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Spirit Vale

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Spirit Vale

Levels
80
Type
Raid
Within
Forsaken Thicket
API
API
Spirit Vale is the first raid wing of the Forsaken Thicket raid. While searching for a squad of missing Pact scouts in an area north of the jungle, players will confront the Vale Guardian, Gorseval the Multifarious, and Sabetha the Saboteur in three separate encounters.

Getting there

  • The portal for entering the raid "Forsaken Thicket (and Spirit Vale) is located in the far northeast corner of Verdant Brink. The in-game map shows an icon for the portal, which can be reached by heading east from the Error: No waypoint named "Jaka Itzel Waypoint" found. Check if it has been added to the area. or north from the Error: No waypoint named "Shipwreck Peak Waypoint" found. Check if it has been added to the area.. Players must be in a raid squad of up to 10 players prior to entering the portal.
  • Using the portal in Lion's Arch Aerodrome. You must join a raid squad before you can enter the portal.

Locations

Mail.png

Squad Leader Falgeir

Rescue Mission


URGENT: Requesting ground support in northern Maguuma. Platoon suffered heavy casualties. All available personnel should report to the Pact representative at the designated location north of Batrach Falls for briefing.


Points of Interest
Point of interest.png
Mysterious Pylons
Point of interest.png
River of Spirits
Point of interest.png
Abandoned Outpost
Point of interest.png
Bandit's Rest
Point of interest.png
Gorseval's Perch
Point of interest.png
The Skillet
Landmarks
Personal waypoint (map icon).png
Spirit Woods

Interactive map

Шаблон:Interactive map

Objectives

  • Defeat the Vale Guardian.
    • Vale Guardian
    • Event bar.jpg
      Event boss (tango icon).png
    • Guardians killed: 0/3
    • Time remaining: 8:00
  • Venture deeper into the woods.
  • Run from the spirits
    • Destroy the spectral barriers
    • Close the spectral rift
  • Find a way to open the gate.
  • Explore what lies beyond the cemetery.
  • Destroy Gorseval.
    • Gorseval the Multifarious
    • Event bar.jpg
      Event boss (tango icon).png
    • Time remaining: 7:00
  • Cull the bandits to lure out the bandit leader.
  • Defeat Sabetha the Saboteur.
    • Platform
    • Event bar.jpg
      Event swords (tango icon).png
    • Sabetha the Saboteur
    • Event bar.jpg
      Event boss (tango icon).png
    • Time remaining: 9:00

Walkthrough

Vale Divisions

The first encounter players will face is the group of three distinctly colored Vale Guardian Divisions (unless Vale Guardian has already been defeated). The order of the three colored guardians are randomized each run. Each of the divisions is constantly surrounded by Magic Aura, indicated by the very large red aoe circles surrounding them. Players will be dealt pulsing damage every few seconds while standing within the circle, depending on the player's health. It is recommended to fight only one at a time because the pulsing damage from each division stacks (compounding their damage), but it is possible to win against multiple divisions with sufficient coordination. Once a player steps within the aura, the division will start moving towards them.

A Bullet Storm will also be present while fighting against the Vale Divisions. Light blue balls will spawn around the outer edges and slowly move towards a player. Players that touch one of these balls will be dealt a moderate amount of damage. These balls only travel in a straight line, so can be easily side stepped. Once each division's health has been depleted they will become immune to further damage and their defiance bar will become unlocked, which can only be depleted using crowd control skills. When the bar is broken the division will be defeated.

Each Vale Guardian Division has at most two special mechanics, as listed in the following section.

Red Guardian

The Red Guardian has extremely high toughness, rendering damage other than Condition Damage ineffective to the point of dealing single-digit damage.

Special Mechanic - Summon Seekers

The Red Guardian will summon two red orbs called seekers every 15 seconds. Seekers will last 20 seconds before they disappear. When they spawn, they will slowly gravitate toward a random player and may change targets while en route. All players standing within a seeker's aoe will be dealt high damage continuously.

Seekers have high health, making it extremely difficult and impractical to attempt to kill them before they disappear. Instead, it is suggested that players make use of knockbacks and pulls to keep them away, as well as effects such as chilled, cripple, or immobilize to impede their advance. Players using knockbacks or pulls should take care to not bring the Seekers towards other players.

Green Guardian

Файл:Unstable Magic Spike.jpg
Unstable Magic Spike.
Special Mechanic - Unstable Magic Spike (Green Guardian)

The Green Guardian periodically creates small blue electric fields under nearby players every 10 seconds. The fields have a distinct sound effect, and will detonate after 2-3 seconds, causing any players standing inside them to be dealt a large amount of damage and teleported to a random location within its Magic Aura. This is dangerous as it can cause players to accidentally initiate combat with other guardians. A yellow border will be present around the player's screen while they are in contact with these fields.

Players are recommended to either move out of the way or dodge before the fields detonate, or alternatively blocked to avoid the damage and teleport.

Blue Guardian

Special Mechanic - Miscellaneous effect.png Blue Pylon Power

The Blue Guardian will start with Blue Pylon Power, which makes it immune to damage. To remove this effect, the invulnerability must be stripped or corrupted. It will regain the Blue Pylon Power effect, as well as protection every 10 seconds.

