Still updating this, but here is a breakdown.
PHASE I
Crackle Hiss - Forward 120 degree cone. Don't stand near the tank.
Spike Flail - Triggered when in rear of boss. 45 degree rear cone
Critical Rip - Heavy direct damage to tank.
Crackle Hiss
Wild Charge - Stuns a target and charges at them. Damage is split with the people he charges, most damage goes to the OT who will be closest.
Crackle Hiss
Prey - Targets a player for light damage. Damage must be COMPLETELY mitigated by adlo/SS (succor is not enough). If damage is not mitigated, the player will be targeted by Erratic Beam and will be one shot and one shot the others around him/her.
Spike Flail
Crackle Hiss
Critical Rip
Repeat
Electrocharge at 85%
PHASE II
SON - Has Crackle Hiss and Spike Flail. Tank just like the boss
DAUGHTER - Has Prey. Will be x2 until one daughter is killed
PHASE III
Heat Lightning - 3 players take increased damage.
Spike Flail
Prey
Crackle Hiss
Heat Lightning / Wild Charge - people without Heat Lightning line up
Crackle Hiss
Spike Flail
Critical Rip
Crackle Hiss
Heat Lightning
Prey
Spike Flail
Crackle Hiss
Heat Lightning / Wild Charge
Repeat
Electrocharge at 55%
PHASE IV
Caster LB3, an additional set of adds spawns 20 sec in. Making 3 sets of adds total for the phase.
PHASE V
[1] Heat Lightning -> Cyclonic Chaos. Raid must be spread and those who aren't debuffed by Heat Lightning need to stack in for Cyclonic Chaos.
[2] Heat Lightning -> Wild Charge. Same as in Phase 3.
[3] Tether -> Wild Charge.
These combinations will alternate between [1] > [2 or 3] > [1] > [2 or 3] - There will not be two charge rotations in a row.