this wall, you are dead. The only way to survive this is to kill one of the Aurorans, doing this will put a hole in the wall where you killed it. All party members can now run through this hole to end up safely on the other side.

The final stage (teleporting to the floating island)
When the boss reaches 10% health, it will teleport everyone away from the room to an island in some sort of different dimension.

The boss will be back at 25% health, he will also have all four color abilities granted to him at this point.
You have to spread out immediately as the lightning and meteor attacks will wipe you if you stack. He will launch these immediately so make sure to spread out as soon as you arrive.
You will also have the yellow walls coming in, but there will be lots of them and they come from all directions. They are however not random, they are always the same walls, in the same spot, with the same timing. Don’t bother killing the Aurorans this time, you can just run around the walls instead.
The key here is to not panic. There is no rush here, you can take all the time you need. The best way is to run down to the boss and move towards the edge, as the walls come in, start moving clockwise around the edge. Make sure to stay close to the edge to avoid getting pinched by walls.

Keep moving calmy around the island, avoiding the walls while keeping as high DPS on the boss as you can manage without losing focus.
Just make sure not to panic here, stay aware of where the walls are and this should be fairly straightforward.
Thank you for reading this guide! I hope you enjoyed it and found it helpful, if you did, consider checking out some of my other dungeon guides!
If you are struggling and need help, don’t hesitate to drop a message or ping me in game if I’m online and I can help you out (@Pontypants). If you have a better way of doing things than I’ve stated, I would be gloriously happy to hear about it π
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