Special Mechanic - Distributed Magic (Blue Guardian)

The blue guardian will create a green circle in a random place within its aura every 15 seconds. Visually, a bright green circle shrinks from within the edges of a darker green circle. Once the bright green circle has disappeared, all players within the platform will be dealt a large amount of damage. In order to avoid this damage, a minimum of three players must be standing within the green circle. Doing so will distribute highly reduced damage among the players standing within the circle. Players have approximately 5 seconds to get enough people within the circle, or else suffer a devastating attack. Having less than the required amount of players will result in all nearby players suffering the attack. Do note that players that are downed or in mid-dodge animation will not count as being inside the circle.

Vale Guardian

Файл:VG Arena.jpg
The Vale Guardian arena.
Health: 22,021,440
Enrage Timer: 8 minutes
Enrage Effect: Gains Miscellaneous effect.png Enraged, increasing outgoing damage by 200%

After defeating the Vale Divisions and moving forward, players will reach a circular battlefield with the Vale Guardian standing in the center. The battlefield is divided into three sections of equal size, wherein each third of the battlefield has a uniquely colored pylon along the outside edge and a uniquely designed rune tile in the center.

The Vale Guardian is an amalgamation of the three previous Vale Divisions. The following changes have been made to their unique mechanics:

  • Seekers - A Seeker will spawn in the center of each tile around the arena and slowly gravitate towards a player. All Seekers will disappear after 20 seconds and a new set will spawn.
  • Unstable Magic Spike (Vale Guardian) (also known as blue circles) - Will deal a large amount of damage and teleport you to a random place around the arena.
  • Distributed Magic (Vale Guardian) (also known as green circles) - Requires a minimum of four players inside the green circle or else everyone in the arena will take 80% of their health as damage. These will only spawn in the section the Vale Guardian is standing in.

Prior to the fight, it is recommended to designate the person who will hold the Vale Guardian's aggro, colloquially called the "tank". The Vale Guardian will target the player with the highest toughness out of all players within the arena. If another player gains higher toughness at any point during the fight, it will switch targets.

The Distributed Magic (green circle) attack can be dealt with two different ways. The first is to designate four players to go to greens so that the rest of the squad can focus on dealing damage. Players that can do ranged damage are preferred for this team, along with at least one healing profession. It is imperative for this team to be vigilant for when the green circles spawn, as failure to prevent the green circles might wipe your group. Therefore members of this team should stop whatever they are doing and get to these circles as quickly as possible. The second method is to have one or two high caliber healers to mitigate the damage the attack causes. This is only possible if the group stays together and no one gets teleported. Since the attack deals a set percentage of each player's health, healers should ensure everyone is at full health before the green pops, as well as quickly heal them back up afterwards. Additionally, the damage can be partially mitigated by Barrier.png Барьер.

A few seconds after a player attacks or gets close enough to the Vale Guardian, an impassable barrier will be erected around the battlefield, making it impossible to leave or to rejoin mid-fight. Players standing outside of the arena will be immediately killed.

Phase 1

Once the fight has begun, the "tank" should try to keep the Vale Guardian in one place. The Vale Guardian's main attack is a punch, which cleaves; therefore, the tank should be the only one in front, and the rest should be in the back to avoid unnecessary damage.

There are a few common strategies for tanking Vale Guardian:

  • Tile Center: This strategy is commonly chosen if the squad chooses to have 4 players stand in every green. The tank tanks near the center of an edge of a tile, such as near a Speed Boost Mushroom, for the players that have trained the Blazing Speed Mushrooms mastery (note that the buffs given by the Speed Boost Mushroom do not stack with Swiftness.png Быстрота or Quickness.png Проворство). This minimizes the distance that the party has to travel to any potential green spawn. It also ensures the party is as far away as possible from two of the seekers.
  • Line: This strategy is commonly chosen if the squad chooses to outheal the green. The tank stands on the edge of the circle on a line between two tiles. This maximizes distance away from the seekers, so the squad has to deal with them as little as possible.
  • Center: This strategy is extremely risky and is only recommended if the squad can outheal the green and effectively deal with moving out and/or immobilizing the seekers. The tank will keep Vale Guardian standing in the center of the arena. Since this places the squad right in the center of the three seekers that spawn, players will have to actively manage keeping seekers away to avoid taking extremely heavy damage from them. Due to the speed at which seekers come back in, it is recommended that the squad have very high squad dps in order to effectively carry out this strategy, as squads with lower dps may have their seeker management skills on cooldown if the seekers come back in too many times. This strategy is commonly done to maximize dps and minimize kill time - since Vale Guardian is stationary in the middle the entire time, players do not have to either wait for or follow Vale Guardian as it walks out towards the tank.

Throughout the fight, the Vale Guardian will continuously summon Seekers, use Unstable Magic Spike (Vale Guardian) (small blue circles), and spawn Distributed Magic (Vale Guardian) (green circles). Depending on your team composition, there are multiple ways of dealing with these situations.

