Two phase fight with two transition phases. Phase 1, then a ring phase, then repeated, and after the second ring phase, the final phase starts.
INVOKE DESTINY - tank eruption. Tank swap, tank with this runs far away.
SHADE OF DESTINY add arrives from the tank eruption and is linked to that tank - tank kites it through melee, dps kills.
When the Shade dies, more adds appear - group, stun, nuke them down - hopefully they should all appear within the melee group.
CALL OF ETERNITY - big white circles - move to edge, spread.
FATED CONJUNCTION - big black beams - avoid
Transition Phase: Ring puzzle (at 70% & 40% Health)
Get rune (blue blob) into socket (blue "brackets") by standing on the runes. Arrow shows direction, based on number of players. Odd clockwise, even anti-clockwise. Once the rune is in the socket, the ring stops moving.
Ideally assign each ring a raid marker, and a raider to each marker. If they need one extra to turn the ring the other way, call out.
All rings must be stopped within 40 seconds.
Avoid black orbs (they slow/damage)
Fatespawn adds - tank at side, interrupt Despair cast and kill asap
Same as P1 but with a random ring rotating. 30 seconds to get the rune into the socket.