
Fellowship Xavian Guide Tank
Wraithtide Vault dungeon guide is live: you get beach route and interrupts. You get boss tricks and anchor move, so you finish capstone fast!

So you walked into a pirate vault, you saw a beach and a ship, and you thought you will just do a quick run: then sharks start biting you, chains root you, and the dungeon keeps asking for interrupts like it is a full-time job. So isn’t better to read a crispy Fellowship Wraithtide Vault guide and learn:
You play Wraithtide Vault as a capstone dungeon in Champion League, so your group needs interrupts and movement. You also need good defensive timing, and the source comes from open beta footage, so game updates can change details near early access.
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You can start by going right toward the beach or left through the cave, yet you still loop through the dungeon and you still kill three bosses.
Some shortcut water can spawn a shark that latches onto a player and deals heavy damage until it dies, so you avoid water lanes when you can, and you swap and kill the shark right away when it spawns.

|
Threat |
What happens |
What you do |
|
Mine Render Barrage |
group hit channel |
interrupt or CC |
|
Shackle Blast |
chains root a player |
interrupt, then break chains |
|
Soul Powder Shot |
delayed explosion |
interrupt, or spread away |
|
Vermin Tide |
rats spawn and explode |
interrupt, then dodge rats |
|
Greed’s Embrace |
dot plus haste buff |
interrupt or CC |
|
Shark latch |
heavy damage on target |
swap and kill shark |

The boss has heavy cleaving swings like the bleach bone brutes, so as tank you turn him away and you keep space from allies. Wave Stomp is a big frontal aimed at you, so you step out once it appears.
Cannonball Troops spawns adds around the arena, and they keep the same skills as earlier trash, so your group keeps interrupts ready and you pull them close for damage. If the tide witch add free casts, the boss gains Reinforced stacks and future add waves grow.
Canon Mirage creates two soak zones that apply a magic debuff with healing reduction to the soaker, so you send two players in, then your healer dispels one debuff and heals the other until dispel returns.
At set times the boss drops an anchor and starts High Tide, and the room fills with water and tries to pull you away, so your group clicks the anchor fast to create tethers in click order. You then stack near the anchor and rotate around it to dodge sharks that dash across the room, and if a shark hits someone you swap to it fast and the target uses a defensive, while your healer uses group cooldowns for Fellowship dungeon help.
This boss stays still and does not melee, and it spams Temptation at random players, so tanking the boss is not your main job. Temptation gives Deepening Shadows stacks, so the fight speeds up over time and you want steady damage.
Your tank job is the orb that spawns in the arena, since you can attack it to push it and your hit angle sets the roll direction. You aim it through piles of cursed treasure, since the boss channels Horde to heal from treasure, and it consumes the orb to stun and damage itself based on the count of piles rolled over.
Your group helps by staying close to bait treasure piles in one area, then rotating as a unit so the tank can roll the orb through piles without rolling allies. Tornado obstacles can block the orb, and you dodge the Erupting Envy frontal that covers a big slice of the room.
Healers plan for Shadow Greed Eclipse, since it is heavy group damage over its channel, so you use group defenses and healing cooldowns there.
You start with two scuttlejack canineers in the arena, and the fight is very hard while they live, so you focus one down, then the other, while you keep interrupts and CC on Shackle Blast.
After that, the boss main group damage comes from Quick Draw, where bullets hit random players over the cast, so you use group defenses when it overlaps with trash damage early.
Soul Powder Cyclone makes the boss spin, it damages near players, and it fires line attacks that apply the same explosion debuff as the trash shot, so you dodge lines, and if you get hit you stay away from allies until the explosion ends.
The phase has a soak zone under the boss while the rest of the arena fills with puddles, so you preposition under the boss when the cast starts, then you split the ticks in the soak.
When you bring the boss to zero health, she resurrects and uses Thwart the Mutiny, and your party gets sent to the far end of the ship, so you run a gauntlet of hostile souls and beams back to the arena.
The second phase keeps Quick Draw and the cyclone, and it adds Touch of Death, a debuff that drops puddles under you on expiration, so targeted players drop puddles on edges or on existing puddles when possible.
Sever Soul sends a random non-tank back to the ship start, so your group holds defensives in case the healer gets sent, and you stay alive with personals until the healer returns.

You point frontals away, and you keep space from the team on cleaving bosses. You plan defensives for Heavy Strike and Stalker’s Bite. You save another defensive for Crush Armor windows.
You plan dispels for Canon Mirage soaks, and you save big healing for High Tide and Shadow Greed Eclipse. You call for personals when Sever Soul sends someone away, since damage can overlap during that run back.
You stop Mine Render Barrage and Shackle Blast, since these are the big wipe buttons. You stay spread when an explosion debuff is on you. You swap fast to sharks or chains when they show up.
When you treat Wraithtide Vault like an interrupt and movement check, your runs feel simple and repeatable. You plan for High Tide, and you aim the Bale Orum orb. You keep Katrine under control with smart puddle placement plus fast add kills with a proper Fellowship gearing service.

Wraithtide Vault dungeon guide is live: you get beach route and interrupts. You get boss tricks and anchor move, so you finish capstone fast!

Wraithtide Vault dungeon guide is live: you get beach route and interrupts. You get boss tricks and anchor move, so you finish capstone fast!

Wraithtide Vault dungeon guide is live: you get beach route and interrupts. You get boss tricks and anchor move, so you finish capstone fast!

Wraithtide Vault dungeon guide is live: you get beach route and interrupts. You get boss tricks and anchor move, so you finish capstone fast!

You can start right to the beach or left through the cave, and you still loop through the dungeon. To use the right dock route, since it leads straight to First Mate Marrow and keeps pulls simple.
To stop Mine Render Barrage and Shackle Blast, since they spike group damage or lock a player in place. You keep a simple interrupt order, and you use CC when an interrupt is on cooldown.
You click the anchor fast, you stack near it, and you rotate as one group to dodge shark dashes. When a shark hits a player, you swap to it fast and you use a defensive to live.
You hit the orb to push it, and you aim it through treasure piles, since Horde consumes piles to heal and uses the orb result to stun and damage the boss. Your team baits piles close to help you aim.
The first danger is the two canineer adds with Shackle Blast, so you kill them fast with interrupts. Then you respect Quick Draw damage, and you dodge cyclone lines so the explosion debuff stays away.
You plan group defensives for that window, and you use personal cooldowns if bullets overlap with other damage. Your tank plays safe, and your DPS dodge hard so the healing load stays small.


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