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Difference between revisions of "Raid Wing 8 - Mount Balrior"

 
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===Legendary Blighted Beast===
 
===Legendary Blighted Beast===
 
To the east, is a [https://wiki.guildwars2.com/wiki/Legendary_Blighted_Beast Legendary Blighted Beast] and three [https://wiki.guildwars2.com/wiki/Elite_Empowering_Beast Empowering Beasts]. As long as the Empowering Beasts live, they will regularly buff the Blighted Beast with {{tooltip|Empowered}}, increasing the damage it deals. As such, it is important to kill them first.
 
To the east, is a [https://wiki.guildwars2.com/wiki/Legendary_Blighted_Beast Legendary Blighted Beast] and three [https://wiki.guildwars2.com/wiki/Elite_Empowering_Beast Empowering Beasts]. As long as the Empowering Beasts live, they will regularly buff the Blighted Beast with {{tooltip|Empowered}}, increasing the damage it deals. As such, it is important to kill them first.
 
There is a bug here that will allow you to skip actually killing the Blighted Beast. If at least one player waits outside the instance, then joins after the second Empowering Beast is killed, then killing the final Empowering Beast will also cause the Blighted Beast to despawn.
 
  
  
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It is extremely beneficial to bring [https://wiki.guildwars2.com/wiki/Block#Projectile_destruction projectile defense] to this encounter as it can mitigate a lot of the mechanics, including [some/one] that provides the boss with stacks of {{tooltip|Empowered}}.  
 
It is extremely beneficial to bring [https://wiki.guildwars2.com/wiki/Block#Projectile_destruction projectile defense] to this encounter as it can mitigate a lot of the mechanics, including [some/one] that provides the boss with stacks of {{tooltip|Empowered}}.  
  
Condition cleanse is also very useful as most of the attacks inflict conditions and [some/one] can corrupt boons as well.
+
Condition cleanse is also very useful as most of the attacks inflict conditions and some can corrupt boons as well.
  
  
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Before starting the fight, you should have an idea of how to approach it as there are three targets and moving between them can be quite dangerous.
 
Before starting the fight, you should have an idea of how to approach it as there are three targets and moving between them can be quite dangerous.
  
In the middle is the main boss, Greer. To the south is Reeg, and to the north-west is Gree. Each of these minibosses has half of Greer's moveset, but during the opening phase they will not move. This means they will limit themselves to throwing the occasional ranged attack unless they are engaged in melee. Greer, meanwhile, will move to attack the group if he is not occupied. There are a number of ways this encounter could be approached, but it is strongly recommended to have a player to tank Greer.  
+
In the middle is the main boss, Greer. To the south is Reeg, and to the north-west is Gree. Each of these minibosses has half of Greer's moveset, but during the opening phase they will not move. This means they will limit themselves to throwing the occasional ranged attack unless they are engaged in melee. Greer, meanwhile, will move to attack the group if he is not occupied. There are a number of ways this encounter could be approached, but it is recommended to have a player to tank Greer.  
  
 
The phasing in this encounter is unusual:
 
The phasing in this encounter is unusual:
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When the second main phase starts, just repeat the approach you used in the first.
 
When the second main phase starts, just repeat the approach you used in the first.
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 +
 +
===Tanking===
 +
Greer can be tanked, but unlike other raid bosses there is no reliable fixation mechanic. Instead, Greer will focus on the closest player in front of him. As there is no clear indicator of what is considered "in front" and some of Greer's attacks cause him to swing, it can be hard to maintain aggro if the rest of the group is not sufficiently behind him, and hard to regain aggro if he starts targeting others.
 +
 +
The most reliable way is to tank inside Greer's hitbox. This allows you to sidestep his auto chain and keeps you relatively close to the rest of the group (as it is most efficient to have a healer be the tank, this makes it easier to provide support). Unfortunately, Greer's hitbox is covered by an <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75199" title="Aura of Corruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> that ticks for a small amount of damage and applies {{tooltip|Poison}}. The damage isn't much concern, but the {{tooltip|Poison}} reduces your healing and thus makes it harder to recover when you take more significant damage.
 +
 +
Other considerations:
 +
* <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75089" title="Blob of Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> will be created very close to your location, making it harder to dodge if you're a target, and will likely travel through your position on the way to the stack regardless.
 +
* You will either need to be reliable at dodging <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75251" title="Rot Eruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, or require a player to quickly run to your location if you're targeted, or for you to run to the stack. Either can mess with tanking.
 +
* <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74710" title="Stomp the Growth" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> hits hard and you won't really be able to get out of the AoE. It is beneficial to keep a dodge available, so being able to block one or both of the two initial stomps will be very helpful. The <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74867" title="Wave of Corruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> can be jumped as long as you're not too close to the center of the AoE.
 +
* The first parts of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74773" title="Cage of Decay" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> occur at 90 degrees to where you should be, giving you enough warning to avoid the attack without needing to dodge. You may need to move back a bit so there's space to stand.
  
  
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Electrical Repulsion.mp4|gif|420px]]</div>
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Electrical Repulsion.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Greer targets two random players with a medium-sized green AoE that empties of color over eight seconds. After this, if there are two or more players (including the target) inside the green, it will deal moderate damage to those players. If not, Greer will gain two stacks of [empowered] and a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75251" title="Rot Eruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> spawns on the targetted player, launching players and inflicting {{tooltip|Bleeding}} and {{tooltip|Poison}} as well [https://wiki.guildwars2.com/wiki/Infectious_Rot Infectious Rot] - a pulsing red AoE that surrounds the player and constantly applies {{tooltip|Poison}} to those inside it. This effect lasts a long time, but is removed if the player is downed. If that weren't enough, a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74829" title="Noxious Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> spawns at the location of the original <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75251" title="Rot Eruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, lasting for five seconds and ticking a small amount of damage and corrupting boons.
+
Greer targets two random players with a medium-sized green AoE that empties of color over eight seconds. After this, if there are two or more players (including the target) inside the green, it will deal moderate damage to those players. If not, Greer will gain two stacks of [empowered] and a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75251" title="Rot Eruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> spawns on the targetted player, launching players and inflicting {{tooltip|Bleeding}} and {{tooltip|Poison}} as well [https://wiki.guildwars2.com/wiki/Infectious_Rot Infectious Rot] - a pulsing red AoE that surrounds the player and constantly applies {{tooltip|Poison}} to those inside it. This effect lasts for 20 seconds, but is removed if the player is downed. If that weren't enough, a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74829" title="Noxious Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> spawns at the location of the original <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75251" title="Rot Eruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, lasting for five seconds and ticking a small amount of damage and corrupting boons.
  
 
In addition to the horrorshow above, standing in two greens at the same time will instantly down a player, and each of the minibosses can use the attack as well - potentially resulting in four occurring at once. The miniboss version of this attack will target a single player, and players have 10 seconds to stand in the green.
 
In addition to the horrorshow above, standing in two greens at the same time will instantly down a player, and each of the minibosses can use the attack as well - potentially resulting in four occurring at once. The miniboss version of this attack will target a single player, and players have 10 seconds to stand in the green.
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Bolt Break'''</div>
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Sweep the Mold → Rake the Rot → Stomp the Growth'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Immediately after being broken, Sabir targets every player with an AoE that fills with color over three seconds. Lightning will strike each player once the AoE is full, dealing moderate damage and applying a stack of Violent Current. Players standing in multiple AoEs will be hit for each one.
+
Greer's basic attack chain is a three-part move where he first sweeps his right arm in a cone attack that deals heavy damage, {{tooltip|Knockback}}, and inflicts two stacks each of {{tooltip|Bleeding}} and {{tooltip|Poison}}. The next attack sweeps his left arm in a similar pattern, also dealing heavy damage, {{tooltip|Knockback}}, and inflicting {{tooltip|Cripple}} and two stacks of {{tooltip|Poison}}.
 +
 
 +
The final attack in the chain is a series of three stomps in a large AoE centred on the "tank". The first two deal heavy damage and two stacks each of {{tooltip|Poison}} and {{tooltip|Vulnerability}}, while the final launches out a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74867" title="Wave of Corruption" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> that deals heavy damage and corrupts eight boons in addition to inflicting {{tooltip|Poison}} and {{tooltip|Vulnerability}}.
 +
 
 +
The first two attacks can be dodged or blocked, while the wave can be jumped or dodged.
 +
 
 +
Greer may occasionally use another attack before <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74710" title="Stomp the Growth" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 
</div></div>
 
</div></div>
  
  
<big>'''Phase 2 (80%)'''</big>
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Enfeebling Miasma'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 +
<div class="col-md" style="padding:1rem;">
 +
Greer's breathes out poison in a pattern of three massive conal AoEs in front of him. Each hit corrupts four boons as well as inflicting {{tooltip|Weakness}} and six stacks of {{tooltip|Poison}}. A pattern of circular AoEs that apply the same effect linger in the area for 13 seconds.
  
Once Sabir’s health reaches 80%, he becomes untargetable and attacks players with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56094" title="Walloping Wind" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. He then flees upwards to a second platform and players must progress from platform to platform as they did before the fight started. Be aware that on the tornado platform there is now a Dire Draft – a tornado with an orange AoE beneath it that will fling players off the side of the platform, usually killing them. If players do fall off these platforms, there are updrafts that can help get them to safety (although be aware that not all of the updrafts are “real”).
+
After the initial attack, there are gaps between the circular AoEs that allow you to move through the cloud safely.
  
Once the squad catches up with Sabir, the fight continues as before with one important addition: There are now tornadoes moving anticlockwise around the platform. They follow the line patterns on the floor so it is best for the squad to stack close to Sabir in one of the four cardinal directions. The image below shows the movement patterns for the tornadoes in each phase:
+
Like many attacks, this has a cooldown of 120 seconds, so you're likely to only see it once per phase.
 +
</div></div>
  
[[File:Sabir Tornados.png|class=img-fluid]]
 
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Unbridled Tempest'''</div>
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Cage of Decay'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Unbridled Tempest.mp4|gif|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
At 75% health, Sabir spins around and two rings expand out from him. After three seconds they are followed by a shockwave that spreads across the entire platform and instantly downs any player it hits. The only way to ignore the shockwave is with invulnerability, skills that convert incoming damage to healing (e.g. {{Skill|A.E.D.}}), or skills that allow players to ignore deathblows (e.g. {{Skill|"Rebound!"}}). It can also be jumped over using the tornadoes or teleported over using the SAK (if they have it) or any other [https://wiki.guildwars2.com/wiki/Teleport teleport] skill. This attack will repeat at 65% health.
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A spread of arrow indicators appear in front of Greer, and almost immediately a slow-moving ripple of thorns travels along the arrows, dealing moderate damage, {{tooltip|Knockback}}, and inflicting a stack each of {{tooltip|Bleeding}} and {{tooltip|Poison}}. The movement is slow enough that a player knocked back into the path can easily be hit again if they don't have a stunbreak. When the ripples reach the end of the arrows, they create a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74829" title="Noxious Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> that applies [Plague rot] - a nastier version of [https://wiki.guildwars2.com/wiki/Infectious_Rot Infectious Rot] that will additionally apply ''Infectious Rot'' to any player that touches your AoE. If you pick up this effect, you will need to stay away from other players until it expires (it lasts 25 seconds). You will get this effect even if you dodge or use invulnerability to avoid the damage and boon corruption.
</div></div>
 
  
  
Be aware that players launched by tornadoes while they have active stacks of Violent Current will cause a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56513" title="Shocking Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>
+
Like many attacks, this has a cooldown of 120 seconds, so you're likely to only see it once per phase.
to fire out from the tornado. Though the attack deals low damage, it might be preferable for players to use their SAKs before taking the tornado as it will consume all their stacks of Violent Current anyway. The SAK could be used to move to the tornado, or used to teleport over the shockwave if the player is confident.
+
</div></div>
  
After <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56643" title="Unbridled Tempest" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> the squad should regroup, being ready for the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56391" title="Electrical Repulsion" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> at 70% health.
 
  
 +
The final two attacks used by Greer are less common to see, as they require Greer not to have a valid target for other attacks. So in practise you may not see them from Greer, but the minibosses may use them.
  
<big>'''Phase 3 (60%)'''</big>
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Ripples of Rot'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 +
<div class="col-md" style="padding:1rem;">
 +
If Greer can't "see" someone in front of him, he will jump to the closest player, sending out a wave of thorns in all directions similar to <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75025" title="Cage of Decay" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. As the thorns reach the outer limit of the AoE, a ring of thorn barriers will be created that block projectiles and prevent movement. Attempting to pass through the barriers will deal moderate damage and inflict a stack each of {{tooltip|Bleeding}} and {{tooltip|Poison}}.
 +
</div></div>
  
Once Sabir reaches 60% health, he will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56094" title="Walloping Wind" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and flee once again. Players progress up the path of wisps and tornadoes to reach the final platform, noting that there are now two Dire Drafts.
 
  
Initially, the set up on this platform is the same as before with the exception that the tornadoes are moving clockwise. In this phase however, Sabir follows a rotation of mechanics
+
As Greer starts facing the entrance to the arena, he will prefer to walk into melee rather than using <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75025" title="Cage of Decay" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, though it may be a consideration when finishing the split phases.
  