  • It is possible for unfavorable scenarios to happen because of this, such as a Seeker spawning on top of a green circle, or blue circles on top of a green circle, or failing to avoid the Unstable Magic Spike and getting teleported on top of a Seeker, etc.
  • Some common utilities for moving around seekers include a Chronomancer's Temporal Curtain (focus 4) and a Druid's Glyph of the Tides. Players can also immobilize them in place, such as with a Druid's Entangle and Natural Convergence.
  • In addition to moving out or dodging the blue circles, players can also block them to avoid the teleport. Note that each field handles its teleport separately, therefore if a player is standing on two fields at the same time, they might block the first field but still get teleported by the second field.
  • The 80% flat damage taken from green circles places very high pressure on the healers if the squad chooses to not do greens. However, because it is based off a percentage of the health bar, damage from the greens can also be mitigated with Barrier.png Барьер. With some barrier, this alleviates some pressure on the healers, as healers do not have to keep every player perfectly topped off on health before the greens pop. Furthermore, players will generally have a lot more health after the green pops, which allows for more room of error afterwards too, such as seekers or blue circles deal damage as well.
Phase 2

At 66% health, the Vale guardian will turn Invulnerable and start walking towards the center of the arena. During this time 2-3 players with Condition damage should go to the red pillar, one person to the green pillar, and the rest to the blue pillar. Shortly after, the Vale Guardian will disappear and spawn the three Vale Divisions at their respective pillar. Players will also gain Pylon Attunement: Red, Pylon Attunement: Green, or Pylon Attunement: Blue depending on which section they were standing in before the divisions spawn. All divisions will have their Magic Aura. Standing within the aura of the division that is not the same color as your attunement will result in heavy pulsing damage. Each Division functions similarly to how it was done prior to the Vale Guardian fight, but with significantly less health. The group should be able to defeat the Blue Guardian while the Green Guardian is being pulled over to the group. The Condition damage players should be able to defeat the Red Guardian at this point as well. Groups with higher dps may choose to split into three groups to defeat each of the guardians at once.

Their mechanics change slightly during this phase and will return to normal afterwards.

  • Seekers (Red Guardian) - A Seeker will spawn at the rune in the center of that section. This Seeker can target any player within the arena, not just the ones nearby. A new one will spawn every 15 seconds and last 20 seconds before disappearing.
  • Unstable Magic Spike (Green Guardian) - The blue circles will only spawn for the players nearby, however they will teleport players within them anywhere around the arena. Players should take care because they can be teleported to the other guardians.
  • Distributed Magic (Blue Guardian) - Drops down to three players within this phase. Will deal a 80% to each player in the arena if there are not enough people.
Phase 3

Once all 3 Vale Divisions are defeated, the Vale Guardian reappears in the center of the arena. During this phase, the green pylon's section will be affected by Unstable Pylon, indicated by the lit up floor, which deals 2000 damage every second to players standing within. This damage is unaffected by damage reduction like protection. Every 20 seconds, the section that is lit by Unstable Pylon will rotate clockwise. This means that it is unfeasible to stand in one place, unlike the first phase. The "tank" must continuously move the Vale Guardian during this phase to avoid having the green circle spawn in the lit up section. While it is possible to successfully clear the green circle if this happens, it is extremely difficult to come out of it unscathed. Players should also try to avoid the blue circles during this phase, as it is possible to get teleported into the lit up section.

There are 3 methods to deal with the floor:

  1. Around-the-world method — Starting at the border of the red and green sections, the "tank" should try their best to stay to the left of the lit floor, and move to the next once when it becomes safe. Due to the timing of floor changing and the spawn time of the green circles, it is possible to have two or more green circles spawn in a section before moving to the next one. Moving onto a lit section early is more preferred than getting there too late. This mindset becomes much more important in the final phase. This option is safer due to always being two sections ahead of the floor but slower because you need to keep moving.
  2. Line method — Starting at the border between any two sections, the "tank" keeps the Vale Guardian to the right of the border until just before the floor changes onto their current section. Before it happens the "tank" moves over the line to the now safe section before moving back after it has passed. Like the above method, moving onto the lit section early is preferable to late, however moving too early may cause the green circles to spawn in the lit section so timing is important. If it happens to spawn in the wrong section, players should not attempt to go for it and the healers should make sure everyone is above 80% health and brace for the incoming damage. This option is faster due to the Vale Guardian being stationary for longer but more dangerous due to the timing required and possible distance to reach the green circles.
  3. Center method — For this method, the "tank" keeps the Vale Guardian in the center, only needing to move to the safe section so the Vale Guardian doesn't attack anyone else. This method is the fastest but also most dangerous due to the green circles being able to spawn in any section. It is also possible for all three seekers to converge on your location.

The Vale Guardian will gain a new attack during this phase - Magic Storm. The Vale Guardian will stop moving and throw its fist in the air, flinging out balls of energy randomly around the arena. Its defiance bar will also unlock at this time. Players should try to break the bar as quickly as possible, because taking too long may cause the green circle to spawn in the lit up section. The Vale Guardian will automatically stop this attack after 20 seconds or if the lit up section changes (whichever happens first). However, if this happens the green circle will certainly spawn in the lit up section. A green circle cannot spawn while his defiance bar is up.

Phase 4

The fourth phase starts when the Vale Guardian reaches 33% and is exactly the same as the second phase.

