Introduction [ edit ]

Path of the Just is a Raid concept set within the Far Shiverpeaks. Much of this Raid, especially balancing numbers, would of course be subject to change if it ever was to be implemented. I've also assumed that this can be implemented. Although I did try to stick to mechanics that are somewhat in the game already, I don't know how hard some things would be to code even if it might seem easy, and I'll freely admit that I got carried away at some point. So sorry about that.

For purposes of readability and organization, the dialogue is all at the bottom. However, for a more fun and immersive experience, the dialogue should be read simultaneous to the fight and Raid progression. When I started creating this Raid, the plot of Guild Wars 2 was inbetween Daybreak and A Bug in the System, so how relevant this plot is in the near future, I don't know. Be wary of spoilers, though.

Damage

I will instantly admit that I have no idea how damage of boss attacks should be calulated. I will use more broad words for these attacks:

Minor Damage: Very little damage, usually only given to boss auras, spawned enemies or enemies within mid-events.

Low Damage: This is relatively not too high and is usually the damage of a base "auto-attack" from the boss, such as the Punch of the Vale Guardian. Other attacks labaled as "low damage" would deal roughly the same damage. These attacks are not as punishing to be hit by or deal damage in rapid succession, each individual hit being not too powerful but more damage would become quite dangerous.

Moderate Damage: This will deal a lot of damage to more fragile professions such as Elementalists and Thiefs, whereas leaving a dent within more tanky professions such as Warriors. These attacks should generally be avoided.

High Damage: This will instantly down the more fragile professions while nearly killing tankier professions. Avoid these attacks at any cost.

Intense Damage: This will instantly down every player. Only reserved for failing a mechanic of some sort.

Instantly Kill: Death whilst bypassing the Downed state. Only reserved for failing the vitalest of mechanics.

If there is a combination of these, such as low-moderate, it means it is somewhere inbetween. For balancing purposes, skill-damage would definitely not be final, so take this more as a general idea.

Although I try to be more specific with Conditions, these too could be prone to balancing issues. Again, take the application of these more as a general idea and intend rather than being set in stone.

Health

Similar to boss damage, I don't know what specific boss health would be acceptable. As such, I try to make the general intend clear under the "Goal"-sections of each boss.

Objectives [ edit ]

Glenna Strange activity in the north <Character Name>,

A strange thing just happened. I’ve been talking with an Asura named Gorr to create a device to help find anomalies in regards to spikes in Magic. After the stronghold, prison and the Underworld, it seemed like a smart move. Well… it picked up on something. A strange portal opened up recently in Frostgorge Sound. A portal like those undead attacks that happened a while ago. Furthermore, the portal originated from here, not from the other side. Also, there seems to be a spike in Icebrood activity on the other side, but they don’t try to invade… Look, maybe it’s nothing. Probably. But I got a bad feeling about this. No harm to check it out, right? So I'm going through the portal in Drakkar Spurs. Just in case. You want to join me? —Glenna



The Path of the Just has opened up!

Follow the mysterious adventureres through the portal!

To get into the Raid, players must enter a portal within Drakkar Spurs (in the corner south of the waypoint and west of the hero point). Alternatively, they can get there from the Aerodrome.

Make your way through the blizzard Fires lit: x/3

Defeat Gandr the Iceforged. Fire Intensity Gandr the Iceforged Time remaining: 7:00

Investigate the entrance.

Push forward through the hostiles. Crusaders remaining Elemental Crusader killed: x/1

Defeat the squad of lieutenants. Arch Herdor Theselia Lilys Telli Harald Grechenkin

Find the Righteous.

Survive against the onslaught of the Icebrood defenders Icebrood remaining Champions killed: x/3

Defeat the Righteous. Ignus Steelfist Time remaining: 12:00

The crusade of the Just has been ended.

Gandr the Iceforged [ edit ]

Environment [ edit ]

The exit of the portal leads to a small, hollow cave where a small fire is burning, a burning torch next to it. Glenna is standing next to the fire. Outside is a howling blizzard. It's very hard to see through the blizzard. As the players move forward, a constant thumping noise can be heard, becoming louder as the players move closer to the source.