:'''Autoattack Chain''' x2 → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56643" title="Unbridled Tempest" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>
+
The second attack will be aimed at distant players, but it seems to be low priority so in all likelihood Greer will have closed to melee range before it would use it
  
After <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56643" title="Unbridled Tempest" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, Sabir will give himself an Ion Shield and a defiance bar (strength: 2500). For every three seconds Sabir remains unbroken, he will gain a stack of Ion Shield. Each stack increases his damage by 3%, decreases his incoming damage by 5% and renders him immune to {{Tooltip|Vulnerability}}. Meanwhile Sabir will repeat his '''autoattack chain'''.
+
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Rain of Spores'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 +
<div class="col-md" style="padding:1rem;">
 +
Greer will thrust his hands into the earth, {{tooltip|Launch}}ing any players at the impact point. He then targets the three most distant players and hurls a cascade of spores at them, covering the ground in between with AoEs that deal moderate damage and inflict three stacks each of {{tooltip|Confusion}} and {{tooltip|Poison}}.
  
This defiance bar rapidly regenerates, so CC will need to be coordinated to deal with it. The most powerful tool for this is the SAK. Five SAKs will be sufficient to break the bar if sufficiently coordinated, but fewer is possible with other sources of CC. When the SAK is available for a player, their tile in the [https://wiki.guildwars2.com/wiki/Squad#Squad_interface squad interface] gains a yellow border so this can be used to check if enough people have it.
+
Although each AoE is not too dangerous, the sheer number of them can make this attack devastating if there isn't projectile defense.
 +
</div></div>
  
Once broken, Sabir will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56523" title="Bolt Break" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56620" title="Storm's Edge" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56307" title="Storm's Edge" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> followed by '''Fury of the Storm'''.
 
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Fury of the Storm'''</div>
+
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Rot the World'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Fury of the Storm.mp4|gif|420px]]</div>
+
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Bolt Break.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Sabir spins and a large square AoE spread out underneath him. At the same time, two protective bubbles appear in two of the corners of the arena (opposite each other). When the AoE fills the platform, anyone not in the bubble will be instantly downed as a massive bolt of lightning hits the platform.
+
At 80% health, Greer will become invulnerable, gain a defiance bar (strength: 6000) and start channelling <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75287" title="Rot the World" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, which constantly fires out AoEs dealing moderate damage until he's broken.
 +
 
 +
Although the skill tooltip suggests a penalty for failing to break the bar, players have over 30 seconds to do so, making failure very unlikely (if indeed it can be failed).  
 +
 
 +
Upon being broken, Greer loses 10 stacks of [empowered] and becomes {{tooltip|Exposed}} for 10 seconds, and two <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75343" title="Seed of Decay" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> fly off from Greer, dealing moderate damage on impact and spawning two [empowering beasts].
 +
 
 +
This attack is repeated at 50% and 20%, each time spawning one additional Empowering Beast.
 
</div></div>
 
</div></div>
  
  
Sabir will then cycle through his rotation thus:
+
Given that the Empowering Beasts are slow to apply [empowered], it is worth continuing to focus on Greer until {{tooltip|Exposed}} disappears.
 +
 
 +
 
 +
===Gree & Reeg===
 +
The two minibosses each have a selection of Greer's attacks, though typically less powerful versions. They also both have an ability called <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75154" title="Empowering Blast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> where they fire a medium-sized orb at Greer, granting him two stacks of [empowered] if it hits. These orbs will {{tooltip|Knockback}} players they hit, but they can be blocked, making projectile defense even more essential. [do regular blocks also work?]. The minibosses will fire an orb every ~15 seconds, and both fire at the same time.
 +
 
 +
As a reminder, both minibosses will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74976" title="Eruption of Rot" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Their version has a cooldown of 75 seconds and only targets one player, but is otherwise the same.
 +
 
 +
 
 +
Their other abilities are as follows:
 +
 
 +
 
 +
<big>'''Gree'''</big>
 +
 
 +
During the main phases, Gree will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75288" title="Enfeebling Miasma" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - this version has a cooldown of 75 seconds. If you fight Greer in his starting location, this attack can just about reach the group, and when combined with Greer's own version, can shut down a lot of the safe space.
 +
 
 +
During the split phases, Gree will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74773" title="Cage of Decay" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> around every 35-45 seconds. It also uses the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75210" title="Sweep the Mold" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75286" title="Rake the Rot" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75069" title="Stomp the Growth" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> chain, though the final attack does not create the corrupting wave.
 +
 
 +
It can also use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75332" title="Ripples of Rot" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, but in this case it will target distant players instead and can be used even if Gree can see targets.
 +
 
 +
 
 +
<big>'''Reeg'''</big>
 +
 
 +
During the main phases, Reeg will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74679" title="Rain of Spores" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Unlike Gree's <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75288" title="Enfeebling Miasma" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, this attack can easily reach the group if you fight Greer in his starting location.
 +
 
 +
During the split phases, Reeg will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74881" title="Blob of Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75262" title="Scattering Sporeblast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Interestingly, Reeg will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74881" title="Blob of Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> at the start of the phase even when it is so far from the group that the spheres despawn before they reach their targets, effectively skipping the mechanic if you start the split phase on Gree.
 +
 
 +
Reeg can use the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75210" title="Sweep the Mold" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75286" title="Rake the Rot" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75069" title="Stomp the Growth" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> chain, but seems to do so very rarely and will often interrupt itself.
 +
 
 +
 
 +
If you choose to focus on one of the minibosses first, they will become invulnerable and stop attacking when they reach 75% health.
 +
 
 +
 
 +
===Split Phase 1 (65%)===
 +
 
 +
At 65% health, Greer will become untargetable and throw up a shield that protects him from further damage. Players will be {{tooltip|Launch}}ed away if they are too close. Shortly after, Gree and Reeg will relocate - Gree to the northeast of the arena, and Reeg to the southwest. These positions are the same in both split phases so you can start moving immediately to where they will eventually spawn. Both minibosses will use extra attacks in the split phase - see the previous section for details.
 +
 
 +
 
 +
While you could split into two teams to take the minibosses on at the same time, they will both move into melee range and stack close together, allowing for some cleave damage. For this reason it is recommended to focus on one of them and let the other walk in.
 +
 
 +
If you phased one of the minibosses earlier, then target the other as their health will not reset and the time it takes for them to close the gap will help balance them. Otherwise, you can pick whichever you prefer.
 +
 
 +
Starting on Gree is probably safer due to removing the threat of Reeg's <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74881" title="Blob of Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and Gree's attacks being more disruptive making it beneficial to take it out first.
 +
 
 +
Meanwhile, starting on Reeg may be slightly faster as Gree closes the gap quickly and will jump directly to the group whereas Reeg likes to stand nearby and fire projectiles, so starting on Reeg will stack the minibosses better for better cleaving.
  
:'''Autoattack Chain''' → '''Special Attack''' → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56523" title="Bolt Break" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56620" title="Storm's Edge" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56307" title="Storm's Edge" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56372" title="Fury of the Storm" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>
 
  
The first time through this loop Sabir will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56643" title="Unbridled Tempest" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → '''Ion Shield''' → '''Autoattack Chain''' until broken
+
When a miniboss reaches 50% health they will disappear, and when both are gone, a new main phase will start.
  
and the second time he will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56391" title="Electrical Repulsion" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>
 
  
For the rest of the fight he continues this pattern, using the “Ion Shield loop” twice, followed by the “Electrical Repulsion loop” once, then repeating.
+
===Phase 2===
  
Aside from the above, new threats will be added at certain health thresholds:
+
As the phase starts, Greer becomes vulnerable once more, and Gree and Reeg respawn at the same locations they were in at the start of the fight. It is generally recommended to follow the same strategy you used in phase one, but be aware of which way Greer is facing, as he may use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75123" title="Ripples of Rot" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> if there is no-one in sight.
  
:''50%'' – An enormous Dire Draft will spawn on the western side of the platform and slowly rotate clockwise. For this reason it is essential that the group not stack there before 50%. Once it has spawned, the group should rotate 90 degrees around Sabir whenever the next area is clear so as to avoid tornadoes while keeping themselves the maximum distance from the Dire Draft. The Dire Draft is particularly dangerous because it can move over the location of the safety bubbles during <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56372" title="Fury of the Storm" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, so care must be taken when selecting which one to go to. Finally, players should be careful when using their SAKs – players cannot stand inside the hitboxes of bosses in this wing, and using the SAK directly underneath Sabir will cause the player to be forced out of the hitbox, potentially into the Dire Draft. For this reason, players should try to aim their SAKs just in front of Sabir (ensuring he is still within their AoE).
 
  
:''40%'' – Sabir raises a platform to the west alongside the main one, containing a Paralyzing Wisp that attacks the group. Every 10% of Sabir’s health, a new wisp spawns 90 degrees clockwise of the last one and the animation for the platform appearing takes around five seconds. If a wisp is killed, a new one spawns in its place 40 seconds later. If left alive, the Paralyzing Wisp will spawn a Voltaic Wisp every 30 seconds.
+
As Greer's big attacks all have a cooldown of 120 seconds, you'll likely only see each of them once in Phase 1, and a group that is slow enough to see them more than once is very unlikely to be able to kill the boss before it enrages. In addition, a group would have to be very fast for Phase 1 and Split Phase 1 to be finished in ''under'' 120 seconds. This means most groups will start Phase 2 will all of Greer's cooldowns available once more, and he will likely perform a similar sequence of attacks as in Phase 1.
  
With high enough DPS or a significant amount of [https://wiki.guildwars2.com/wiki/Projectile#Skills_that_reflect_projectiles projectile defense] the wisps may be ignored, however most groups will need to ensure that players regularly go to kill them. The wisps are much easier to kill once they are broken, but the SAK can’t do it alone so additional CC will be required. The fewest number of players possible should be sent to kill wisps, so as not to lose too much damage on Sabir, but send as many as are required. Players should try to use the updrafts rather than tornadoes to reach the wisps, as they will want to have as many stacks of Violent Current as possible so that they can use the SAK. The wisps platforms will not be hit by Sabir’s attacks, but once the wisp dies <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56537" title="Brandstorm Lightning" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> will repeatedly strike the platform, dealing extreme damage if it hits.
+
In other words, expect him to immediately use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75089" title="Blob of Blight" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
  
  
 +
Otherwise, Phase 2 plays out very similarly to Phase 1 with the exception that at 50% health, Greer will use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75287" title="Rot the World" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, and this time it spawns three [empowering beasts] when broken.
  
==Cardinal Adina==
+
If attacking the Minibosses, they will disappear at 25% health.
Heading east from the [https://wiki.guildwars2.com/wiki/Leystone_Axis Leystone Axis], players will encounter an earth elemental with five stacks of [https://wiki.guildwars2.com/wiki/Pillar_Pandemonium Pillar Pandemonium] provided by the five nearby broken pillars. Each stack reduces incoming damage by 20%, so at least one pillar must be destroyed in order to kill the elemental. Players approaching the earth elemental will be targeted by an attack that will down them and apply [https://wiki.guildwars2.com/wiki/Radiant_Blindness Radiant Blindness] and {{Tooltip|Bleeding}}, but they will be protected if they stand behind a pillar. Each pillar can absorb two attacks before being destroyed (removing a stack of Pillar Pandemonium), so players should spread out between the pillars and quickly move to attack the earth elemental once it has lost its protection. This mechanic is crucial to the structure of the upcoming fight.
 
  
Past the earth elemental is Cardinal Adina, standing on a pillar above some quicksand. She will summon a multitude of columns as players approach, forming an arena for the upcoming fight.
 
  
Surrounding Adina are five pillars that roughly mark the aggro radius of the boss, thus players should not move past the pillars until everyone is ready. As soon as a player moves past a pillar or attacks Adina, she will target everyone with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> so players should spread out evenly between the pillars before the encounter begins.
+
===Split Phase 2 (35%)===
 +
This split phase is functionally identical to the first split phase except you will be killing both minibosses.
  
Assuming this was done correctly, all five pillars will be destroyed and Adina will begin to direct her autoattack, <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56521" title="Stone Fist" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, at the player with the highest toughness. Adina will not move during this attack, so it may be sidestepped. All other players should stack behind Adina. With each autoattack Adina applies two stacks of {{Tooltip|Might}} to herself, so some form of [https://wiki.guildwars2.com/wiki/Boon#Skills_that_remove_boons boon removal] may be useful.
 