Phase 5

Once all 3 Vale Divisions are defeated for the last time, the Vale Guardian reappears in the center of the arena. In general, this final phase is very similar to the third phase. The most notable difference is that an additional section of the arena will be affected by Unstable Pylon. Initially, the red pylon's section will be safe. The lit up sections will also rotate every 17 seconds (down from 20).

Due to this timing change, having two or more green circles spawn in a section becomes a lot more dangerous. The "tank" should attempt to move the Vale Guardian to the next section (regardless of whether it's lit or not) as soon as the green circle gets cleared. The Magic Storm attack also becomes a lot more dangerous because the Vale Guardian will not move. Taking too long to break its defiance bar will certainly cause a green circle to spawn in the (now) newly lit up section.

The following changes will happen to the special mechanics:

  • Seekers - An additional Seeker will spawn in the center of the arena, along with one at each of the runes in the center of each section. There will be a total of 4 Seekers up at any time.
  • Unstable Magic Spike (also known as blue circles) - Will target all players regardless of proximity. Players that are part of the green circle team should try to avoid standing on it until they are certain that this will not spawn under them.
  • Distributed Magic (also known as green circles) - No change, but the above two changes will make it slightly harder to deal with. Having a back up will help.

Spirit Woods

Файл:Spirit Vale spectral rifts locations.jpg
Locations of the Spectral Rifts.
Файл:Spirit Vale ground pad locations.jpg
Locations of the ground pads.
Part 1 - Spectral Rifts

After defeating the Vale Guardian, players get access to the encounter Spirit Woods and need to complete tasks to open gates and progress. To open the first gate, players must first kill all the spirits in the area to trigger the event.

After all the spirits are defeated Spectral Rifts will begin to spawn in addition to more spirits. Players have to stand inside of the Spectral Rifts for a period of time to close them and prevent them from dealing massive damage to all players, often wiping the run. The more players present in a given rift the faster its progress bar will move. Progress bars for each rift, as well as the overall progress on the encounter, can be seen in the upper right hand portion of the screen. The rifts spawn randomly in fixed locations. Two at east (near the River of Souls), one at north (near the gate), another at south (near the stairs) and another at west. Orange AoE attacks will spawn throughout the area and can knock players down. Faster movement skills, stability, and stun breaks are very useful to avoid this. Portal skills are very valuable here to cross large distances. There are also Adrenal Mushrooms that can be used to lower skill cooldowns if the mastery has been completed.

After opening the first gate, players enter the Abandoned Outpost. Killing all the spirits here opens the second gate. The brazier can be picked up and carried throughout the encounter to complete the Keep the Lights On achievement, and for access to the third hidden chest. Note, if the player holding the torch gets downed or killed or weapon swaps during the rest of the encounter the torch is lost.

Part 2 - Spirit Race

This part needs to be done as fast as possible. After landing from the ledge of the second gate, a massive wall of ghosts will start chasing the players. Players must close the Spectral Rifts while destroying the Ethereal Barriers. The first and second parts have 1 rift, the third part has 2 rifts and the fourth part has 3 rifts. Often 2-4 support players will stand in these to ensure all rifts get closed and the barriers destroyed.

Part 3 - Cemetery

At Bandit's Rest, 5 players need to stand on top of 5 ground pads to open the final gate. The first is past the staircase to the left in a small alcove. The rest of the group typically then attempt the jumping puzzle across the branch and mushrooms to reach the highest pad next to the gate. Once one person is successful there is a small building below that pad that contains the third one. The fourth is reached by going up the stairs to the left, the same ones used to reach the jumping puzzle, and continuing past the tree branch jump down to the lower ledge. The final pad is also to the right side of the area behind some buildings after going up the much smaller staircase. Once each of these pads has a person standing on it all at the same time the gate will open and the encounter will be completed. Note, a downed or defeated player cannot activate a button.

Gorseval the Multifarious

Health: 21,628,200
Enrage Timer: 7 minutes
Enrage Effect: Removes all updrafts and gains Miscellaneous effect.png Enraged, increasing outgoing damage by 200%
Phase 1

To start the fight, players must glide onto the platform. Gorseval won't attack until the first person gets near it, so it is recommended to glide to the edge of the platform. Once the fight starts, Spirit Barriers will be erected around the platform and four updrafts will spawn in each corner.

Gorseval has two main attacks he will use throughout the fight: a swipe, which deals a small amount of damage to players in front; and a slam, which deals a moderate amount of damage and knocks back all nearby players. It is recommended to dodge this attack once you see it raise his arm high in the air.

Every once in a while he will teleport to the center of the platform and start channeling his Ghostly Rampage attack. During this time, Gorseval will gain a defiance bar and Vivid Echo, which functions similarly to retaliation. While channeling this skill, parts of the arena will be filled with black goop in a set pattern which detonates after a few seconds. Players standing within the goop when it detonates will be dealt a large amount of damage and receive 25 stacks of vulnerability. At the end of the channel, the entire platform will be covered in the black goop. Breaking the defiance bar will knockdown Gorseval and interrupt the attack; any black goop remaining after this attack was interrupted will still detonate. After this attack finishes, Gorseval will summon four Angered and/or an Enraged Spirit.