Pre-Event: Light the Fires [ edit ]

Stepping into the blizzard will apply stacks of Bitterfrost. Bitterfrost behaves similar to Bitter Cold in that it stacks in intensity, reduces movement speed and deals damage per second. However the damage is slightly higher per stack. The damage is percentage-based. To remove Bitterfrost, the player must stand next to a fire to get a Warmth buff. Players with Warmth lose one stack of Bitterfrost each second and can't gain more stacks.

There are three campfires that must be lit, they are similar to the bonfires in the Snowblind Fractal. They are placed in a straight line between the starting area and the boss area. Each site has tents nearby, which are easily destroyable. Players must destroy a tent so that Dry Wood is dropped. Only one player can pick this "item" up. When picked up, the player can use a special-action-key to throw the wood on the campfire. This campfire can then be lit with the torch at the entrance, which is a bundle. The Dry Wood can't be dropped manually. If the player misses the campfire, the Dry Wood disappears. If this is the case, players must destroy another nearby tent to get Dry Wood. If a player holding Dry Wood is downed, the Dry Wood disappears. If there are no more nearby tents, the players should feel ashamed and restart the instance.

Whenever a campfire is lit, it pulses Warmth in a large area and that area removes the blur of the blizzard. The area of each campfire touches, making it safe to move across without harm.

When players have succesfully lit the last campfire, it reveals a massive Icebrood, Gandr the Iceforged. It is repeatedly smashing on a ward which is blocking the entrance of a cave, seemingly desperate to get in. It is Neutral but will be Hostile once attacked, which starts the first Boss-fight. Scholar Glenna will stay at the second campfire-site until the Boss has been defeated.

Gandr the Iceforged [ edit ]

Gandr the Iceforged is based on this model. The skin is predominantly white and the boss uses no weapons, only fists. The green hue stays, it's cool.

Gandr has a medium hitbox and is fixated on the person with the highest toughness. Once he is attacked, he will become Hostile and the fight begins. The moment the fight starts, a particular nasty wind starts howling around the edge of the area of the third campfire, making it impossible to exit the fight.

Attacks [ edit ]

Frost Aura: A chilly aura will persist throughout the fight, dealing minor damage every 3 seconds. This aura is unblockable. Additionally, every tick will remove 10% of the campfire’s health, unless it's not lit.

Sweep: Gandr’s first two auto-attacks within his chain. He swipes his right arm and then his left arm. Both attacks deal low damage. Slam: Gandr’s third and final attack in his chain. He raises both arms and slams them down, dealing low-moderate damage, applying Knockdown for 1,5 seconds and Chilled (5s). Gandr will use this chain every 2,5 seconds.

Gandr’s first two auto-attacks within his chain. He swipes his right arm and then his left arm. Both attacks deal low damage.

Plant Phase (100%)

Jungle Crash: Gandr will jump in the air, a green hue around his arms, and come down with both his arms slamming on the ground, this animation taking ~2 seconds and impacting a larger area (similar to Ensolyss’s Upswing impact area). Players hit by this attack are dealt high damage and are also applied Knockdown for 2,5 seconds, Weakness (8s), Crippled (8s) and 10 stacks of Bleeding (8s). Gandr will perform this attack every 15 seconds and only when between 100% and 66% health.

Gandr will jump in the air, a green hue around his arms, and come down with both his arms slamming on the ground, this animation taking ~2 seconds and impacting a larger area (similar to Ensolyss’s Upswing impact area). Players hit by this attack are dealt high damage and are also applied Knockdown for 2,5 seconds, Weakness (8s), Crippled (8s) and 10 stacks of Bleeding (8s).