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Perilous Pulse + Tectonic Upheaval'''</div>
+
===Phase 3===
 +
 
 +
Both minibosses are now dead, so this final phase is actually the easiest, with the only changes being that <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75037" title="Eruption of Rot" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> now targets three people and four [empowering beasts] will spawn after <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75287" title="Rot the World" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> at 20% health. Unless you're playing it very safe, you can probably ignore the beasts as they won't have much time to buff the boss before it dies.
 +
 
 +
 
 +
 
 +
==Decima, the Stormsinger==
 +
While not strictly necessary, many groups split the squad into a melee and a ranged group at this encounter. This is because later phases feature a mechanic that targets the five most distant players while simultaneously making it harder to deal with another mechanic, meaning you want the same five players to be consistently targeted. Decima also has an attack that instantly downs players inside her hitbox, making it risky to have one group stand inside her while the other group can still be at max melee range.
 +
 
 +
As such, the most reliable method is to have one group that can perform well outside of melee range.
 +
 
 +
 
 +
The mechanics in this fight often interact with each other, so it's valuable to understand every part even if it's not directly relevant to your role.
 +
 
 +
 
 +
===Kiting===
 +
In addition, throughout the fight the most distant player will be targeted by:
 +
 
 +
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Fluxlance'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Perilous Pulse.mp4|gif|420px]]</div>
+
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Shower of Chaos.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
At that start of each phase, Adina will autoattack three times then target the tank with a large conal AoE. This AoE follows the tank for three seconds before it hits, damaging any pillars in the AoE and potentially knocking a player back. At the same time, the five non-tank players furthest from the boss will be targeted with a small AoE that follows the player and slowly fills with color. After five seconds, the AoE stops following the player and two seconds later a pillar will spawn at each location. Any player stood within the AoE will be killed instantly and a small shockwave erupts from the pillar that inflicts {{Tooltip|Cripple}} and {{Tooltip|Immobilize}}, but can be jumped over. If the pillar shockwave hits Adina (if it is placed within two tiles of her), then nearby players will receive [https://wiki.guildwars2.com/wiki/Radiant_Blindness Radiant Blindness]. This attack repeats every 30 seconds.
+
Starting 12 seconds into the fight, Decima targets the most distant player with a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - an orange arrow indicator tracks the player, and after five seconds it will fire and deal moderate damage to anyone along the line of the indicator. If a player is stood behind one of the conduits around the arena, it will absorb the attack, but charge the conduit.
 +
 
 +
 
 +
At this attack begins, Decima will consume her stacks of {{tooltip|Peal of Harmony}}, and charge the nearest uncharged conduits to the kiter for each stack. She starts the encounter with five stacks, and gains an additional stack for every 5% of health lost.
 +
 
 +
She will also consumer her stacks of {{tooltip|Peal of Discord}}, with one of the closest players to her getting a medium-sized AoE called <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74706" title="Chorus of Thunder" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> that detonates for moderate damage after five seconds. Players with this mechanic should spread out to avoid hitting players multiple times, but be aware that it will charge a conduit if hit by the AoE so this is more important to avoid. Decima gains five stacks for every 10% health lost, which means that depending on your DPS, you can end up with all ten players getting the AoE. The damage from this attack can be dodged, allowing this mechanic to be ignored if the group is confident.
 +
 
 +
These effects only occur when there is an orange <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. This is every occurence in later phases, but only every other in Phase 1.
 +
 
 +
 
 +
If a player is hit, they will also gain an effect called {{tooltip|Galvanic Sensitivity}} which significantly increases the damage you take from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (green AoEs).
 +
 
 +
Every other time this attack occurs, the arrow indicator will instead be bright red. This will instantly kill any player it hits, so the only way for the targeted player to survive is to hide behind a conduit.
 +
 
 +
This attack occurs every ~17 seconds.
 
</div></div>
 
</div></div>
  
  
The knockback effect from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56390" title="Perilous Pulse" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> is inconsistent. It appears to be a single-target bolt aimed at the tank that will knock the first player it hits. However, clones, spirits and other minions seem to absorb the attack without getting knocked back.
+
It is extremely useful for the kiter to have some kind of teleport skill, as this can ensure they are always able to get behind a conduit for the red arrow even if <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s block your path.
 +
 
 +
With a low enough cooldown, this can also be used on the orange arrow to take it away from the group.
 +
 
 +
 
 +
====Conduits====
 +
As each phase starts the arena becomes covered by a pattern of conduits. These take the form of three rings of six conduits each and while the pattern is fixed, each phase randomizes its rotation. This doesn't affect playstyle much, but means that fixed markers cannot be relied on.
 +
 
 +
 
 +
As the fight starts, three <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s spawn between conduits on the innermost ring. The area directly between the checkpoint and the boss will be clear and the fences appear between alternate pairs of conduits. These fences block movement and deal a moderate amount of damage to anyone that hits them.
 +
 
 +
20 seconds into the first phase, the fences will swap to cover the current gaps. If the kiter does not move, they may benefit from making sure they're in front of the conduits so they are not cut off from the squad.
 +
 
 +
 
 +
In phase 2, the fences will form curved lines between three conduits, each inner conduit connecting to the closest conduit anti-clockwise in the middle ring, then from this conduit to the closest anti-clockwise in the outer ring.
 +
 
 +
Approximately 20 seconds after the first fences appear, three more will appear between alternating pairs of the inner ring. Which pairs connect is random. After approximately 20 seconds they will disappear again, but the original fences will remain.
 +
 
 +
 
 +
In phase 3, fences will connect all adjacent conduits in the inner ring, enclosing the group. This is in addition to the fence pattern from the start of phase 2.
 +
 
 +
Approximately 15 seconds after these fences appear appear, alternating fences on the inner ring will disappear, while new ones appear connecting alternating pairs of conduits in the outer ring. Both of these pairs are random.
 +
 
 +
 
 +
In all phases, the fences will switch back and forth between the two patterns - after the pattern is selected, it will not change within a phase.
 +
 
  
Following this, Adina will then use <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56521" title="Stone Fist" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> five more times, before preparing another <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
+
Every time a conduit is charged, it will gain a red damaging AoE called <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74686" title="Fulgent Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. The more times it is charged, the larger the AoE [and the more damage it deals?].
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Stalagmites → Diamond Pallisade → Boulder Barrage'''</div>
+
If a conduit receives three charges, all players will become {{tooltip|Exposed}}, and Decima will gain five stacks each of {{tooltip|Peal of Discord}} and {{tooltip|Peal of Harmony}}. [do these buffs actually do anything in NM?]
 +
 
 +
 
 +
At various points in the fight, each charged conduit will release a green <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> that slowly moves towards the boss. Each spark that reaches Decima gives her a stack of {{charge}}, which increases the damage of {{tooltip|Thrumming Precense}} and <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. If she reaches 10 stacks, it will cause a raid wipe.
 +
 
 +
To prevent a spark reaching Decima, players must stand in the green AoE, which will cause it to stop moving and both it and the players will take damage. After ~4.5 seconds, the spark will disappear. More people standing in the AoE will cause it to disappear faster, and a player can stand in multiple sparks at once (taking damage from each one). The damage from standing in a spark is low unless the player has {{tooltip|Galvanic Sensitivity}}, in which case it's enough to down a player in seconds.
 +
 
 +
For each charge a conduit has, it will release a larger spark. These larger sparks require more players to stand in them (indicated by the number of small triangles appearing above each spark), but do not seem to take notably longer to disappear. This could make it efficient for the kiter to charge conduits to two stacks each in order to reduce the total number of sparks, but in later phases the larger greens can cause issues for the ranged players as they are harder to avoid. It's also important to avoid ever letting a conduit reach three stacks.
 +
 
 +
 
 +
===Strategy===
 +
Decima surrounds herself with {{tooltip|Thrumming Presence}} as the fight starts, indicated by a faint red outline. This deals a small amount of damage every second, but more importantly it applies {{tooltip|Harmonic Sensitivity}} to players inside the AoE which causes them to take additional heavy damage if they get hit by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 +
 
 +
Getting hit by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> removes {{tooltip|Harmonic Sensitivity}} and applies {{tooltip|Galvanic Sensitivity}} for 30 seconds. Notably, this debuff prevents you receiving {{tooltip|Harmonic Sensitivity}}, so kiting players can stand inside the {{tooltip|Thrumming Presence}} with minimal drawbacks after the first <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> of each phase.
 +
 
 +
 
 +
Shortly after, Decima performs <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74887" title="Foreshock" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75179" title="Mainshock" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - a series of stomp attacks followed by a cascading series of cone attacks surrounding her. The first two stomps cover half of her hitbox each, so can be sidestepped if you're quick enough. All attacks deal heavy damage and the last hit applies {{tooltip|Cripple}}, but there's a long gap afterwards before she attacks again, so players shouldn't need to worry too much about avoiding them.
 +
 
 +
 
 +
12 seconds into the phase, the most distant player is targeted by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Players in the group should be careful not to stand in the arrow as it will deal a lot of damage and essentially make them unable to deal with another mechanic later.
 +
 
 +
Immediately after, the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> pattern will change.
 +
 
 +
 
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Seismic Crash and Earthrend'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Stalagmites.mp4|gif|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Shower of Chaos.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
After Perilous Pulse, Adina with autoattack five times, then use three skills in succession.
+
Approximately two seconds after <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> hits, Decima attack, creating an orange AoE directly underneath her that instantly downs anyone inside it [or is it just a lot of damage? - what mitigates it?]
First, the tank will be targeted with a narrow conal attack that places a small AoE on every column within the cone. This AoE fills with color over three seconds and when full, a stalagmite appears at each location. If a player touches a stalagmite they will take heavy damage and the column beneath it will be destroyed. The only way to avoid this damage is with invulnerability. Next, Adina will coat herself in a protective layer of diamond that provides her with {{Tooltip|Resolution}}, {{Tooltip|Might}} and {{Tooltip|Protection}}, and reflects projectiles. Additionally, a large eye appears above Adina’s head and any player still facing Adina after two seconds will be hit by [https://wiki.guildwars2.com/wiki/Radiant_Blindness Radiant Blindness]. Finally, the arena will begin to fill with an orange AoE over four seconds. Once the AoE is full, Adina will fire Boulder Barrage at every player. This attack repeats every 30 seconds.
+
 
 +
There are two different attacks, both with the same orange AoE. The order she uses them in is random, but they will always be used one after the other.
 +
 
 +
 
 +
<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (shown above) causes a series of ring AoEs to appear around the boss she she jumps in the air, hitting players for heavy damage and knocking them back as she slams down.
 +
 
 +
 
 +
<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74946" title="Earthrend" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> causes her to spin in place, while covering the outer part of the arena with bright orange AoEs. Getting hit by these will deal heavy damage and knock players towards Decima.
 +
 
 +
 
 +
The knockback distance in either case is significant, making it likely the player will bounce into a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, taking even more damage as they bounce off. For <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> in particular, there is a risk of knocked players being targeted by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> if they don't move back quickly enough.
 +
 
 +
Players don't really have any reason to be in the outer AoE of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74946" title="Earthrend" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, so the main risk of this attack is getting knocked into it by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 +
 
 +
It is very useful for group {{tooltip|Aegis}} or {{tooltip|Stability}} to be provided for <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, and/or for players to dodge the knockback if they lack trust.
 
</div></div>
 
</div></div>
  
  
===Strategy===
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Coinciding with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (regardless of which attack was used first), a set of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> will be released (see the '''Conduits''' section).
These two sets of attacks give the fight a “period” of 30 seconds within each main phase and proceeds as follows:
+
 
 +
 
 +
Immediately after the second attack, <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> occurs again, this time the red version.
 +
 
  
:<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56521" title="Stone Fist" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> x3 → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56390" title="Perilous Pulse" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> + <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56558" title="Tectonic Upheaval" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56521" title="Stone Fist" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> x5 → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56649" title="Stalagmites" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56114" title="Diamond Palisade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>
+
Decima will now repeat her attack pattern from the start of the phase.
  
The pattern then repeats.
 
  
It is recommended that the role of picking up the pillar AoE be assigned to five specific players, ideally those who can regularly move away from the boss without affecting their performance – most likely supports or DPS classes that have a ranged weapon. Additionally, one other player should be assigned to go to the pillars that were dropped so that there are two at each pillar, as each pillar can only block two hits from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
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<big>'''Split Phase 1 (75%)'''</big>
  
There are multiple ways in which to assign both pillar locations, and the pillars that players go to to avoid <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.  
+
When Decima reaches 75% health, she will become immune to damage (though not clear her conditions), and lose all stacks of {{tooltip|Peal of Discord}} and {{tooltip|Peal of Harmony}}. Players will also lose their {{tooltip|Harmonic Sensitivity}} and {{tooltip|Galvanic Sensitivity}}.
  
One popular approach is to mark locations on the map and assign players to those locations. The five players drop their pillars at their assigned markers, then everyone goes to their assigned location when <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> is due.
 
  
Another popular approach is not to assign locations but “positions”. In this case pillars can be dropped anywhere (within reason), and players are assigned to, for example, the most clockwise pillar, second most clockwise pillar etc. This approach ensures that players will always know which pillar to go to even if they are in an unexpected location. Be aware that if two pillars are placed adjacent to one another, one will be instantly destroyed.
+
Decima's [https://metabattle.com/wiki/Guide:What_are_CC_and_Breakbars defiance bar] (strength: 8000) will unlock, and all charged conduits will start releasing a stream of sparks. As before, she will gain a stack of {{charge}} for each that reaches her, but it will also cause the defiance bar to instantly refill.  
  
Regardless of the method used, it is recommended that at most one pillar be placed in front of Adina, as <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56390" title="Perilous Pulse" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> destroys pillars so this will give the most amount of space possible for the tank to move.
 