After Ghostly Rampage ends, players should immediately move to an updraft and start taking down the spirit barrier to prepare for Gorseval's World Eater attack. A red circle will start expanding from the center of the platform. Once it completely fills the platform, all players and spirits still standing on the platform are instantly killed. In order to avoid this attack, players will need to destroy a spirit barrier and glide into an updraft before returning to the platform. Gorseval will gain one stack of Spirited Fusion for each spirit killed by this attack, therefore it is recommended to kill all spirits before gliding off. Shortly after returning, Gorseval will channel his Ghostly Rampage attack again.

It is also possible to prematurely end World Eater by bringing Gorseval's health down to 66%, triggering the next phase and removing the need to use an updraft.

Spirit Phase

When Gorseval reaches 66% HP he will become invulnerable and move to the center. Four Charged Souls will spawn, each in a different part of the platform (northeast, southeast, southwest, and northwest) and begin walking towards Gorseval. If a spirit reaches Gorseval, he will immediately begin his World Eater attack. The spirits are immune to hard crowd control effects such as knockback or daze, but are susceptible to soft crowd control. Immobile, chilled and crippled work very well for slowing the spirit's progress towards Gorseval. Once all four spirits have been killed, Gorseval becomes vulnerable once again and the fight moves to the next phase.

Phase 2

This phase is the same as Phase 1 with one additional mechanic: Spectral Darkness (also known as orbs), which spawn periodically. They will emanate a circle that slowly increases in size. Any player that touches this circle will receive 10 stacks of Spectral Darkness, which reduces their outgoing damage by 10% per stack, and increases incoming damage by 10% per stack. To remove the effect, players must walk over golden orbs which spawn after an orb is destroyed. Each orb will drop two when it is destroyed, and each golden orb that you pick up will remove five stacks of Spectral Darkness.

Keeping the orbs under control in this phase is very important. Players should focus on destroying the ones that have spawned close by or along the path you will be taking from the center to an updraft and those that have grown too large. After returning from an updraft, it is recommended to clear the ones around where Charged Souls will spawn. Once Gorseval reaches 33% health there will be another Spirit Phase. It will largely be the same as last time, but with orbs spawning throughout.

Phase 3

In addition to the orbs, Gorseval gains another attack: Ghastly Prison. After using his slam, small circles will appear under every player's feet. After a second, players standing within these circles will be encased in a cocoon. Players trapped in a Ghostly Prison will lose access to all of their skills and must break out of the prison using the special action skill Rebel (default: -). Players that are not trapped within a Ghostly Prison may help break them out by dealing damage to it. The pattern of Gorseval's Ghostly Rampage attack also changes during this phase. The fight continues in this way until Gorseval is defeated.

Bandits

After finishing the second boss of the raid, players will need to glide down to a nearby bandit camp. While passing through it, players will occasionally get tagged with Sapper Bombs (indicated by green circles under the players' feet). Players receiving the Sapper Bomb will also see the option to throw the bomb via their Special action key (default: -). Sapper bombs thrown on the launch pad will launch all players standing on said launch pad at the moment of impact. Players without the Explosive Launch mastery will be dealt a moderate amount of damage.

This event is good to learn how to throw Sapper Bombs and use launch pads. Killing all the Bandits here opens the Sabetha fight.

Sabetha the Saboteur

Health: 34,015,256
Enrage Timer: 9 minutes
Enrage Effect: All four cannons become active and gains Miscellaneous effect.png Enraged (Sabetha), increasing outgoing damage by 500%

In addition to the enrage timer encountered in the Vale Guardian and Gorseval the Multifarious fights, the Sabetha encounter also has a bar showing the platform health. If the platform is completely destroyed during the fight, players will fall to their deaths resulting in a failure. Besides her shotgun attack, which deals a small amount of damage to all players in front of her, bandits will spawn throughout the fight. They have special attacks such as a kick that knocks players back and a flamethrower attack that deals damage very quickly.

There are four special mechanics that will repeat throughout the fight: a flak attack, a timed bomb, a flamewall and cannons.

Flak Shot

The flak attack will always target the furthest player from herself. As such it is important to have one dedicated 'flak kiter' - a player who will move around the edges of the arena in order to keep the deadly flak off the rest of the team. Sabetha will alternate between both flak and shotgun consistently throughout the fight, using one attack, and then the other until another mechanic happens.

Time bomb

The Time Bomb will always be placed on the player closest to Sabetha. The selected player will have a large circle around them, with an inner circle that will slowly expand until the entire circle is filled. Once filled, the player it was placed on will take a small amount of damage. All other players within the circle will be dealt a large amount of damage. This damage cannot be dodged or evaded, but it can be blocked. Players with the time bomb should run away from the group until it has gone off before returning to the group.

Flamewall

Every 45 seconds of Sabetha will draw an arrow in the direction of a random player and spawn a flamewall. This flamewall will rotate 360 degrees counter-clockwise around the platform in slow motion. All players that touch the wall will be immediately defeated. The flamewall cannot be evaded or blocked; a very lucky evade frame might keep players alive, but this is not to be relied upon. Players can, however, use invulnerability through the flamewall if timed correctly as well. If Bandit Thugs are up, players should take care to not get kicked into the path of the flamewall.