Binding Tendrils: Gandr will spawn Binding Tendrils every 10 seconds under the furthest player character (with visual indicator similar to Sabetha's Time Bomb). After a 1 second delay, they’ll spring upwards, applying 5 stacks of Bleeding (10s). Additionally, they will apply Grounded , an unremovable debuff which will immobilize all players within. Players entering the area afterwards (while the Tendrils still live) will get the Grounded debuff but not the Bleeding stacks. The debuff will be removed only once the Tendrils have been destroyed. The Tendrils can be destroyed easily, even one player can destroy them. Once the Binding Tendrils have been destroyed, they’ll drop one Dry Wood. When picked up, it can be thrown on the campfire with the special action key to restore 45% of the campfire’s health. The Dry Wood will disappear from the ground and as special action key within 3 seconds, granting a maximum of 6 seconds before it’s completely removed with no way of recovering it. Gandr will start using this attack only once he reaches 95% health. If the campfire has taken too much damage, it will go out, covering the entire arena in a blizzard that applies Bitterfrost every second. Once the campfire no longer burns, Glenna will throw a torch into the arena, but she is not so strong and so the torch lands at the very edge of the arena. Players must fuel the campfire with Dry Wood and then light it with a torch. The campfire needs anything higher than 0% in order to be lit. Once lit, the players gain Warmth once again and the torch can be dropped. Once dropped, it disappears. If dropped when the campfire isn't lit, Glenna will throw another torch. During this time, Frost Aura will not deal any damage to the campfire.

Gandr will spawn Binding Tendrils every 10 seconds under the furthest player character (with visual indicator similar to Sabetha's Time Bomb). After a 1 second delay, they’ll spring upwards, applying 5 stacks of Bleeding (10s). Additionally, they will apply , an unremovable debuff which will immobilize all players within. Players entering the area afterwards (while the Tendrils still live) will get the Grounded debuff but not the Bleeding stacks. The debuff will be removed only once the Tendrils have been destroyed. The Tendrils can be destroyed easily, even one player can destroy them.

Death Phase (66%)

Cutting Winds: Throughout the fight, the edge of the arena will be covered in a permanent blizzard, effectively making the arena permanently smaller. Standing in this blizzard will remove the player's Warmth debuff and apply Bitterfrost every second. The effect of Cutting Winds grows at 66% , 33% and 10% . At 10%, the arena is relatively small and players might have to dodge into the blizzard to dodge Gandr's Crash attack.

Throughout the fight, the edge of the arena will be covered in a permanent blizzard, effectively making the arena permanently smaller. Standing in this blizzard will remove the player's Warmth debuff and apply Bitterfrost every second.

Snowstorm: Gandr will gain a large Defiance Bar. Whilst channeling, the entire arena will be covered in a blizzard, making it hard to see through. Additionally, the blizzard itself deals minor-low per second in addition to the application of Bitterfrost stacks. Once the Defiance Bar is broken, the attack will stop. Gandr will use this attack every 40 seconds. This skill deals no additional damage to the campfire.

Gandr will gain a large Defiance Bar. Whilst channeling, the entire arena will be covered in a blizzard, making it hard to see through. Additionally, the blizzard itself deals minor-low per second in addition to the application of Bitterfrost stacks. Once the Defiance Bar is broken, the attack will stop. Gandr will use this attack every 40 seconds.

Necrotic Crash: Gandr will use the same animation as with his Jungle Crash attack with the same impact-radius, but now has a black hue around his arms. This time, upon impact, it will deal high damage, apply Knockdown for 2,5 seconds, 7 stacks of Poison (8s) and 7 stacks of Torment (8s). Additionally, he will drop a Corruptive Well on impact, pulsing 2 stacks of Poison (5s) and Torment (5s) every second. The Well will disappear after 25 seconds. Gandr will perform this attack every 15 seconds and only when between 66% and 33% health.

Gandr will use the same animation as with his Jungle Crash attack with the same impact-radius, but now has a black hue around his arms. This time, upon impact, it will deal high damage, apply Knockdown for 2,5 seconds, 7 stacks of Poison (8s) and 7 stacks of Torment (8s). Additionally, he will drop a on impact, pulsing 2 stacks of Poison (5s) and Torment (5s) every second. The Well will disappear after 25 seconds.

Summon Ghastly Snowmen: Every 12 seconds, two Ghastly Snowman will spawn near Gandr. They will rush towards a player and attack. Every attack inflicts Poison (2s) and Chilled (2s) and they will attack every second, the attacks themselves dealing minor-low damage. Once their health reaches 50%, they will charge up and explode, dealing low-moderate damage and applying Chilled (5s), Torment (5s) and Poison (5s). If they are killed beforehand, they will not explode. If they are affected by hard Crowd Control such as a Stun or Launch during their animation, they will no longer try to explode once the Crowd Control has ended and use their normal attacks afterwards until death. They die moderately fast within the group but are not recommended to solo. Gandr will start using this attack once he reaches 66% health.