  
Players should begin moving to pillars shortly after the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56649" title="Stalagmites" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> appear, as Adina will soon gain {{Tooltip|Resolution}} that can easily down a player when they need to be moving out if they are not careful (Adina used to gain Retaliation before it was removed, but her {{Tooltip|Resolution}} appears to still function as Retaliation). Healing skills that heal as you deal damage such as {{skill|Litany of Wrath}} can help to protect against this, but players will need to move out regardless to avoid being hit by [https://wiki.guildwars2.com/wiki/Radiant_Blindness Radiant Blindness]. This effect causes all attacks to miss for 10 seconds, which renders DPS players useless until it ends.
+
When the bar is broken, there will be a few more seconds where sparks are still active, then Decima will detonate all charged pylons, dealing low damage to all players for each one with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74978" title="Fulminate" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, followed by a final hit of moderate damage from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74911" title="Flux Nova" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
  
In the event a player dies, there will be one less attack from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, which can leave damaged pillars in the arena. Each damaged pillar provides Adina with a stack of [https://wiki.guildwars2.com/wiki/Pillar_Pandemonium Pillar Pandemonium], so it is essential that these pillars be removed as soon as possible. To achieve this, the tank can position themselves such that <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56390" title="Perilous Pulse" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> will hit the damaged pillar, destroying it. Other players should ensure that they avoid this attack. Alternatively, the next time pillars are assigned, a player can drop their pillar on top of the damaged one which will destroy the damaged pillar.
 
  
Should more than one player die, players will need to drop some pillars in the same location. This will result in the creation of fewer pillars, meaning that there will be fewer damaged pillars remaining after <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
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<big>'''Phase 2'''</big>
  
Note that while pillars technically have three “health” each, many mechanics during the encounter will strip one health from undamaged pillars. Thus for most purposes each pillar effectively has two health, but it does mean that any pillar will eventually be damaged even if no-one were to use it to block <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56648" title="Boulder Barrage" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. For this reason, when you have fewer than nine players alive it is better to drop pillars at the same location (thus destroying some) than leaving extra pillars active.
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As Phase 2 starts, Decima will lose all stacks of {{charge}} and become {{tooltip|Exposed}} and {{tooltip|Stunned}} for 10 seconds. Assuming you have a ranged group, these players should move away as soon as the {{tooltip|Exposed}} and {{tooltip|Stunned}} disappear, as the boss will shortly regain {{tooltip|Thrumming Presence}}.
  
  
<big>'''Split Phase 1 (75%)'''</big>
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The major difference in Phase 2 is that when <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> happens, the next four furthest players will also be targeted by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74660" title="Fluxlance Fusillade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. This is functionally the same effect, but is only ever the orange version, while the kiter still alternates between orange and red.
  
When Adina reaches 75% health, she will become invulnerable and each column with a stalagmite will crumble. Additionally, a pillar will spawn in each corner of the arena and large arrow indicators point directly north and south from the boss. A few seconds later Adina will channel <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56035" title="Quantum Quake" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> along the arrow indicators in the form of two beams that will slowly rotate anticlockwise around the arena. Players must circle around the boss avoiding any gaps in the floor until they have performed a full rotation, at which point the beams disappear. If a player falls into the sand beneath the arena, they will be launched back up by a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56042" title="Sand Geyser" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> that will inflict {{Tooltip|Bleeding}} and Radiant Blindness. The beams themselves will instantly kill any player they touch, though they can be blocked (the block needs to last for a duration as the beams hit multiple times) and as a last resort a player can fall into the sand in order to drop underneath a beam as it passes. Be aware that the spawning animation for the beams is slightly offset from the actual attack, and is not harmful until the beam “matches” the arrow indicator’s location.  
+
Additionally, a swirl of wind will briefly appear that pushes all players anti-clockwise. This deals no damage, but makes positioning trickier. The push effect can be avoided with {{tooltip|Stability}}.
  
Once the beams have done a full revolution, Adina will <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56049" title="Terraform" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> the arena, causing multiple columns to appear and disappear. columns that are about to disappear will be marked with a faint yellow AoE so players should ensure they are not standing on these. Adina will raise a group of pillars underneath herself that functions identically to <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56558" title="Tectonic Upheaval" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, and summon a pair of hands to the north-west and north-east of her location:
+
As you want as few players affected by {{tooltip|Galvanic Sensitivity}} as possible, it's beneficial to have the same five players (including the kiter) always be the furthest away, with the kiter being a little further still. It can be beneficial to ensure these players are outside {{tooltip|Thrumming Presence}} in order to avoid {{tooltip|Harmonic Sensitivity}}, but after the first <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74660" title="Fluxlance Fusillade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> this will no longer matter as long as those players stay further away than the melee group.
  
''Hand of Erosion'' – To the north-west of Adina, a [https://wiki.guildwars2.com/wiki/Hand_of_Erosion Hand of Erosion] spawns. The hand is not a direct threat, but every 15 seconds will apply one stack of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56586" title="Eroding Curse" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> to all players, increasing the damage they take.
+
As with the kiter, it is beneficial to avoid having the arrows intersect with any pylons. In this phase, each of the targeted players is hit in turn which makes it relatively easy to stack as a single group and outheal the incoming damage. This minimises the chances of charging a pylon, and gives the melee group fewers arrows to avoid.
  
''Hand of Eruption'' – To the north-east of Adina, a [https://wiki.guildwars2.com/wiki/Hand_of_Eruption Hand of Eruption] spawns. This hand will repeatedly fire a <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56354" title="Stone Claw" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> at multiple players, inflicting {{Tooltip|Bleeding}}, {{Tooltip|Weakness}} and knocking players back. This attack is a projectile, so [https://wiki.guildwars2.com/wiki/Projectile#Skills_that_reflect_projectiles projectile defense] will be very helpful.
 
  
 +
Additional <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s will appear between pylons as <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>/<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74946" title="Earthrend" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> begin, and this can have the effect of cutting the kiter off from the rest of the group
  
These hands must be destroyed to make Adina vulnerable again. The squad can either stack together  and kill them one at a time, or split into two even groups to kill them simultaneously. Adina will slowly rotate while the hands are active, attacking with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56521" title="Stone Fist" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> in front of herself. She starts facing west and rotates clockwise, so if  the entire squad is moving together it may be worth starting with the Hand of Erosion to give themselves the best chance of staying ahead of the attacks.
 
  
 +
As before, sparks will start to emerge from charged conduits as Decima uses <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, but as only half the group is able to safely stand in the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, the melee group needs to be more active while the ranged group needs to make sure to avoid them.
  
<big>'''Phase 2'''</big>
 
  
Once both hands are dead, Adina will <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56049" title="Terraform" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> the arena once more and the fight will proceed exactly as it did in the first phase. The image below shows the layout of the arena for each phase (excluding any columns destroyed by stalagmites).
+
<big>'''Split Phase 2 (40%)'''</big>
  
[[File:Adina Arena.png|class=img-fluid]]
+
The second split phase occurs at 40% health, and is exactly the same as the first one.
  
  
<big>'''Split Phase 2 (50%)'''</big>
+
<big>'''Phase 3'''</big>
  
The second split phase begins when Adina reaches 50% health. This proceeds identically to the first split phase with the exception that the arena configuration is slightly changed and there are now four hands.
+
For long sections of the final phase, the area around Decima will be completely enclosed by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s.
  
''Hand of Erosion'' – Hands of Erosion spawn at the north-west and south-east locations.
 
  
''Hand of Eruption'' – Hands of Eruption spawn at the north-east and south-west locations.
+
One final mechanic is added in this phase. When the kiter is the target of an orange <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, there will be an additional green <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75644" title="Focussed Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
  
As before, Adina will be rotating clockwise hitting the area in front of her with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56521" title="Stone Fist" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. If the squad is moving as a single group, it is therefore safest to begin with the southern hands. If the group is splitting, one group should go north and the other south.
+
This green arrow targets the "most opposite" uncharged conduit to the kiter, and if no-one stands in it it will fully charge the conduit, with all the negative consequences that entails. However, as long as at least one player is inside it will merely provide a single charge to the targeted conduit. If three players stand inside, it will not charge the conduit at all. The damage from this is also shared between all the players inside.
  
In order to traverse between the north and south ends of the arena, players must cross over a bridge only one column wide. This leaves them very vulnerable to <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56354" title="Stone Claw" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, so the use of projectile defense or {{Tooltip|Stability}} is strongly recommended to avoid players being knocked into the sand. Alternatively, portal skills such as {{Skill|Portal Entre}} could be used to quickly move everyone between locations safely.
+
As <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74706" title="Chorus of Thunder" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> coincides with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (assuming Decima has stacks of {{tooltip|Peal of Discord}}), there is a potential danger of having players stack in the arrow with the Chorus - the timing required to spread for the AoE then get back into the green arrow is very tight (less than 1.5s), so it may be easier to only have three players inside the arrow, or just have people dodge the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74706" title="Chorus of Thunder" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (without leaving the arrow). Additional safety can be provided with [barrier] or even a preemptive [resurrect skill].  
  
The next phase and split phase proceed identically to the previous phases with the exception that the arena configuration is changed.
+
Note that the green fluxlance does not apply {{tooltip|Galvanic Sensitivity}}, nor has its damage boosted by {{tooltip|Harmonic Sensitivity}}.
  
  
<big>'''Phase 4'''</big>
+
As <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75644" title="Focused Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> occurs opposite the kiter's location, and new conduits get charged near the kiter's location. The melee group may need to quickly run from one side of the boss to the other in order to stand in <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s, then run back in time for the next <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75644" title="Focussed Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
  
The final phase adds one last complication. At 20%  and 10% health, a Hand of Erosion will spawn at the edge of the arena. These will constantly apply stacks of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56586" title="Eroding Curse" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, making the encounter more deadly the longer it progresses. Otherwise the phase remains the same as before.
+
There are a lot of different approaches that could work here. The kiter could position themselves opposite to the rest of the group, so that <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75644" title="Focussed Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> appears next to the stack. This will charge conduits on the opposite side to the stack, and when the next <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> happens (without the green arrow), the melee group can move away from the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74660" title="Fluxlance Fusillade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> to collect greens. The drawback to this is that it is convenient for the kiter to be a support, and this would take them away from their own subgroup and could lead to lower boon/healing uptime.
  
 +
Another approach could be to have the group rotate, so that the kiter can remain stacked, but the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74660" title="Fluxlance Fusillade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> is moved out of the way of the melee group collecting sparks. The drawback here is that it requires coordinate movement, plus the more the kiter moves, the more spread out the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s will be (this also applies to the previous approach).
  
 +
The group could also simply position themselves on opposite sides. This would ensure that greens always come from the same locations, but requires the melee group to keep running about and having to avoid the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74660" title="Fluxlance Fusillade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - leading to lower DPS uptime and the increased possibility of missing mechanics.
  
==Qadim the Peerless==
 
Once both Cardinals are dead, the squad may progress north from the [https://wiki.guildwars2.com/wiki/Leystone_Axis Leystone Axis] and enter the [https://wiki.guildwars2.com/wiki/Sovereign%27s_Stadium Sovereign’s Stadium].
 
  
Qadim the Peerless waits ahead, surrounded by three [https://wiki.guildwars2.com/wiki/Pylon pylons] at the border of a large circular pattern on the floor. Crossing the threshold of this circle will start the encounter, so players should not do so until everyone is ready. In addition to the pylons themselves, attention should be paid to the three circular patterns midway between each pylon along the outer circle.
+
Whichever approach is used, the playbook of this phase is as follows:
 +
# <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s appear and Decima uses <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74887" title="Foreshock" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> → <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75179" title="Mainshock" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 +
# Wind blows, Kiter and ranged players get orange <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>; melee players get <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74706" title="Chorus of Thunder" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and have to stand in <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75644" title="Focussed Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 +
# <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75291" title="Fulgent Fence" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> pattern changes and Decima uses <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74653" title="Seismic Crash" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74946" title="Earthrend" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 +
# Ranged players get <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74660" title="Fluxlance Fusillade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> while kiter gets red <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="75155" title="Fluxlance" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>; melee players need to move to collect <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74898" title="Sparking Aura" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s.
 +
# Repeat.
  
Every player will have been given a [https://wiki.guildwars2.com/wiki/Special_action_skill Special Action Key] (SAK) called [https://wiki.guildwars2.com/wiki/Flux_Disruptor:_Activate Flux Disruptor] that when activated allows them to tether to various entities during the encounter. Activating the SAK a second time will toggle the ability back off.
 
  
Once a player crosses into the large circle, the encounter will begin. Qadim is initially invulnerable and an AoE covering the entire arena slowly closes in on his location. If it reaches him, he will kill every player with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56098" title="Ruinous Nova" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. However, the pylons can now be attacked – they do not take any damage, but they have a [https://metabattle.com/wiki/Guide:What_are_CC_and_Breakbars defiance bar] (strength: 1000). Once broken, a green AoE appears around the pylon that slowly empties of color. When empty, the pylon will regain its breakbar unless a player with an active flux disruptor stand within the AoE. At this point the pylon will be captured and tether to the player, and Qadim will become vulnerable once all three pylons are captured by players.
+
With both Decima and Greer dead, the path to Ura is open. Regardless of which boss is killed second, a path behind the arena becomes accessible that leads to the final encounter. There are some titanspawn along the way, but they can be ignored.
  
These pylons must be consistently controlled throughout the encounter, and requires players to fulfill a specialized role to achieve this.
 