The flamewall can be outrun if you are close enough to Sabetha, but you can minimize your movement if you stand to the left of the arrow, then move back to the right once the wall is far enough away. Although the flamewall may not seem to move fast for players near Sabetha, due to angular velocity players near the outer edge will see the wall move very quickly relative to the center, making it extremely difficult to outrun. Any players on the outer edge are therefore advised to move in as close as possible in order to avoid the attack.

Cannons and Sapper bombs

Throughout the fight cannons will spawn every 30 seconds in a fixed pattern, which alternate after the previous one has finished:

South -→ West → North → East

Followed by:

South → North → West → East

The cannon will fire down at the platform dealing damage to it and making it dangerous to stand in that quadrant of the arena. The more cannons that are up, the more damage the platform will take.

A Bandit Sapper will spawn periodically on the side of the platform opposite of the next cannon. They will mark the west-most player within their range and give them a special action skill Sapper Bomb, which are used to launch players up to the cannons. Players that have the the sapper bomb are marked by a green circle under them. The sapper bomb will time out after a few seconds. Sapper bombs must be thrown on the jump pads located at the four corners of the platform. All players standing on the launch pads at the time will be sent up to the platform where a cannon spawns.

Players that have been launched will the afflicted with Shell-Shocked, rendering them unable to be launched by another sapper bomb for 50 seconds. This means a minimum of 2 players are required in order to deal with the cannons as they come up. Less experienced groups can use four players, one for each direction. Players on cannon duty are recommended (but not required) to use teleport and other movement skills to reach the launch pads more quickly. Players without the Explosive Launch mastery will take damage when launched by the sapper bomb.

Once on the platform with the cannon, the player should fully destroy the cannon before gliding back to the main platform. There will be a Bandit Sniper on an unreachable platform that will constantly fire at them. Being hit by the sniper will apply Target!, causing them to take increased damage from subsequent attacks. Taking too long to destroy the cannon will cause them to go downed to the sniper, either while on the platform or while gliding back. The sniper can be killed, but it is not worth the trouble. Players should watch for the flamewall while gliding back. There is a small updraft that players can use to wait until the flamewall passes, but it can only be used once.

When the fight begins players should immediately make their way to Sabetha and position themselves in front of the south launch pad and prepare to launch the first player up to the cannons when it spawns. The first flamewall will coincide with the first cannon spawn, so it is best to wait until the flamewall passes over the launch pad before sending the player up. If the player was not able to be sent up (by either missing the launch pad or the bomb timing out) then players should wait for the sapper to give players the next bomb. If the sapper was killed before this could happen then the cannon should be skipped. After sending them up, the group should move to position themselves for the next cannon spawn. Groups will frequently stack on the side of Sabetha where the next cannon will spawn, so as to minimize movement for the cannon-goer if a flamewall spawns on group. If possible, players should pull the remaining bandits nearby and kill them to prevent being overrun.

Bandit Champions

At 75%, 50% and 25%, Sabetha will shadowstep off the platform and one of her champions will take her place. Each champion has their own unique attack that needs to be avoided. While Sabetha is away, players will not need to worry about flak, timed bombs or her flamewall. Cannons must be continued to be dealt with. While on the cannon platforms, Sabetha may be there too, however she will be invulnerable and ignore the player. Once her champion has reached 25% health or a minute has passed, Sabetha will return to the platform and immediately use her flamewall. Her champion should be prioritized before turning your attention back to her.

Heavy Bombs

While fighting her champions, Sabetha will toss Heavy Bombs onto the platform. These bombs will spawn randomly on the platform and have a timer above them which will slowly fill up. Once filled, they will explode and deal a large amount of damage to the platform. They will also knock nearby players back. Players can kick the bombs away using their interact key (default: F).

Kernan
Health: 3,440,850

At 75% health, Sabetha will shadowstep off the platform and her first champion, Kernan, will take her place. Unlike Sabetha, Kernan can chase players around the platform. Kernan's main attack is to shoot a player for a small amount of damage. Every few seconds he will fire three consecutive cone attacks in one direction. Each one will cover a larger area than the last and deal more damage. The third shot of this attack will deal the most damage. Because this attack only goes in one direction, players can step to the side or go behind him to avoid the attack. Alternatively, they can be evaded or blocked.

"Knuckles"
Health: 3,440,850

At 50% health, Sabetha will leave and summon "Knuckles". His main attack is to swing his hammer at players; dealing a small amount of damage. Every 30 seconds, "Knuckles" will charge up a hammer swing with the hammer over his shoulder and unlock his Defiance bar. Fail to break this bar "Knuckles" will knock all players up and push them outwards. It is possible to be knocked off the platform by this attack. If players find themselves getting hit by this attack, they should immediately try to deploy their glider while in the air to avoid the knockback.

After Sabetha has returned, she will start using Time Bomb on the two nearest players instead of one. These two players should try not to go in the same direction, lest they blow up each other. There is a short delay until the second player gets their bomb.