Every 12 seconds, two will spawn near Gandr. They will rush towards a player and attack. Every attack inflicts Poison (2s) and Chilled (2s) and they will attack every second, the attacks themselves dealing minor-low damage. Once their health reaches 50%, they will charge up and explode, dealing low-moderate damage and applying Chilled (5s), Torment (5s) and Poison (5s). If they are killed beforehand, they will not explode. If they are affected by hard Crowd Control such as a Stun or Launch during their animation, they will no longer try to explode once the Crowd Control has ended and use their normal attacks afterwards until death. They die moderately fast within the group but are not recommended to solo.

Ice Phase (33%)

A Frostforged Icebrood shares a model with an ordinary Icebrood Wolf.

Jormag's Crash: Gandr will perform the same animation as with Jungle Crash and Necrotic Crash with the same radius, now using a light-blue hue. It will deal high damage to any player hit by this attack. It will also Launch players outwards and grant 15 stacks of Vulnerability (20s). Additionally, Ice Spikes will spike from the ground upwards, going diagonally in four lines outwards. These deal moderate damage, Launches players outwards and spawn fast enough outwards that they cannot hit a player numerous times from subsequent launches from the spikes. A spike can hit a player launched from the initial crash, but only if that player was on the edge of the initial crash. This player still won’t be launched again (he will probably be Downed anyway). Gandr will perfom this attack every 15 seconds and only from 33% onwards.

Gandr will perform the same animation as with Jungle Crash and Necrotic Crash with the same radius, now using a light-blue hue. It will deal high damage to any player hit by this attack. It will also Launch players outwards and grant 15 stacks of Vulnerability (20s). Additionally, will spike from the ground upwards, going diagonally in four lines outwards. These deal moderate damage, Launches players outwards and spawn fast enough outwards that they cannot hit a player numerous times from subsequent launches from the spikes. A spike can hit a player launched from the initial crash, but only if that player was on the edge of the initial crash. This player still won’t be launched again (he will probably be Downed anyway).

Summon Frostforged: Every 20 seconds, a Frostforged Icebrood will spawn from the edge of the arena (covered in the blizzard). Once it spawns, it is visible on the mini-map. It will walk towards the campfire. If it reaches the campfire, it will melt and deal 75% damage to the campfire. The Frostforged Icebrood will also have a Defiance Bar. If this Defiance Bar is broken, it will be Stunned (3,5s) and Exposed (3,5s). Afterwards, it will no longer have a Defiance Bar, no longer move towards the campfire but instead attack the players, its attacks dealing moderate damage and sharing a moveset with an Icebrood Wolf. It dies relatively slowly. If there is no campfire once the Frostforged Icebrood reaches the center, it will lose its Defiance Bar and start attacking the main group.

Enrage effect: If the timer runs out, Gandr becomes Enraged and will permanently cover the entire arena in a blizzard, leaving no way for the players to remove the Bitterfrost stacks and gaining them every second.

Notes [ edit ]

Although cooldowns of these attacks are subject to change, Gandr will prioritize Snowstorm, then his Crashes and finally his chain. The other attacks require no animation on Gandr's part.

The Crash-skills highlight the area that is to be affected the moment Gandr is about to jump in the air.

The timer should be forgiving, allowing players to catch their breath after relighting the campfire for example, or to focus the Frostforged if or when necessary.

After Gandr is defeated, the blizzard stops, revealing that the players are surrounded by a frozen, mountainous landscape. The ward on the entrance of the cave is lifted and dialogue is triggered.

Goal [ edit ]

The Pre-Event is there to show how the Dry Wood mechanic works. It is also soloable to prevent any sort of trolling and I didn't think it warranted any combat.

The focus of the Gandr fight should be to not only keep the environment safe, but also deal with the adds and the few hard-hitting attacks from Gandr. The smaller arena later on should make some aspects easier, such as Tendril management, but will keep players on their toes by the difficulty of avoiding Jormag's Crash.