  
  
===Pylon Kiting===
+
==Ura, the Steamshrieker==
The position of the pylons means that the pylon kiters will not be able to stack on the group and must be able to perform their role at range. Being tethered to a pylon provides a buff called [https://wiki.guildwars2.com/wiki/Kinetic_Abundance Kinetic Abundance] that constantly provides essential boons – {{Tooltip|Alacrity}}, {{Tooltip|Fury}}, {{Tooltip|Might}} and {{Tooltip|Quickness}}, but does not provide any form of sustain. This limits the range of classes and roles that will be effective at pylon kiting – broadly speaking the most effective will be ranged healers or ranged DPS. Having three healers will be unnecessary for many groups, so it is likely that at least one of the pylon kiters will be a DPS.
+
At the top of the mountain, Ura hides. The checkpoint doesn't update until the fight starts, but doing so will also teleport all players into the arena.
  
Regarding healers, it should also be noted that Kinetic Abundance also provides your target with the [https://wiki.guildwars2.com/wiki/Erratic_Energy Erratic Energy] debuff, increasing the damage they take. Thus even if a healer is able to heal at range, it should also be capable of attacking at range in order to apply the debuff.
 
  
Additionally, the pylon kiter may be required to deal with the following mechanic:
+
Multiple mechanics in this encounter apply a unique debuff called {{tooltip|Sulfuric Acid}}, which can be removed with [condi cleanse], significantly reducing the damage pressure. This debuff deals a small amount of damage every second, and if it remains on a player they gain a stack of {{tooltip|Exposed}} every five seconds, lasting for 30 seconds. [do stacks actually have an effect?]
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Shower of Chaos'''</div>
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Ura's [https://metabattle.com/wiki/Guide:What_are_CC_and_Breakbars defiance bar] unlocks at 5% health intervals, both allowing for extra damage via {{tooltip|Exposed}}, and also interrupting her attacks. Not only that, but it removed stacks of a buff she is constantly building up called {{tooltip|Rising Pressure}} that increases her outgoing damage and reduces her incoming damage by 5% for each stack.
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Shower of Chaos.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
Once Qadim reaches 95% health, he will fire an energy orb towards one of the circular patterns between the pylons. A white AoE spawns at the location the orb will land and if a player is not stood in this location after four seconds, the orb will detonate, dealing heavy damage and applying <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56199" title="Unbridled Chaos" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> to all players. <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56199" title="Unbridled Chaos" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> will continue to deal damage for a period afterwards. If the orb lands it will gain a green AoE and begin to slowly move towards Qadim, overloading and dealing heavy damage again via <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56068" title="Chaotic Surcharge" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> should the orb reach him. If at any point a player is in one of the orb AoEs, the orb will attach to them and start dealing damage to the orb carrier with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56020" title="Energized Affliction" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and nearby players with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56218" title="Chaotic Overflow" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. If the player goes down, the orb will be dropped and continue moving towards Qadim. Should a player with an orb tether to a Pylon, the orb will attach to the pylon instead and stop dealing damage. This mechanic spawns in sets of three every 5% health, starting at 95%, 75% and 55%. The very first orb of the run will be launched at the north-east location, and after the first orb of each set, the next orb will be fired at the circular pattern anti-clockwise of the previous one. Should the squad wipe, the pattern will continue from where it left off. Each pylon can hold up to three orbs.
 
</div></div>
 
  
 +
Finally, {{tooltip|Stability}} is very nice for supports to bring as there are a number of mechanics that [https://metabattle.com/wiki/Guide:What_are_CC_and_Breakbars CC] you.
  
While any player can pick up the orbs, the need to tether to the pylon to remove them makes it difficult for anyone other than a pylon kiter. For as long as the kiter remains in range, the pylon will remain tethered to them. The only way to switch who the pylon is tethered to is for the kiter to leave the pylon’s range, or for them to toggle off their SAK temporarily. Due to the limit on the number of orbs a pylon can hold, it is helpful to fix the pylon that each orb will be taken to (i.e. having every orb taken to the pylon clockwise/anti-clockwise of its spawn location).
 
  
If a pylon kiter moves away from the pylon, it will gain the same green AoE from the start of the encounter and players have approximately five seconds for a player with an active flux disruptor to enter the AoE to avoid it being recaptured (making Qadim invulnerable until it the pylon’s defiance bar is broken). Because of this, a pylon kiter has a very limited time in which to pick up the orb and return to the pylon. For this reason if a pylon kiter is going to attempt to pick up the orbs themselves, it is greatly preferable for them to have access to [https://wiki.guildwars2.com/wiki/Teleport teleport] or [https://wiki.guildwars2.com/wiki/Shadowstep_(mechanic) shadowstep] skills.
+
===Bloodstone Shards===
 +
There are two small [https://wiki.guildwars2.com/wiki/Bloodstone_Shard_(Mount_Balrior) bloodstone shards] on the floor, and Ura will appear once they have both been picked up. The players that do so each gain a [https://wiki.guildwars2.com/wiki/Special_action_skill Special Action Key] (SAK) called [https://wiki.guildwars2.com/wiki/Dispel_(Mount_Balrior) dispel] that negates a couple of mechanics during the fight. Using this ability causes the shard to drop onto the group at the player's location, and they gain a debuff called {{tooltip|Bloodstone Saturation}} for 45 seconds. If a player with this debuff picks up a shard again before it expires, they will start taking 20% of their max health as damage every second. This debuff can stack.
  
Finally, while a player is tethered to a pylon, they will repeatedly take damage from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56038" title="Unbearable Power" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. While it is possible for healers to keep them alive, this could require splitting their attention five ways (between the stack, tank and three pylon kiters). Thus it is again greatly preferable for classes to have some measure of self-sustain.
 
  
At the time of writing, there are only two classes that can combine the ability to pick up orbs solo, attack at range and keep themselves alive: Thieves using {{Skill|Shadowstep}} and {{Trait|Invigorating Precision}}, and Scourges using {{Skill|Sand Swell}}. Scourges can sustain themselves using {{Trait|Parasitic Contagion}}, {{Trait|Transfusion}}, {{Rune|Superior Rune of Tormenting}}, or running a healing build.
+
If a shard is left on the ground for three seconds, it will start pulsing a bright red AoE (the red AoE has no effect, it is merely to indicate the position of the shard), and all players will take 10% of their health as damage every three seconds. Therefore all players should understand how shards are used, and try to pick them up whenever they don't have {{tooltip|Bloodstone Saturation}}.
  
  
 
===Strategy===
 
===Strategy===
With the pylon kiters assigned, players should start the encounter spread between the three pylons, attempting to have an even amount of [https://metabattle.com/wiki/Guide:What_are_CC_and_Breakbars CC] at each location.
+
As soon as the second shard is picked up, Ura will appear a short distance away (the location is always the same, so the rest of the group can position themselves ahead of time). Players that stand in her hitbox will take a small amount of damage and {{tooltip|Burning}} from her '''Scalding Aura'''.
 +
 
 +
Throughout the encounter, Ura will randomly emit <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74931" title="Sulphuric Froth" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, dealing a small amount of damage and applying a stack of {{tooltip|Sulfuric Acid}}. While there is a visual for this, it is small and the effect is not severe enough to try avoiding, it just emphasises the importance of having regular condition cleanse.
 +
 
 +
 
 +
Starting 10 seconds into the fight, and every 12 seconds thereafter, a [https://wiki.guildwars2.com/wiki/Toxic_Geyser Toxic Geyser] will spawn. These geysers spawn in a fixed pattern moving approximately from the north-eastern end of the arena towards the center. These geysers tick {{tooltip|Poison}} on anyone inside the AoE. The {{tooltip|Poison}} deals practically no damage, but the healing reduction can still be dangerous.
 +
 
 +
More significantly, if Ura stands inside the AoE of one of the Toxic Geysers, she will gain {{tooltip|Resolution}}, {{tooltip|Protection}} and 25 stacks of {{tooltip|Might}} every second.
 +
 
 +
The geysers can be targeted directly and killed, and they also have a defiance bar (strength: 800) that will remove the geyser if broken.
  
Once the encounter starts, break all three pylons and everyone but the kiters can move to the boss. It is recommended that only the tank and pylon kiters have active flux disruptors at this point. Players cannot stack inside Qadim’s hitbox, so there will be some distance between the tank and the rest of the group.
 
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Force of Retaliation'''</div>
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Pressure Blast'''</div>
 
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Force of Retaliation.mp4|gif|420px]]</div>
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Force of Retaliation.mp4|gif|420px]]</div>
 
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<div class="col-md" style="padding:1rem;">
Shortly after the pylons have been broken an orange AoE spreads out from Qadim. When the inner circle is filled, a shockwave will erupt outwards across the entire arena dealing moderate damage and knocking players back a great distance. Qadim will repeat this attack after players recapture pylons at 80% and 60%, and after he consumes pylons at 40%, 30% and 20%.
+
As soon as the fight starts, two random players that aren't holding shards will be targeted by a medium orange AoE an gain a pinkish screen border effect. After five seconds, everyone inside the AoE will be suspended in bubbles and slowly rise into the air while stunned, taking heavy damage every two seconds [I assume this can't be stun-broken?].
 +
 
 +
To escape, a player with a shard needs to drop it underneath the bubbles players. Players with shards are immune to the effect and can go and stand on the targeted players preemptively. The two targeted players should stack on top of each other outside of the main stack. It may be useful for the group to say where to move ahead of time (e.g. to the left of the stack) to aid coordination.
 +
 
 +
When trapped in bubbles, there will be a white AoE on the ground underneath the players' original location(s). There are some effects that can end up moving the players however, so the shard should be dropped underneath the bubbled players, not necessarily where the white AoE is.
 +
 
 +
Ura can use this attack every 20 seconds, but other attacks may take priority leading to it being delayed.
 
</div></div>
 
</div></div>
  
  
All players should be aware of this attack, because while is it only a minor inconvenience at this point, later in the fight it can become deadly as parts of arena will be unsafe. The safest method for dealing with this is to have one of the supports on the stack provide {{Tooltip|Stability}} so that it can be ignored. Players on the pylons will need to block or evade the attack if they do not have their own {{Tooltip|Stability}}. Players should also avoid standing on the lines that decorate the arena, as a surge of energy named <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56145" title="Chaos Called" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> rushes along these whenever Qadim is in control of the pylons, dealing heavy damage to players hit by it.  
+
Shortly after, Ura targets the most distant player and <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="74669" title="Propel" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s herself forwards a fixed distance, indicated by an arrow, dealing moderate damage to players in the path and very heavy damage to any player in her landing zone.
 +
 
 +
Depending on the damage of the group, this can cause problems as Toxic Geysers get closer so it may be worth having a player deliberately stand further away in order to bait Ura towards a safer location.
  
Following this, Qadim will fixate on the closest player with an active flux disruptor. As long as that player remains within the inner circle around Qadim, they will be the tank. If the wrong player is fixated, they must move away until the fixation changes. Once the tank has been fixated, other players may activate their SAKs if they wish (though it will have no effect yet). The tank will be targeted with a beam that applies [https://wiki.guildwars2.com/wiki/Sapping_Surge Sapping Surge], and Qadim will repeatedly target them with a conal AoE. After a few seconds, Qadim will pummel players within the area with <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56078" title="Ether Strikes" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56078" title="Ether Strikes" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> hits the area a fixed amount of times, spread across all targets. This means that the more players in the AoE, the fewer hits will be directed at each. As each hit affects a small AoE around the targeted player, players would need to be spread out for this to be of any benefit, thus it will likely be preferable to only have the tank within the cone AoE.
+
Ura repeats this movement approximately every 20 seconds, but only in Phase 1.
  
After three uses of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56078" title="Ether Strikes" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, Qadim will direct a long rectangular AoE at the tank and hurl <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56441" title="Force of Havoc" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> in that direction, leaving a damaging field behind it that lasts for 20 seconds. If this hits a pylon, it will be reclaimed and must be broken once more to continue damaging Qadim. The attack must also not intersect with the locations that the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56598" title="Shower of Chaos" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> will land, as this will make it very dangerous to pick up the orbs. Thus the tank must remain mindful of their position at all times.
 
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Rain of Chaos'''</div>
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Slam'''</div>
 
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Rain of Chaos.mp4|gif|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Force of Retaliation.mp4|gif|420px]]</div>
 
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Within each phase, once Qadim reaches certain health thresholds he will begin using <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56527" title="Rain of Chaos" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> after <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56441" title="Force of Havoc" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. A random player is targeted with a small AoE that fills with color over three seconds. When full, the area is hit by lightning for heavy damage. Immediately afterwards, the same player is targeted with a medium size AoE that functions the same way, and then with a large AoE. The health thresholds for this attack are 90%, 70% and 50%. Below 40% the attack will occur as part of Qadim’s rotation.
+
Ura's basic attack is a series of slams, the first two dealing moderate damage, and the third a conal attack dealing heavy damage and knocking players [down/back?].
 
</div></div>
 
</div></div>
 
 
At 95% health, Qadim will launch the first <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="56598" title="Shower of Chaos" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Once an orb is taken to a pylon, the tether from the pylon will be able to extend to an additional player (one additional player per pylon) provided that player has an activated flux disruptor. The tether will share Kinetic Abundance to the additional player, giving them boons and applying another stack of Erratic Energy to Qadim. The tether has a limited range, so the pylon kiters will need to stand as close to Qadim as possible, and the second tethered player will need to stand slightly back from Qadim. As this will hinder their ability to stack, it may be advisable for the second tethered players to be supports or the tank. Once a pylon has a second orb attached, the tether will be able to extend from the second players to a third. This will easily reach players in the stack so the third players will not need to move at all.  For this reason it is advisable that all of the stacked players activate their SAKs after the tank has picked up fixation.
 