Karde
Health: 4,423,950

At 25% health, Sabetha will withdraw once more leaving Karde in her place. Karde possess two abilities which are of great concern to the player group. First is Karde's flamethrower attack, which inflicts damage extremely quickly to all players in front of him. Additionally, Karde will periodically summon flame turrets which shoot out projectiles. If these are not dealt with quickly, they will grow in number and quickly become unmanageable. Unlike the other two champions, Karde takes additional damage from conditions.

After Sabetha returns, she will begin to use Platform Crush, an ability which causes debris to fall from the sky, marked by small circles on the ground. Being hit deals a small amount of damage. Once Karde has been defeated, it is a race between whether Sabetha is defeated or the platform gets destroyed.

Enrage

If her enrage timer runs out she will become Enraged and all four cannons will spawn.

NPCs

Allies

Asura
Charr
Norn
Sylvari
Various

Foes

Ambient creatures
Bandits
Ghosts
Elementals
Saurians
Unknown

Objects

Chests
Mushrooms

Dialogue

Upon entering and passing the pact camp, one of the following
<Character name>: Let's get to work.
<Character name>: All right. Let's find these soldiers.
Approaching Squad Leader Falgeir
Squad Leader Falgeir has multiple possible ambient dialogues at this point.
One of these lines:
Squad Leader Falgeir: Bandits attacked our platoon, inflicted heavy casualties on us. They captured one of our squads and went that way.
Squad Leader Falgeir: Our platoon was ambushed. The enemy captured an entire squad and took them deep into the woods.
Squad Leader Falgeir: They took our squad hostage and brought them deeper into the woods. We have to find them.
Squad Leader Falgeir: Those troops will die if we don't get to them in time. Bandits took them deep into the woods.
Squad Leader Falgeir: We never saw them coming. They killed some of our soldiers and took the rest hostage. We need to find them.
Followed by one of these lines:
Squad Leader Falgeir: Be careful. Sabetha won't think twice about burning you alive if you make it into the woods.
Squad Leader Falgeir: Find our squad. Sabetha will kill them if you don't reach them in time.
Squad Leader Falgeir: Sabetha took the squad straight ahead. Her sentries are blocking the way. Get ready for a serious fight.
Squad Leader Falgeir: Stay alert out there. Sabetha is ruthless, and her defenses are like nothing I've seen before.
Squad Leader Falgeir: Watch yourself on the battlefield. Sabetha and her crew fight dirty. Her guardians are lethal.
Upon approaching the Guardians, one of the following
Squad Leader Falgeir: Why don't they die? Where are they coming from?
Squad Leader Falgeir: Cease Fire! Cease Fire! Friendlies in the area.
Squad Leader Falgeir: We've got friendlies in the zone. Watch your fire!
Upon defeating the Vale Guardian, one of the following
<Squad member>: These towers powered that guardian. Or summoned it.
<Squad member>: What are these towers? Are they for a ritual or some other purpose?
<Squad member>: Magic pylons. Did they summon those creatures?
<Squad member>: There may be more clues around the arena. We should search here and by that wall.
Upon entering the Spirit Woods, one of the following
<Squad member>: The footprints head this way. We're on their trail.
<Squad member>: Soldier tracks. They came through here and left in a hurry.
After entering deeper into the Woods
Mysterious Voice: Who released us?
Enraged Spirit: You. You did this to us!
(one of the following)
<Squad member>: You're confused. We did nothing to you. Let us through!
<Squad member>: You're mistaken. Go back where you came from.
Mysterious Voice: Who's there? Answer me!
<Squad member>: These spirits weren't soldiers. They were ordinary people.
Further into the Woods, one of the following
<Character name>: These people died horribly. They're confused. Angry.
<Character name>: Did Sabetha murder these villagers and bind their spirits here?
<Character name>: I have a bad feeling about this.
<Character name>: Shallow graves. These bodies were left here a long time ago. There's almost nothing left of them.
<Character name>: Bodies were stacked here. Whoever did this cared little for human life.
<Character name>: They were led to their deaths. They don't understand why they're trapped here.
<Character name>: These ghosts aren't from the Foefire, that's for sure. (maybe charr specific)
Mysterious Voice: We fight as one.
Escaping the wall of spirits
Mysterious Voice: Who released us?
Mysterious Voice: What's going on?
Mysterious Voice: You. You did this to us!
The spirits have been angered. Run!
<Character name>: Run!
Mysterious Voice: (low growl)
Mysterious Voice: (in pain)
Mysterious Voice: Kept us from our homes. Our families. Trapped us here! And now...this!
If the spirits reach a barrier and you fail to escape
The vengeful spirits have reached a barrier, unleashing a magic shock wave.
Upon reaching the cemetery at Bandit's Rest
Mysterious Voice: (agonized scream)
Mysterious Voice: Kept us from our homes. Our families. Trapped us here! And now... this!
<Character name>: Watch your step through here.
<Character name>: The gate has multiple locks, like it takes more than one person to open.
<Character name>: These spirits are old. These people died a long time ago–well before the war.
