So starting with 9. For the whole fight the edge of the arena is a kill zone, so dont go over the line. The first phase is just straight damage. If you get a meteor marker, run it to the edge of the area. Any time meteors are on the ground, if theyre too close to each other they explode for big damage to the group. This kills low hp characters, and multiple back to back explosions is basically a wipe. Most groups will put out enough damage that this random meteor doesnt get called. Nael will fly off, 3 green meteors will get called. You want to drop them on the 3 circle shapes in the middle of the room. These spawn golems, which need to be seperated or they merge and wipe your party. So tanks grab one each and move outwards, a DPS grabs the last and does the same. If there was a random meteor in the first part, get the nearest golem to eat it before you kill the golem so the rock on the ground doesnt explode. Golems that dont have a meteor to eat can just be burned down. Nael fights a bit longer, then flies off again for the meteor phase. I think 9 red and orange rocks are going to fall from the sky next(im almost sure its 9). Each will mark a player beforehand. The same person can be targeted by multiple rocks. You want these to fall on the edge of the arena as far apart as possible. Inter-cardinal points if possible(north vs northwest), no closer then one and a half minutes on a clock face. The end of this phase is 3 more green meteors, which you put on the 3 circles in the middle again. So for this phase you ideally need everyone to spread out as much as possible. They need to watch for their own meteors, be in position to drop it, be ready to run to another safe place if they get a second, and be aware of the meteors of the other players so they dont accidently get too close. If you get those placements right, the greens turn into golems again. You pull them away from the center again so they dont merge, but this time you dont kill them right away. Each meteor needs to get eaten so they wont explode, but a golem can only safely eat 3. So you separate them, carefully move them around to the rocks they need to eat without letting them get close enough to merge, and then kill them. This can be hectic, as you most likely have 1 non-tank being attacked. But a healer needs to be careful that if they heal said person that they dont pull aggro and accidently move the golem to a bad place. DPS have to be careful not to kill the golems before the rocks are gone, but if one or more of them are tanking then they can only really generate hate and move their golem by attacking. Once the golems are gone, the fight can move into the final phase. This starts with any rocks still on the ground exploding one after another. The group wants to stack for Heavensfall, which is essentially Nael dropping a satellite on the battlefield. The attack has a knockback and a danger zone, so everyone staying still until the knockback has happened and the aoe is marked means you shouldnt lose anyone. Nael lands again, and some drakes spawn around the outside. These will attack the group with elemental breath attacks that can leave puddles and bad status effects on the team. The lightning breath wants to be taken away from the group, you want to use fire breath to thaw those frozen by the ice breath, you dont want to stand in fire puddles. I think theres more, but the point is this is a lot to explain to people in the 10 seconds of downtime while the phase shifts and you dont typically explain how to do phase 5 to a group that wont pass phase 2(ok, we wiped there... next time do all that other stuff right, then afterwards do all this new stuff right). Luckily, if you DPS hard enough you can get the last of Naels health down before this phase goes on too long. Congrats, you get more cutscenes and can do final coil.
Turn 11 is an easy fight with 3 mechanics to keep in mind. First phase, burn boss. Simple. For the add phase, he moves to the middle of the arena and puts down a death field(while going invincible). So walking through his box will kill you, turning the arena into a donut shape of space you can use. He spawns 3 adds in a rough triangle pattern in said donut shape. The tanks should grab 2 of them. The third is untankable - it moves at a set speed around the area while periodically attacking. So the idea is that the tanks move the other two adds at roughly the same speed and in the same direction(counter-clockwise i think) so that they never get too close to each other. If they get too close, they merge and get the buff i mentioned - 10x damage dealt and 1/10th damage taken. You also want to kill them at close to the same time, because after one dies their natural script is to try to merge so they will start moving towards each other if given the chance. For the last phase, the boss goes back on the attack. His aoes are fairly dangerous, though i dont remember if it was a strong dot or a large stacking vulnerability debuff that he used. Regardless, you want to avoid. And his final trick for this phase is that he is only vulnerable to attacks from melee range. That means ranged attackers and casters need to get next to him for their attacks to land. The merged orb add might also have the melee only buff along with the damage and defense. But with that in mind, if you made it past the orbs then standing next to him to burn him down isnt hard. The merge buff is the entire issue for this fight. An enemy doing room wide attacks for more then 10k damage every few seconds while reducing your damage dealt to pitiful numbers essentially makes for a moderate DPS and HPS check, and anyone reading this thread knows that not every group can play at a "moderate" level.
For comparison, turn 10 is dodge aoe kill adds. Turn 12 is kill adds kill boss. Turn 13 is dodge aoe, survive divebombs, use the neurolink to survive terraflare, finish boss. Nothing really new in that set of instructions. Now mind you, this is the WT perspective still. At 50 theres a lot more to know and try to do.