  
  

Latest revision as of 14:21, 7 September 2025

The Key of Ahdashim

This guide provides tips and strategies for the eighth raid in Guild Wars 2. If your group is struggling, the guidelines in Introduction to Raiding might be useful. Check out the glossary page if you're not familiar with a term used in this guide and make sure to run an optimal build from our list of recommended builds for this encounter.

Introduction

The starting area is covered by scattered titanspawn, but they do not need to be killed, so just ride past them up the mountain until you hear yelling.

Glenna has got herself in trouble again and needs rescuing. Defeating the titanspawn here will unlock the base camp checkpoint. The enemies here hit astonishingly hard for trash mobs, so it's recommended to go in as a group.

Once cleared, two paths open to the east and the west, each leading to a boss. Unfortunately, a legendary creature blocks the path in each direction. These bosses serve to introduce some of the mechanics in the upcoming boss, but have to be completed each time (though there is a method to skip most of the Blighted Beast fight).


Legendary Blighted Beast

To the east, is a Legendary Blighted Beast and three Empowering Beasts. As long as the Empowering Beasts live, they will regularly buff the Blighted Beast with Empowered Empowered, increasing the damage it deals. As such, it is important to kill them first.


Legendary Sentient Conduit

To the west, the area surrounding this legendary is covered by regular enemies. They do not have to be killed, but they can be a nuisance when fighting the Legendary Sentient Conduit so it may be best to clear them out first. The main mechanics of note in this fight are the purple barriers that trap you and knock you back if you try to cross them. There is also a mechanic that drops several medium-sized AoEs on each player, making it very dangerous to stack - the Decima encounter strongly incentivises splitting the group so making sure the squad has a good number of ranged builds is advisable.


Greer, the Blightbringer

It is extremely beneficial to bring projectile defense to this encounter as it can mitigate a lot of the mechanics, including [some/one] that provides the boss with stacks of Empowered Empowered.

Condition cleanse is also very useful as most of the attacks inflict conditions and some can corrupt boons as well.


Setup

Before starting the fight, you should have an idea of how to approach it as there are three targets and moving between them can be quite dangerous.

In the middle is the main boss, Greer. To the south is Reeg, and to the north-west is Gree. Each of these minibosses has half of Greer's moveset, but during the opening phase they will not move. This means they will limit themselves to throwing the occasional ranged attack unless they are engaged in melee. Greer, meanwhile, will move to attack the group if he is not occupied. There are a number of ways this encounter could be approached, but it is recommended to have a player to tank Greer.

The phasing in this encounter is unusual:

  • If engaged immediately at the start, both Gree and Reeg will phase at 75% and become untargetable.
  • Greer will phase at 65%, then become invulnerable and both Gree and Reeg will reappear in new location.
  • To attack Greer again, the minibosses must be phased to 50% - they will not phase at 75% health at this point and they can also move, so if the whole squad moves to attack one, the other will come to you.
  • Once both minibosses are phased to 50%, Greer will become vulnerable again, and both minibosses will respawn in their original locations.
  • If engaged in this phase, both Gree and Reeg will phase at 25% and become untargetable.
  • Greer will phase once more at 35%, becoming invulnerable as Gree and Reeg appear in their second locations.
  • In this phase, the minibosses must both be killed and as before they can move.
  • The final phase is against Greer alone.


This arena is very large, and all the bosses can use very dangerous attacks - moving haphazardly is therefore very risky and people should stick together to stay safe. As such, it is more efficient from both an offensive and defensive view to minimise running around by engaging Greer first, but the correct approach is alway the one that works for your group. That said, the following approaches are more recommended than others:

  1. Everyone head to Greer in the main phases.
  2. Try to phase Reeg quickly, then all move to Greer - if Greer stays in their starting location, then Gree's attacks will barely reach the group, making them easy to avoid. Reeg's meanwhile are much longer range and more dangerous, so taking them out quickly can be a safe approach. Optionally, you can have one player tank Greer, but the aggro is easy to lose and the tank is not immune to any mechanics so the job is quite difficult.


The benefit to taking Gree out early is minimal, so it is not recommended to deal with them before the main split phase.

Finally, in the split phases it's worth everyone going to one of the minibosses as the other will join you and they don't pose much threat even together. Of course, if the group does struggle then splitting is still fine. If you engaged Reeg first in the main phase, then starting on Gree in the split is efficient as they will be at higher health.

When the second main phase starts, just repeat the approach you used in the first.


Tanking

Greer can be tanked, but unlike other raid bosses there is no reliable fixation mechanic. Instead, Greer will focus on the closest player in front of him. As there is no clear indicator of what is considered "in front" and some of Greer's attacks cause him to swing, it can be hard to maintain aggro if the rest of the group is not sufficiently behind him, and hard to regain aggro if he starts targeting others.

The most reliable way is to tank inside Greer's hitbox. This allows you to sidestep his auto chain and keeps you relatively close to the rest of the group (as it is most efficient to have a healer be the tank, this makes it easier to provide support). Unfortunately, Greer's hitbox is covered by an that ticks for a small amount of damage and applies Poison Poison. The damage isn't much concern, but the Poison Poison reduces your healing and thus makes it harder to recover when you take more significant damage.

Other considerations:

  • will be created very close to your location, making it harder to dodge if you're a target, and will likely travel through your position on the way to the stack regardless.
  • You will either need to be reliable at dodging , or require a player to quickly run to your location if you're targeted, or for you to run to the stack. Either can mess with tanking.
  • hits hard and you won't really be able to get out of the AoE. It is beneficial to keep a dodge available, so being able to block one or both of the two initial stomps will be very helpful. The can be jumped as long as you're not too close to the center of the AoE.
  • The first parts of occur at 90 degrees to where you should be, giving you enough warning to avoid the attack without needing to dodge. You may need to move back a bit so there's space to stand.


Greer

Regardless of strategy, as you start the encounter Greer will fire . This attack does have a maximum range, so depending on how spread out the group is it may not target the absolute furthest players.


Blob of Blight

Greer targets the three most distant targets within range and creates a trio of spheres in front of him that track their targets for up to 12 seconds, firing out damaging projectiles in all directions as they move. The three players will have a blue targetting effect on them, and a repeated "clunk" audio cue will play as the spheres are prepared.

The small projectiles deal moderate damage and apply a stack each of Poison Poison and Torment Torment, but they can be destroyed by [projectile defense?]. The spheres themselves deal moderate damage, Launch Launch the player, corrupt five boons, and inflict three stacks each of Poison Poison and Torment Torment. If the sphere hits their target, it will remain in position for five seconds, continuing to fire out projectiles [does projectile defense cease to work?].

While travelling, any player can dodge or [invuln] through a sphere in order to destroy it [does block or invuln work?], but they should be careful not to get hit by other spheres that may be behind it. The sphere cannot be destroyed until it starts moving, so it is unreliable to destroy them where they are created.

This attack will repeat after 120 seconds. Due to typical phase timings, it's likely to be the first attack used in phase 2 as well, though it's often delayed in phase 3 for some reason.


Scattering Sporeblast

Greer fires a at all players in front of him at huge range, dealing moderate damage with each hit. The sheer number of attacks can easily down a group, so [projectile defense] is hugely beneficial

Green can repeat this attack every 17-18 seconds, but he is less likely to do so if there are targets in melee range.


Eruption of Rot

Greer targets two random players with a medium-sized green AoE that empties of color over eight seconds. After this, if there are two or more players (including the target) inside the green, it will deal moderate damage to those players. If not, Greer will gain two stacks of [empowered] and a spawns on the targetted player, launching players and inflicting Bleeding Bleeding and Poison Poison as well Infectious Rot - a pulsing red AoE that surrounds the player and constantly applies Poison Poison to those inside it. This effect lasts for 20 seconds, but is removed if the player is downed. If that weren't enough, a spawns at the location of the original , lasting for five seconds and ticking a small amount of damage and corrupting boons.

In addition to the horrorshow above, standing in two greens at the same time will instantly down a player, and each of the minibosses can use the attack as well - potentially resulting in four occurring at once. The miniboss version of this attack will target a single player, and players have 10 seconds to stand in the green.

Surprisingly, the can be dodged, mitigating the threat if the player has good enough timing, though it still leaves a behind and Greer still gets [empowered].

In the final phase, this will target three players, but you no longer have to worry about additional uses from the minibosses.

Greer's version has a cooldown of 120 seconds, so like , you're likely to only see it once near the start of each phase. The minibosses' version has a cooldown of 75 seconds.


Sweep the Mold → Rake the Rot → Stomp the Growth

Greer's basic attack chain is a three-part move where he first sweeps his right arm in a cone attack that deals heavy damage, Knockback Knockback, and inflicts two stacks each of Bleeding Bleeding and Poison Poison. The next attack sweeps his left arm in a similar pattern, also dealing heavy damage, Knockback Knockback, and inflicting Cripple Cripple and two stacks of Poison Poison.

The final attack in the chain is a series of three stomps in a large AoE centred on the "tank". The first two deal heavy damage and two stacks each of Poison Poison and Vulnerability Vulnerability, while the final launches out a that deals heavy damage and corrupts eight boons in addition to inflicting Poison Poison and Vulnerability Vulnerability.

The first two attacks can be dodged or blocked, while the wave can be jumped or dodged.

Greer may occasionally use another attack before .


Enfeebling Miasma

Greer's breathes out poison in a pattern of three massive conal AoEs in front of him. Each hit corrupts four boons as well as inflicting Weakness Weakness and six stacks of Poison Poison. A pattern of circular AoEs that apply the same effect linger in the area for 13 seconds.

After the initial attack, there are gaps between the circular AoEs that allow you to move through the cloud safely.

Like many attacks, this has a cooldown of 120 seconds, so you're likely to only see it once per phase.


Cage of Decay

A spread of arrow indicators appear in front of Greer, and almost immediately a slow-moving ripple of thorns travels along the arrows, dealing moderate damage, Knockback Knockback, and inflicting a stack each of Bleeding Bleeding and Poison Poison. The movement is slow enough that a player knocked back into the path can easily be hit again if they don't have a stunbreak. When the ripples reach the end of the arrows, they create a that applies [Plague rot] - a nastier version of Infectious Rot that will additionally apply Infectious Rot to any player that touches your AoE. If you pick up this effect, you will need to stay away from other players until it expires (it lasts 25 seconds). You will get this effect even if you dodge or use invulnerability to avoid the damage and boon corruption.


Like many attacks, this has a cooldown of 120 seconds, so you're likely to only see it once per phase.


The final two attacks used by Greer are less common to see, as they require Greer not to have a valid target for other attacks. So in practise you may not see them from Greer, but the minibosses may use them.

Ripples of Rot

If Greer can't "see" someone in front of him, he will jump to the closest player, sending out a wave of thorns in all directions similar to . As the thorns reach the outer limit of the AoE, a ring of thorn barriers will be created that block projectiles and prevent movement. Attempting to pass through the barriers will deal moderate damage and inflict a stack each of Bleeding Bleeding and Poison Poison.


As Greer starts facing the entrance to the arena, he will prefer to walk into melee rather than using , though it may be a consideration when finishing the split phases.

The second attack will be aimed at distant players, but it seems to be low priority so in all likelihood Greer will have closed to melee range before it would use it

Rain of Spores

Greer will thrust his hands into the earth, Launch Launching any players at the impact point. He then targets the three most distant players and hurls a cascade of spores at them, covering the ground in between with AoEs that deal moderate damage and inflict three stacks each of Confusion Confusion and Poison Poison.

Although each AoE is not too dangerous, the sheer number of them can make this attack devastating if there isn't projectile defense.


Rot the World

At 80% health, Greer will become invulnerable, gain a defiance bar (strength: 6000) and start channelling , which constantly fires out AoEs dealing moderate damage until he's broken.

Although the skill tooltip suggests a penalty for failing to break the bar, players have over 30 seconds to do so, making failure very unlikely (if indeed it can be failed).

Upon being broken, Greer loses 10 stacks of [empowered] and becomes Exposed Exposed for 10 seconds, and two fly off from Greer, dealing moderate damage on impact and spawning two [empowering beasts].

This attack is repeated at 50% and 20%, each time spawning one additional Empowering Beast.


Given that the Empowering Beasts are slow to apply [empowered], it is worth continuing to focus on Greer until Exposed Exposed disappears.


Gree & Reeg

The two minibosses each have a selection of Greer's attacks, though typically less powerful versions. They also both have an ability called where they fire a medium-sized orb at Greer, granting him two stacks of [empowered] if it hits. These orbs will Knockback Knockback players they hit, but they can be blocked, making projectile defense even more essential. [do regular blocks also work?]. The minibosses will fire an orb every ~15 seconds, and both fire at the same time.

As a reminder, both minibosses will use . Their version has a cooldown of 75 seconds and only targets one player, but is otherwise the same.


Their other abilities are as follows:


Gree

During the main phases, Gree will use - this version has a cooldown of 75 seconds. If you fight Greer in his starting location, this attack can just about reach the group, and when combined with Greer's own version, can shut down a lot of the safe space.

During the split phases, Gree will use around every 35-45 seconds. It also uses the chain, though the final attack does not create the corrupting wave.