Although Gandr has the dull toughness-based tanking mechanic, my hope is that the chain will keep things somewhat interesting for the tank, having to either sidestep or dodge the chain while keeping said chain away from the main group.

Meanwhile, the Tendrils could provide two different strategies. Players could stack on the boss and basically ignore the Tendrils, relying on cleave and condi-clear and one assigned player to run the Dry Wood. Players could also assign one Tendril-kiter with self-sustain and damage to singlehandedly deal with the Tendrils and campfire. I imagine the first strategy would be most popular in organized groups, while the second strategy would be better with pugs, since during some hectic moments the Dry Wood could be forgotten, or someone else picks up the Dry Wood accidentally. A Tendril-kiter could also be better for Elementalist-based groups, as they'd prefer to pick up their conjures instead of the Dry Wood.

Lastly, although there are numerous adds, my hope was that there are multiple systems in place to avoid bringing a Necromancer to ignore these mechanics. The Snowmen explode before the conditions would destroy them (hopefully, and otherwise they'll spawn fast enough to not be affected by every single Epidemic). The Frostforged would be too tanky to slap an Epidemic on and then call it a day. Instead, I believe that power-based builds would be pretty good here, as it is easy enough to not interrupt a rotation due to the attacks present in the fight, and they bring enough crowd control to stop Snowstorm and to burst through the Frostforged. Also, Gandr's hitbox could prevent Elementalist-stacking, which is purely coincidental.

The goal of this boss is to slowly ramp up the difficulty through the Jungle, Death and Ice phases, teaching the players the mechanics while making the fight more punishing by either improving skills or adding new ones in.

The Squad Encounter [ edit ]

Environment [ edit ]

Now that the area is clear, players can enter the cave. The cave itself is a singular path, the walls as if the inside of a glacier. While moving and fighting through the cave, tents, crates and other supplies can be found (these cannot be destroyed as there is no reason to). This is the outpost of the group the players are following. There are encrypted documents lying around, which cannot be read just yet.

Pre-Event: Defeat the Crusaders [ edit ]

Once the players enter the cave, they are attacked by Crusaders. The players must defeat each wave of Crusaders in order to continue to the next boss fight. There is a total of six waves, including the one at the entrance of the cave. The skillset of the Crusaders will be described below.

Crusaders [ edit ]

Each Crusader has 3 attacks and has a priority of lowest skill listed upwards, as these have the longest cooldown and it makes the skills more readable.

Race and gender can mostly be randomized, unless stated otherwise (mostly for lore or VA-reasons). Most notably: the races are either Human, Norn, Charr or Asura.

Holy Crusader

The Holy Crusader carries a scepter and torch and uses skills similar to a Guardian.

Orb of Wrath: Similar to a Guardian’s Orb of Wrath. Fires an orb at a target. Deals minor damage. The Holy Crusader uses this skill every second. It has a range of 900.

Similar to a Guardian’s Orb of Wrath. Fires an orb at a target. Deals minor damage.

Zealot’s Flame: Similar to a Guardian’s Zealot's Flame. Throws a blast of blue fire at a target. Deals low-moderate damage and applies 3 stacks of Burning (3s). The Holy Crusader uses this skill every 8 seconds. It has a range of 900.

Similar to a Guardian’s Zealot's Flame. Throws a blast of blue fire at a target. Deals low-moderate damage and applies 3 stacks of Burning (3s).

Smite: Similar to a Guardian’s Symbol of Punishment. Places a symbol which pulses minor damage on its own but has the smiting effect within, dealing bonus minor damage per hit. It also pulses 4 stacks of Might (6s) every second to all Crusaders standing within. The symbol lasts for 5 seconds. The Holy Crusader uses this skill every 6 seconds. It has a range of 900.

Similar to a Guardian’s Symbol of Punishment. Places a symbol which pulses minor damage on its own but has the smiting effect within, dealing bonus minor damage per hit. It also pulses 4 stacks of Might (6s) every second to all Crusaders standing within. The symbol lasts for 5 seconds.