<Character name>: The squad was taken through here. Come on.
Upon seeing Gorseval the Multifarious, one of the following
<Character name>: Gods. What is that? (if human)
<Character name>: By the Six... What is that? (if human)
<Character name>: What in the Eternal Alchemy is that? (if asura)
<Character name>: Mother, give me strength. (if sylvari)
<Character name>: You've gotta be kidding. (if charr)
<Character name>: Just when I thought I'd seen it all... (If norn)
When fighting Gorseval, one of the following
<Character name>: It's not a single spirit. It's dozens.
<Character name>: That thing has an army of ghosts. We have to kill them all! (if charr)
<Character name>: It's a cluster of frenzied spirits. An abomination of nature. (if sylvari)
Upon engaging, one of the following
Gorseval the Multifarious: We fight together!
Gorseval the Multifarious: And we will have our revenge!
Gorseval the Multifarious: You did this to us!
Gorseval the Multifarious: Accept your fate!
When summoning spirits, one of the following
Gorseval the Multifarious: Defend us!
Gorseval the Multifarious: Destroy their bodies! Claim their spirits!
Periodically spoken during combat
Gorseval the Multifarious: Accept your fate!
Gorseval the Multifarious: Crumble!
Gorseval the Multifarious: Harvest their souls!
Gorseval the Multifarious: Spare no one!
Gorseval the Multifarious: Suffer!
Gorseval the Multifarious: Tremble!
Gorseval the Multifarious: We will consume you.
Gorseval the Multifarious: We will rend you of your flesh. Your spirits will join us.
Gorseval the Multifarious: You will not escape.
Gorseval the Multifarious: Your souls will join our ranks.
When using World Eater, one of the following
The world erodes around you.
Followed by one of the in-combat lines.
When summoning Charged Souls, one of the following
Gorseval beckons for souls.
Gorseval the Multifarious: Give us your energy!
Gorseval the Multifarious: Give us your power!
Gorseval the Multifarious: Give us your strength.
If Gorseval consumes a Charged Soul
Gorseval has trapped your soul. There is no escape.
When orbs pulsing Spectral Darkness spawn
Darkness closes in. Seek light if the darkness envelopes you.
When spectral prisons begin appearing
Ghostly traps materialize at your feet.
Upon defeating Gorseval
Sabetha the Saboteur: They made it through the woods. Everyone to the front. I want them captured or dead!
Engaging the bandits at the entrance of their tree fort past Gorseval's Perch, one of the following
Sabetha the Saboteur: Intruders! Tear them apart!
Sabetha the Saboteur: One hundred gold for each head. Get chopping!
<Character name>: You're going down!
<Character name>: I'll tear you apart! (if charr)
<Character name>: Prepare to be disassembled! (if asura)
Pact Soldier: We're over here! Help us!
Ascending the bandit tree fort
Sabetha the Saboteur: Useless! What do I pay you for? I'll deal with them myself.
Pact Soldier: Help!
Pact Soldier: Over here! Hurry!
Upon reaching Sabetha
<Character name>: It's over. Drop those weapons and free these prisoners!
Sabetha the Saboteur: You came all this way for a few soldiers? You really have no idea what's in this compound, do you?
Sabetha the Saboteur: Only the worthy are taken inside. Like the squad leader.
Pact Soldier: Help!
Sabetha the Saboteur: Your little journey ends here!
Prior to engaging Sabetha
Sabetha the Saboteur: Useless! What do I pay you for? I'll deal with them myself.
Sabetha the Saboteur: Surrender or die!
Sabetha the Saboteur: Prepare the cages! We've got some visitors!
Prior to executing her Flamethrower attack
Sabetha the Saboteur: Burn. Burn!
When summoning Kernan, one of the following
Sabetha the Saboteur: Kernan, blast them full of holes. Spatter their entrails!
When summoning "Knuckles", one of the following
Sabetha the Saboteur: Knuckles, take care of them!
"Knuckles": Stop it!
"Knuckles": I can take you to it! I can lead you to–
Sabetha the Saboteur: Bite your tongue!
Sabetha the Saboteur: Knuckles, take care of them!
"Knuckles": Stop calling me that!
Sabetha the Saboteur: Knuckles, knock them off the platform!
"Knuckles": You know I hate that name...
When summoning Karde
Sabetha the Saboteur: Karde, fry these pests!
Upon defeating the player group, one of the following
Sabetha the Saboteur: Nice try, "heroes."
Sabetha the Saboteur: Better luck next time, ladies.
Sabetha the Saboteur: Aw, does it hurt?
After defeating Sabetha
<Character name>: All right, people. Listen up.
<Character name>: There's more to this situation than we thought. These bandits were protecting something and we need to find out what.
<Character name>: We need to free these prisoners, and then find out where the squad leader was taken.

Trivia

Файл:Spirit Vale Cat.jpg
The Spirit Vale Cat.
  • This wing was released with the November 17, 2015 game update which also delivered an enhanced squad UI and added new miniatures and collections for legendary armor.
  • If you use Rift Travel to visit Scholar Glenna up in the crashed airship, there is a grey tabby cat behind her. Similar to the cat in Scholar's Cleft, it is not an NPC, as it has no overhead name and cannot be clicked on, is a unique model and is mostly likely the cat of one of the game's designers. However unlike the Scholar's Cleft cat, this cat only shakes its head and makes no other movement.

See also

External links