It can also use , but in this case it will target distant players instead and can be used even if Gree can see targets.


Reeg

During the main phases, Reeg will use . Unlike Gree's , this attack can easily reach the group if you fight Greer in his starting location.

During the split phases, Reeg will use and . Interestingly, Reeg will use at the start of the phase even when it is so far from the group that the spheres despawn before they reach their targets, effectively skipping the mechanic if you start the split phase on Gree.

Reeg can use the chain, but seems to do so very rarely and will often interrupt itself.


If you choose to focus on one of the minibosses first, they will become invulnerable and stop attacking when they reach 75% health.


Split Phase 1 (65%)

At 65% health, Greer will become untargetable and throw up a shield that protects him from further damage. Players will be Launch Launched away if they are too close. Shortly after, Gree and Reeg will relocate - Gree to the northeast of the arena, and Reeg to the southwest. These positions are the same in both split phases so you can start moving immediately to where they will eventually spawn. Both minibosses will use extra attacks in the split phase - see the previous section for details.


While you could split into two teams to take the minibosses on at the same time, they will both move into melee range and stack close together, allowing for some cleave damage. For this reason it is recommended to focus on one of them and let the other walk in.

If you phased one of the minibosses earlier, then target the other as their health will not reset and the time it takes for them to close the gap will help balance them. Otherwise, you can pick whichever you prefer.

Starting on Gree is probably safer due to removing the threat of Reeg's and Gree's attacks being more disruptive making it beneficial to take it out first.

Meanwhile, starting on Reeg may be slightly faster as Gree closes the gap quickly and will jump directly to the group whereas Reeg likes to stand nearby and fire projectiles, so starting on Reeg will stack the minibosses better for better cleaving.


When a miniboss reaches 50% health they will disappear, and when both are gone, a new main phase will start.


Phase 2

As the phase starts, Greer becomes vulnerable once more, and Gree and Reeg respawn at the same locations they were in at the start of the fight. It is generally recommended to follow the same strategy you used in phase one, but be aware of which way Greer is facing, as he may use if there is no-one in sight.


As Greer's big attacks all have a cooldown of 120 seconds, you'll likely only see each of them once in Phase 1, and a group that is slow enough to see them more than once is very unlikely to be able to kill the boss before it enrages. In addition, a group would have to be very fast for Phase 1 and Split Phase 1 to be finished in under 120 seconds. This means most groups will start Phase 2 will all of Greer's cooldowns available once more, and he will likely perform a similar sequence of attacks as in Phase 1.

In other words, expect him to immediately use .


Otherwise, Phase 2 plays out very similarly to Phase 1 with the exception that at 50% health, Greer will use , and this time it spawns three [empowering beasts] when broken.

If attacking the Minibosses, they will disappear at 25% health.


Split Phase 2 (35%)

This split phase is functionally identical to the first split phase except you will be killing both minibosses.


Phase 3

Both minibosses are now dead, so this final phase is actually the easiest, with the only changes being that now targets three people and four [empowering beasts] will spawn after at 20% health. Unless you're playing it very safe, you can probably ignore the beasts as they won't have much time to buff the boss before it dies.


Decima, the Stormsinger

While not strictly necessary, many groups split the squad into a melee and a ranged group at this encounter. This is because later phases feature a mechanic that targets the five most distant players while simultaneously making it harder to deal with another mechanic, meaning you want the same five players to be consistently targeted. Decima also has an attack that instantly downs players inside her hitbox, making it risky to have one group stand inside her while the other group can still be at max melee range.

As such, the most reliable method is to have one group that can perform well outside of melee range.


The mechanics in this fight often interact with each other, so it's valuable to understand every part even if it's not directly relevant to your role.


Kiting

In addition, throughout the fight the most distant player will be targeted by:

Fluxlance

Starting 12 seconds into the fight, Decima targets the most distant player with a - an orange arrow indicator tracks the player, and after five seconds it will fire and deal moderate damage to anyone along the line of the indicator. If a player is stood behind one of the conduits around the arena, it will absorb the attack, but charge the conduit.


At this attack begins, Decima will consume her stacks of 24px Peal of Harmony, and charge the nearest uncharged conduits to the kiter for each stack. She starts the encounter with five stacks, and gains an additional stack for every 5% of health lost.

She will also consumer her stacks of 24px Peal of Discord, with one of the closest players to her getting a medium-sized AoE called that detonates for moderate damage after five seconds. Players with this mechanic should spread out to avoid hitting players multiple times, but be aware that it will charge a conduit if hit by the AoE so this is more important to avoid. Decima gains five stacks for every 10% health lost, which means that depending on your DPS, you can end up with all ten players getting the AoE. The damage from this attack can be dodged, allowing this mechanic to be ignored if the group is confident.

These effects only occur when there is an orange . This is every occurence in later phases, but only every other in Phase 1.


If a player is hit, they will also gain an effect called 24px Galvanic Sensitivity which significantly increases the damage you take from (green AoEs).

Every other time this attack occurs, the arrow indicator will instead be bright red. This will instantly kill any player it hits, so the only way for the targeted player to survive is to hide behind a conduit.

This attack occurs every ~17 seconds.


It is extremely useful for the kiter to have some kind of teleport skill, as this can ensure they are always able to get behind a conduit for the red arrow even if s block your path.

With a low enough cooldown, this can also be used on the orange arrow to take it away from the group.


Conduits

As each phase starts the arena becomes covered by a pattern of conduits. These take the form of three rings of six conduits each and while the pattern is fixed, each phase randomizes its rotation. This doesn't affect playstyle much, but means that fixed markers cannot be relied on.


As the fight starts, three s spawn between conduits on the innermost ring. The area directly between the checkpoint and the boss will be clear and the fences appear between alternate pairs of conduits. These fences block movement and deal a moderate amount of damage to anyone that hits them.

20 seconds into the first phase, the fences will swap to cover the current gaps. If the kiter does not move, they may benefit from making sure they're in front of the conduits so they are not cut off from the squad.


In phase 2, the fences will form curved lines between three conduits, each inner conduit connecting to the closest conduit anti-clockwise in the middle ring, then from this conduit to the closest anti-clockwise in the outer ring.

Approximately 20 seconds after the first fences appear, three more will appear between alternating pairs of the inner ring. Which pairs connect is random. After approximately 20 seconds they will disappear again, but the original fences will remain.


In phase 3, fences will connect all adjacent conduits in the inner ring, enclosing the group. This is in addition to the fence pattern from the start of phase 2.

Approximately 15 seconds after these fences appear appear, alternating fences on the inner ring will disappear, while new ones appear connecting alternating pairs of conduits in the outer ring. Both of these pairs are random.


In all phases, the fences will switch back and forth between the two patterns - after the pattern is selected, it will not change within a phase.


Every time a conduit is charged, it will gain a red damaging AoE called . The more times it is charged, the larger the AoE [and the more damage it deals?].

If a conduit receives three charges, all players will become Exposed Exposed, and Decima will gain five stacks each of 24px Peal of Discord and 24px Peal of Harmony. [do these buffs actually do anything in NM?]


At various points in the fight, each charged conduit will release a green that slowly moves towards the boss. Each spark that reaches Decima gives her a stack of Template:Charge, which increases the damage of 24px Thrumming Precense and . If she reaches 10 stacks, it will cause a raid wipe.

To prevent a spark reaching Decima, players must stand in the green AoE, which will cause it to stop moving and both it and the players will take damage. After ~4.5 seconds, the spark will disappear. More people standing in the AoE will cause it to disappear faster, and a player can stand in multiple sparks at once (taking damage from each one). The damage from standing in a spark is low unless the player has 24px Galvanic Sensitivity, in which case it's enough to down a player in seconds.

For each charge a conduit has, it will release a larger spark. These larger sparks require more players to stand in them (indicated by the number of small triangles appearing above each spark), but do not seem to take notably longer to disappear. This could make it efficient for the kiter to charge conduits to two stacks each in order to reduce the total number of sparks, but in later phases the larger greens can cause issues for the ranged players as they are harder to avoid. It's also important to avoid ever letting a conduit reach three stacks.


Strategy

Decima surrounds herself with 24px Thrumming Presence as the fight starts, indicated by a faint red outline. This deals a small amount of damage every second, but more importantly it applies 24px Harmonic Sensitivity to players inside the AoE which causes them to take additional heavy damage if they get hit by .

Getting hit by removes 24px Harmonic Sensitivity and applies 24px Galvanic Sensitivity for 30 seconds. Notably, this debuff prevents you receiving 24px Harmonic Sensitivity, so kiting players can stand inside the 24px Thrumming Presence with minimal drawbacks after the first of each phase.


Shortly after, Decima performs - a series of stomp attacks followed by a cascading series of cone attacks surrounding her. The first two stomps cover half of her hitbox each, so can be sidestepped if you're quick enough. All attacks deal heavy damage and the last hit applies Cripple Cripple, but there's a long gap afterwards before she attacks again, so players shouldn't need to worry too much about avoiding them.


12 seconds into the phase, the most distant player is targeted by . Players in the group should be careful not to stand in the arrow as it will deal a lot of damage and essentially make them unable to deal with another mechanic later.

Immediately after, the pattern will change.


Seismic Crash and Earthrend

Approximately two seconds after hits, Decima attack, creating an orange AoE directly underneath her that instantly downs anyone inside it [or is it just a lot of damage? - what mitigates it?]

There are two different attacks, both with the same orange AoE. The order she uses them in is random, but they will always be used one after the other.


(shown above) causes a series of ring AoEs to appear around the boss she she jumps in the air, hitting players for heavy damage and knocking them back as she slams down.


causes her to spin in place, while covering the outer part of the arena with bright orange AoEs. Getting hit by these will deal heavy damage and knock players towards Decima.


The knockback distance in either case is significant, making it likely the player will bounce into a , taking even more damage as they bounce off. For in particular, there is a risk of knocked players being targeted by if they don't move back quickly enough.

Players don't really have any reason to be in the outer AoE of , so the main risk of this attack is getting knocked into it by .

It is very useful for group Aegis Aegis or Stability Stability to be provided for , and/or for players to dodge the knockback if they lack trust.


Coinciding with (regardless of which attack was used first), a set of will be released (see the Conduits section).


Immediately after the second attack, occurs again, this time the red version.


Decima will now repeat her attack pattern from the start of the phase.


Split Phase 1 (75%)

When Decima reaches 75% health, she will become immune to damage (though not clear her conditions), and lose all stacks of 24px Peal of Discord and 24px Peal of Harmony. Players will also lose their 24px Harmonic Sensitivity and 24px Galvanic Sensitivity.


Decima's defiance bar (strength: 8000) will unlock, and all charged conduits will start releasing a stream of sparks. As before, she will gain a stack of Template:Charge for each that reaches her, but it will also cause the defiance bar to instantly refill.


When the bar is broken, there will be a few more seconds where sparks are still active, then Decima will detonate all charged pylons, dealing low damage to all players for each one with , followed by a final hit of moderate damage from .


Phase 2

As Phase 2 starts, Decima will lose all stacks of Template:Charge and become Exposed Exposed and Stunned Stunned for 10 seconds. Assuming you have a ranged group, these players should move away as soon as the Exposed Exposed and Stunned Stunned disappear, as the boss will shortly regain 24px Thrumming Presence.


The major difference in Phase 2 is that when happens, the next four furthest players will also be targeted by . This is functionally the same effect, but is only ever the orange version, while the kiter still alternates between orange and red.

Additionally, a swirl of wind will briefly appear that pushes all players anti-clockwise. This deals no damage, but makes positioning trickier. The push effect can be avoided with Stability Stability.

As you want as few players affected by 24px Galvanic Sensitivity as possible, it's beneficial to have the same five players (including the kiter) always be the furthest away, with the kiter being a little further still. It can be beneficial to ensure these players are outside 24px Thrumming Presence in order to avoid 24px Harmonic Sensitivity, but after the first this will no longer matter as long as those players stay further away than the melee group.

As with the kiter, it is beneficial to avoid having the arrows intersect with any pylons. In this phase, each of the targeted players is hit in turn which makes it relatively easy to stack as a single group and outheal the incoming damage. This minimises the chances of charging a pylon, and gives the melee group fewers arrows to avoid.


Additional s will appear between pylons as / begin, and this can have the effect of cutting the kiter off from the rest of the group


As before, sparks will start to emerge from charged conduits as Decima uses , but as only half the group is able to safely stand in the , the melee group needs to be more active while the ranged group needs to make sure to avoid them.


Split Phase 2 (40%)

The second split phase occurs at 40% health, and is exactly the same as the first one.


Phase 3

For long sections of the final phase, the area around Decima will be completely enclosed by s.


One final mechanic is added in this phase. When the kiter is the target of an orange , there will be an additional green .

This green arrow targets the "most opposite" uncharged conduit to the kiter, and if no-one stands in it it will fully charge the conduit, with all the negative consequences that entails. However, as long as at least one player is inside it will merely provide a single charge to the targeted conduit. If three players stand inside, it will not charge the conduit at all. The damage from this is also shared between all the players inside.

As coincides with (assuming Decima has stacks of 24px Peal of Discord), there is a potential danger of having players stack in the arrow with the Chorus - the timing required to spread for the AoE then get back into the green arrow is very tight (less than 1.5s), so it may be easier to only have three players inside the arrow, or just have people dodge the (without leaving the arrow). Additional safety can be provided with [barrier] or even a preemptive [resurrect skill].