Forceful Crusader

The Forceful Crusader carries a sword and an axe in the off-hand and has skills similar to a Warrior.

Hamstring: Similar to a Warrior’s Hamstring. Slashes at a target. Deals minor damage and applies Crippled (1,5s). The Forceful Crusader uses this skill every 0,75 seconds. The skill is melee range.

Similar to a Warrior’s Hamstring. Slashes at a target. Deals minor damage and applies Crippled (1,5s).

Whirling Axe: Similar to a Warrior’s Whirling Axe. Whirls around whilst moving. This skill deals low damage every second for 4 seconds (or half of that every 0,5 seconds). The skill Reflects projectiles. The Forceful Crusader uses this skill every 12,5 seconds. The skill is melee range and will only be used on melee range, despite having a reflecting-attribute.

Similar to a Warrior’s Whirling Axe. Whirls around whilst moving. This skill deals low damage every second for 4 seconds (or half of that every 0,5 seconds). The skill Reflects projectiles.

Savage Thrust: A combination of a Warrior’s Savage Leap and Final Thrust. The Crusader leaps at a target and deals low damage. If the target is under 50% health, the attack deals moderate damage. The Forceful Crusader uses this skill every 6 seconds. It has a range of 600.

A combination of a Warrior’s Savage Leap and Final Thrust. The Crusader leaps at a target and deals low damage. If the target is under 50% health, the attack deals moderate damage.

Backstabbing Crusader

The Backstabbing Crusader carries a dagger and a pistol in the off-hand and has skills similar to a Thief.

Double Strike: Similar to the a Thief’s Double Strike. Slashes at a target twice. Each strike deals minor damage. The Backstabbing Crusader uses this attack every second. The skill is melee range.

Similar to the a Thief’s Double Strike. Slashes at a target twice. Each strike deals minor damage.

Heartseeker: Similar to a Thief’s Heartseeker. Leaps at a target and deals low damage. If this skill is done within the field of Shadow Powder, turns invisible while still dealing the damage and gains access to Backstab. Backstab: Similar to a Thief’s Backstab. Stabs at a player and is Revealed (4s). Deals moderate-high damage. The Backstabbing Crusader uses this skill immediately after Heartseeker if available. The skill is melee range. Although the Backstabbing Crusader is Stealthed, he can still be seen by players who have access to the Nuhoch Stealth Detection mastery. Additionally, if the Backstabbing Crusader is already Revealed when performing Heartseeker, he won't gain access to Backstab. The Backstabbing Crusader uses heartseeker every 3 seconds. Heartseeker has a range of 600.

Similar to a Thief’s Heartseeker. Leaps at a target and deals low damage. If this skill is done within the field of Shadow Powder, turns invisible while still dealing the damage and gains access to Backstab.

Shadow Powder: A combination of a Thief’s Shadow Shot and Black Powder. Fires a shot which deals minor-low damage and teleports him to the target. Drops a field after the teleport with a 360 radius under him that pulses Blinded (1s) every 0,5 seconds. The field lasts for 2,5 seconds. The Backstabbing Crusader uses this skill every 6 seconds. It has a range of 750.

A combination of a Thief’s Shadow Shot and Black Powder. Fires a shot which deals minor-low damage and teleports him to the target. Drops a field after the teleport with a 360 radius under him that pulses Blinded (1s) every 0,5 seconds. The field lasts for 2,5 seconds.

Innovating Crusader

The Innovating Crusader carries a rifle and has skills similar to an Engineer.

Hip Shot: Similar to an Engineer’s Hip Shot. Fires a shot at close range. Deals minor damage and applies 3 stacks of Bleeding (8s). The Innovating Crusader uses this skill every 2 seconds. It has a range of 300.

Similar to an Engineer’s Hip Shot. Fires a shot at close range. Deals minor damage and applies 3 stacks of Bleeding (8s).

Overcharged Jump Shot: A combination of an Engineer’s Overcharged Shot and Jump Shot. Jumps in the air and comes down at its target, dealing low damage and applying Knockback. If done within the field of a Healing Turret, he will create a water blast which heals all Crusaders within the field of the Healing Turret for a considerable amount. The Innovating Crusader uses this skill every 8 seconds. It has a range of 600.

