Full Carmine Rage Dungeon Guide
- Carmine Rage dungeon mechanics
- How the pillar phase works
- Timing movement around the pillars
- The red X debuff
- Spinning axe targeting
- How to kite the axe
- Recommended player positions
- Boss charges and attack patterns
- Handling the three charges
- Minor attacks to watch
- Carmine Rage fight checklist
- Final Carmine Rage tips
Carmine Rage is easier to manage when every player understands their position and the timing of each mechanic. This Throne and Liberty guide explains the pillar phase, the red X debuff, spinning axe targeting, boss charges, and the movement needed to survive each attack.
Use the recommended assignments before the fight begins. Clear marks, early movement, and correct positioning matter more than fast reactions once the boss starts chaining mechanics together.
Carmine Rage dungeon mechanics
The fight has two main mechanics that test positioning and movement. The first begins when the boss teleports to the center of the arena. Player distance from the boss is then used to determine which players are pulled toward the four pillars.
The second major mechanic involves a series of charges. The boss targets the furthest player first, so the group needs a clear bait player and an open line between that player and the boss.
Most mistakes in this encounter come from standing in the wrong area, moving too late, or failing to return to the boss after a mechanic ends.
How the pillar phase works
There are four pillars in the arena. Four players are pulled toward them and chained, while the two players closest to the boss remain free. The game checks player distance from the boss before the mechanic starts, so your position at that moment decides whether you are pulled.
The boss then strikes the area around each pillar. A player caught in the attack area dies. To survive, move into an adjacent area before the strike lands. Your chain stays in the danger area while your character escapes, but breaking the chain briefly stuns you.
This stun makes the direction of your movement important. Do not run into the next area that will be attacked, and do not move into another player’s path. A bad escape can leave you stunned when the following pillar is hit.
Timing movement around the pillars
Start moving before the boss begins the attack. High movement speed or a mobility skill can make the escape easier, but early movement is the main requirement.
The pillar attacks follow player distance. The player who was furthest from the boss is hit first. The second furthest player follows, then the next players in order. Marking the first two positions helps the group predict the sequence instead of reacting blindly.
Watch the attack pattern and move to a safe adjacent area as your pillar is targeted. Avoid crossing through a zone that is about to be struck.
The red X debuff
The second furthest player receives a large red X debuff. It causes significant constant damage during the mechanic, so this position should be assigned before the fight.
The healer is usually a practical choice for position two because they can keep themselves alive while dealing with the damage. The tank is less suitable for this assignment because the tank normally stays close to the boss and may not have enough time to reposition safely.
Spinning axe targeting
After the four players are pulled to the pillars, the boss checks which player is furthest away. That player becomes the target of the spinning axe. The axe follows its target for an extended period, so the target must control its path instead of running through the group.
In many groups, one of the two free players takes the axe toward the outer edge of the arena. Keeping the axe away from players bound to the pillars reduces the chance of adding pressure to an already dangerous mechanic.
How to kite the axe
The axe target should stay aware of the boss and the marked pillar players. Move around the outer side of the arena and keep the axe away from the areas where the next pillar attacks will happen.
Do not let the axe path cross a player who is waiting for their pillar strike. The target also needs to watch for the next player in the attack order. Marks make it easier to know who must move next and which side of the boss is safer.
Once the axe is thrown and the pillar sequence is ending, return to the group when it is safe. Do not remain far away longer than needed.
Recommended player positions
Use six positions based on distance from the boss. Position one is the furthest, while position six is the closest. Decide these positions before starting the encounter.
- Position one: A ranged DPS is a good fit because this player needs to remain furthest from the boss.
- Position two: The healer can handle the constant damage from the red X debuff more reliably.
- Positions three to six: These positions are more flexible, as long as the group understands the distance order.
Mark the players in positions one and two at the start. The marks make the first and second pillar targets clear and help the group follow the order for the remaining attacks.
Boss charges and attack patterns
The boss can charge at a player, dealing heavy damage and stunning them. This quick W attack can be blocked, but reacting to it is difficult if the group is not prepared.
After the final pillar smash, the tank should move directly toward the boss. If the tank stays away, the boss can begin the charge attack. Standing in front of the boss gives the tank a simpler way to handle this moment, although blocking the attack is also possible.
Handling the three charges
During the charge sequence, the boss targets the furthest player first. Assign one player to bait the opening charge and make sure the group knows who it is.
The bait player should keep a clear line between themselves and the boss. No other player should stand between them, because anyone in the path can also be hit by the charge.
After the three charges finish, move close to the boss. The following spinning attack deals more damage to players who remain far away, so regrouping quickly is safer than continuing to spread out.
Minor attacks to watch
The boss also uses a small roundhouse kick and a short cone attack. These attacks are less demanding than the pillar and charge mechanics, but melee players should still avoid standing carelessly in front of the boss or close to its sides.
The tank should keep the boss controlled and remain ready for the charge pattern. Other players should focus on their assigned positions without creating extra movement for the group.
Carmine Rage fight checklist
- Assign six positions before the pull.
- Place a ranged DPS in the furthest position when possible.
- Assign the healer to the second position for the red X debuff.
- Mark the first two players in the distance order.
- Move before your pillar attack begins.
- Escape into a safe adjacent area, not the next danger zone.
- Keep the spinning axe away from chained players.
- Assign a clear player to bait the first charge.
- Keep the charge path free of other players.
- Move back toward the boss after the charges end.
Final Carmine Rage tips
This encounter becomes much more consistent when the group treats distance as a planned mechanic. The furthest players control the pillar order, the second position handles the red X damage, and the free players help manage the spinning axe.
Do not wait for the pillar strike before moving. Start early, watch the order, and choose the correct adjacent area. After the pillar phase, regroup quickly so the tank can control the boss and the team is ready for the charge and spinning attacks.