Note that the green fluxlance does not apply 24px Galvanic Sensitivity, nor has its damage boosted by 24px Harmonic Sensitivity.


As occurs opposite the kiter's location, and new conduits get charged near the kiter's location. The melee group may need to quickly run from one side of the boss to the other in order to stand in s, then run back in time for the next .

There are a lot of different approaches that could work here. The kiter could position themselves opposite to the rest of the group, so that appears next to the stack. This will charge conduits on the opposite side to the stack, and when the next happens (without the green arrow), the melee group can move away from the to collect greens. The drawback to this is that it is convenient for the kiter to be a support, and this would take them away from their own subgroup and could lead to lower boon/healing uptime.

Another approach could be to have the group rotate, so that the kiter can remain stacked, but the is moved out of the way of the melee group collecting sparks. The drawback here is that it requires coordinate movement, plus the more the kiter moves, the more spread out the s will be (this also applies to the previous approach).

The group could also simply position themselves on opposite sides. This would ensure that greens always come from the same locations, but requires the melee group to keep running about and having to avoid the - leading to lower DPS uptime and the increased possibility of missing mechanics.


Whichever approach is used, the playbook of this phase is as follows:

  1. s appear and Decima uses .
  2. Wind blows, Kiter and ranged players get orange ; melee players get and have to stand in .
  3. pattern changes and Decima uses and .
  4. Ranged players get while kiter gets red ; melee players need to move to collect s.
  5. Repeat.


With both Decima and Greer dead, the path to Ura is open. Regardless of which boss is killed second, a path behind the arena becomes accessible that leads to the final encounter. There are some titanspawn along the way, but they can be ignored.


Ura, the Steamshrieker

At the top of the mountain, Ura hides. The checkpoint doesn't update until the fight starts, but doing so will also teleport all players into the arena.


Multiple mechanics in this encounter apply a unique debuff called 24px Sulfuric Acid, which can be removed with [condi cleanse], significantly reducing the damage pressure. This debuff deals a small amount of damage every second, and if it remains on a player they gain a stack of Exposed Exposed every five seconds, lasting for 30 seconds. [do stacks actually have an effect?]

Ura's defiance bar unlocks at 5% health intervals, both allowing for extra damage via Exposed Exposed, and also interrupting her attacks. Not only that, but it removed stacks of a buff she is constantly building up called 24px Rising Pressure that increases her outgoing damage and reduces her incoming damage by 5% for each stack.

Finally, Stability Stability is very nice for supports to bring as there are a number of mechanics that CC you.


Bloodstone Shards

There are two small bloodstone shards on the floor, and Ura will appear once they have both been picked up. The players that do so each gain a Special Action Key (SAK) called dispel that negates a couple of mechanics during the fight. Using this ability causes the shard to drop onto the group at the player's location, and they gain a debuff called 24px Bloodstone Saturation for 45 seconds. If a player with this debuff picks up a shard again before it expires, they will start taking 20% of their max health as damage every second. This debuff can stack.


If a shard is left on the ground for three seconds, it will start pulsing a bright red AoE (the red AoE has no effect, it is merely to indicate the position of the shard), and all players will take 10% of their health as damage every three seconds. Therefore all players should understand how shards are used, and try to pick them up whenever they don't have 24px Bloodstone Saturation.


Strategy

As soon as the second shard is picked up, Ura will appear a short distance away (the location is always the same, so the rest of the group can position themselves ahead of time). Players that stand in her hitbox will take a small amount of damage and Burning Burning from her Scalding Aura.

Throughout the encounter, Ura will randomly emit , dealing a small amount of damage and applying a stack of 24px Sulfuric Acid. While there is a visual for this, it is small and the effect is not severe enough to try avoiding, it just emphasises the importance of having regular condition cleanse.


Starting 10 seconds into the fight, and every 12 seconds thereafter, a Toxic Geyser will spawn. These geysers spawn in a fixed pattern moving approximately from the north-eastern end of the arena towards the center. These geysers tick Poison Poison on anyone inside the AoE. The Poison Poison deals practically no damage, but the healing reduction can still be dangerous.

More significantly, if Ura stands inside the AoE of one of the Toxic Geysers, she will gain Resolution Resolution, Protection Protection and 25 stacks of Might Might every second.

The geysers can be targeted directly and killed, and they also have a defiance bar (strength: 800) that will remove the geyser if broken.


Pressure Blast

As soon as the fight starts, two random players that aren't holding shards will be targeted by a medium orange AoE an gain a pinkish screen border effect. After five seconds, everyone inside the AoE will be suspended in bubbles and slowly rise into the air while stunned, taking heavy damage every two seconds [I assume this can't be stun-broken?].

To escape, a player with a shard needs to drop it underneath the bubbles players. Players with shards are immune to the effect and can go and stand on the targeted players preemptively. The two targeted players should stack on top of each other outside of the main stack. It may be useful for the group to say where to move ahead of time (e.g. to the left of the stack) to aid coordination.

When trapped in bubbles, there will be a white AoE on the ground underneath the players' original location(s). There are some effects that can end up moving the players however, so the shard should be dropped underneath the bubbled players, not necessarily where the white AoE is.

Ura can use this attack every 20 seconds, but other attacks may take priority leading to it being delayed.


Shortly after, Ura targets the most distant player and s herself forwards a fixed distance, indicated by an arrow, dealing moderate damage to players in the path and very heavy damage to any player in her landing zone.

Depending on the damage of the group, this can cause problems as Toxic Geysers get closer so it may be worth having a player deliberately stand further away in order to bait Ura towards a safer location.

Ura repeats this movement approximately every 20 seconds, but only in Phase 1.


Slam

Ura's basic attack is a series of slams, the first two dealing moderate damage, and the third a conal attack dealing heavy damage and knocking players [down/back?].


Phase 2 (80%)

Residual Impact

At 80% Health, every player receives a medium-sized AoE beneath them and they float up into the air. After five seconds, they will drop to the floor, leaving a behind. This highly damaging field will persist for the rest of the fight. This attack will repeat when Qadim reaches 60% health.


Qadim will reclaim the pylons during this mechanic, knocking any players around himself or the pylons back and dealing moderate damage with (though this is largely irrelevant as players should be moving away to deal with ). The pylons will need to be broken once more to continue.

After this, Qadim will use once more. With the presence of this attack is much more of a threat so players other than the tank and pylon kiters should stack up to share stability.

Following this, the phase will continue much like the first did.

When Qadim reaches 75% health, an Entropic Distortion will spawn in one of the circular patterns between the pylons (the same locations the appear). These distortions will then walk towards the nearest player-controlled pylon, or Qadim if there is no nearby pylon. If they reach the pylon, they will “steal” the tether from the pylon kiter and begin attacking nearby players with , dealing heavy damage. Additionally, the Distortion will gain a stack of Flare-Up every two seconds, and if they reach 10 stacks the Distortion will explode, hitting nearby players with . 40 seconds after an Entropic Distortion has spawned, a new one will spawn one position clockwise from the previous Distortion. Because Distortions and spawn at the same locations, it is possible that the two may coincide. In this event it is essential that the player stand in the AoE before the Distortion spawns. If the player is not present and the Distortion is allowed to touch the energy orb, it will instantly gain 10 stacks of Flare-Up and explode.

When they spawn, the Distortion is Incorporeal and cannot be harmed until its defiance bar (strength: 400) is broken. The Distortions have a reasonable amount of health, but they will actually take damage from . For this reason, it is very useful for players to drop this AoE on the path the Distortion will take. Two stacked on top of one another will be sufficient to kill the Distortion provided it is broken within the AoE.

The image below shows the paths that the Distortions will walk (assuming pylons are under control).

Qadim Distortions.png

There are a total of 20 AoEs that will be dropped throughout the encounter (provided all players remain alive). This is sufficient to cover all paths the Distortions will take with two each. If taking this method it will be useful to assign people to specific locations. Care should be taken with the placement of as space will need to be left for the players to move. In particular, the area that the anomalies spawn must be left clear so that orbs can be safely collected from these locations. Players should also try to leave as much room near the pylon free as possible – Sand Swell for example has quite a short range so there must be enough space for both portal locations to be safe. If in doubt, players should drop their AoEs as close to the edge of the arena as possible in order to retain the most playable space.

If killing the Entropic Distortions with it may be necessary to assign one or two players with ranged CC to breaking them, as the pylon kiters may not have any CC available.

Poisoned Power

When Qadim reaches 70% health, he will sometimes attempt to steal control of a pylon after using . He will gain a defiance bar and corrupt the Kinetic Abundance of the targeted pylon into , causing it to apply Vulnerability Vulnerability, Torment Torment, Slow Slow and Weakness Weakness instead of boons in addition to reducing the kiter’s damage. If the defiance bar is not broken within 10 seconds, he will gain control of the pylon and it must be broken and reclaimed before Qadim can be damaged.


Phase 3 (60%)

Once Qadim reaches 60% health, repeats and the pylons must be broken and reclaimed as before.

Caustic Chaos

Beginning once the Pylons have been reclaimed in phase 3, Qadim will target and track a random player with a large arrow indicator. After a few seconds, Qadim slams his fist down, launching a shockwave along the floor directly at the targeted player. The attack can be jumped over, and a target with invulnerability can absorb it if they stand in the way. If the attack hits, it deals heavy damage to all players near the target and applies a stack of Chaos Corrosion. Qadim will then repeat the attack twice more at the same target, but will apply Quickness Quickness to himself which can cause the timing to vary somewhat.


Being hit once by is survivable, but the debuff it applies makes any additional hits extremely damaging. In order to impact the fewest people, it might be worth the targeted player moving away from the group, and all other players staying away from the arrow indicator.

Otherwise, the phase continues much as the previous two did, with Qadim using the following attack pattern after the first :

x3 → (sometimes) → or

The pattern then repeats.


Phase 4 (40%)

When Qadim reaches 40% health, he will use an attack called Battering Blitz where he rushes directly at the north pylon, dealing heavy damage and knocking down any player in his path. Once he reaches the pylon he consumes it, leaving behind a large that functions similarly to . The northern pylon kiter should be sure to get out of the way, and can move to join the stack as this attack occurs. After consuming the pylon, Qadim will use from the pylon’s location, and the squad should handle it the same way as before.

Following this, Qadim teleports back to the center of the arena and reclaims the pylons, knocking players near them back with . Players can simply stand outside the AoEs to avoid this.

Once more, the pylons must be broken and reclaimed.

Qadim will resume the attack pattern from phase 3 where he left off, but having consumed the pylon makes him more dangerous: by consuming the orbs attached to the pylon, the Sapping Surge debuff applied to the tank can now tether through up to three players within range, applying the debuff to them as well. This will only affect players with active flux disruptors, so players should either deactivate their SAKs or ensure that the tank is far enough away from the group that no-one can be tethered to. Qadim’s continued draining of magical energy has also caused Ahdashim’s defenses to drop, allowing the brandstorm to penetrate and causing random players to frequently be targeted by small AoEs that deal heavy damage from should they hit. Finally, is now constantly active except for when Qadim is in the process of consuming a pylon.

From now on, Entropic Distortions will spawn every 30 seconds, instead of 40.


Phase 5 (30%)

Once Qadim reaches 30% he will repeat Battering Blitz and consume the south-west pylon. The phase continues identically to Phase 4, but now Qadim is able to attack a second primary tether to a player, which can also tether through up to three other players. As before, players should either deactivate their SAKs or have the tethered player move away from the rest of the group.

After consuming the second pylon, Qadim will gain Aegis Aegis and Resolution Resolution every six seconds, so having boon removal is highly advantageous.


Phase 6 (20%)

Much as before, once Qadim reaches 20% he will use Battering Blitz towards the final pylon. As there are no more pylons remaining, there is nothing to protect Qadim and so the fight will resume immediately (though be wary of ).

Following , Qadim will knock nearby players back and lock their SAKs, forcing everyone’s flux disruptor on. He can now tether to three primary targets, and there is no way to prevent them from tethering through additional players if they are close enough, so it is recommended that these players stack apart from the rest of the group to limit the effect of Sapping Surge. These two additional players should ideally be supports who can perform their role at range, or pylon kiters, as they should have sufficient sustain to survive. The targeting for the primary tethers functions much the same as the tank fixation, so players who do not wish to be targeted should move away from the boss until a new target is selected.

Qadim will now gain Might Might, Fury Fury, Quickness Quickness, Alacrity Alacrity, Aegis Aegis, Resolution Resolution every six seconds, though the exact time the boons are applied can vary, likely as a result of players becoming tethered to Qadim at different times.

Qadim will continue using the same attack pattern as the previous three phases, though due to the lack of pylons he cannot attempt . As three players will have Sapping Surge and Qadim will no longer have any stacks of Erratic Energy, this phase will be significantly slower than previous phases.

Note: Qadim's use of , and is inconsistent. This means he may occasionally use these mechanics at times other than those described in the guide, or may cancel attacks part-way through (beyond the normal cancellation of skills due to phase transitions). Whether they are bugged or the exact usage is misunderstood is unknown.

Thanks to Linus, who made the Sabir, Adina and Qadim images for the Guild Wars 2 Wiki.

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