A combination of an Engineer’s Overcharged Shot and Jump Shot. Jumps in the air and comes down at its target, dealing low damage and applying Knockback. If done within the field of a Healing Turret, he will create a water blast which heals all Crusaders within the field of the Healing Turret for a considerable amount.

Healing Turret: Similar to the Engineer’s Healing Turret. Places a turret down that creates a field with a range of 1500 which minorly heals all Crusaders and grants Regeneration every second. The turret lasts until destroyed. If destroyed, the Innovating Crusader will use this skill again after 6 seconds. Although the maximum reach of the field is 1500 (750 on each side), the Innovating Crusader uses this skill when within a range of 600.

Similar to the Engineer’s Healing Turret. Places a turret down that creates a field with a range of 1500 which minorly heals all Crusaders and grants Regeneration every second.

Deceiving Crusader

The Deceiving Crusader carries a staff and has skills similar to a Mesmer.

Winds of Chaos: Similar to a Mesmer’s Winds of Chaos. Throws out an orb at his enemy which bounces back and forth between a Crusader and a nearby target. Deals minor damage to the target and applies 3 stacks of Confusion (3s). Applies Stability (7s) and either Resistance (7s) or Protection (7s) to an allied Crusader. The orb bounces up to 5 times. The Deceiving Crusader uses this skill every second. It has a range of 1200.

Similar to a Mesmer’s Winds of Chaos. Throws out an orb at his enemy which bounces back and forth between a Crusader and a nearby target. Deals minor damage to the target and applies 3 stacks of Confusion (3s). Applies Stability (7s) and either Resistance (7s) or Protection (7s) to an allied Crusader.

Summon Illusionary Warlock: Similar to the old Mesmer’s Phantasmal Warlock. Summons an Illusionary Warlock which performs an additional Winds of Chaos every 1,25 seconds. If there are three Illusionary Warlocks originating from this Crusader when he performs this skill again, a fourth Illusionary Warlock will spawn and run towards the target and shatter, dealing high damage. The shatter is in melee range. An Illusionary Warlock will be summoned every 5 seconds. An Illusionary Warlock has moderate health and takes reduced damage from Conditions. They die quickly once focused. The Winds of Chaos from an Illusionary Warlock behave in the exact same way as from the original Deceiving Crusader, with the only exception that an Illusionary Warlock fires this attack a bit less often.

Similar to the old Mesmer’s Phantasmal Warlock. Summons an Illusionary Warlock which performs an additional Winds of Chaos every 1,25 seconds.

Mirrored Frustration: Similar to a Mesmer’s Mirror Images and Cry of Frustration. Creates two clones which will then run towards different targets. Once in melee range, they will shatter, each dealing low damage and applying 6 stacks of Confusion (6s). The Deceiving Crusader uses this skill every 10 seconds. The Deceiving Crusader needs to be no further than 1200 range in order to use this attack.

Similar to a Mesmer’s Mirror Images and Cry of Frustration. Creates two clones which will then run towards different targets. Once in melee range, they will shatter, each dealing low damage and applying 6 stacks of Confusion (6s).

Upon being aggroed, the Deceiving Crusader will start it's rotation with 2x Winds of Chaos, Summon Illusionary Warlock, Winds of Chaos and Mirrored Frustration before normal priority applies.

Waves [ edit ]

The waves can be pre-determined or random. I've done an attempt to make them pre-determined, but this is not necessary.

Wave 1: At the entrance. It consists of a Mysterious Crusader (having the skillset of a Holy Crusader), an Innovating Crusader and a Deceiving Crusader.

Wave 2: A little bit further in. It consists of a Deceiving Crusader, an Innovating Crusader, a Forceful Crusader and a Holy Crusader.

Wave 3: The third wave consists of two Deceiving Crusaders, a Backstabbing Crusader and a Holy Crusader.

Wave 4: The fourth wave consists of a Backstabbing Crusader, an Innovating Crusader and two Forceful Crusaders.

Wave 5: A small group is talking amongst each other. They can be interrupted during their conversation or the players can wait until the conversation is over for lore purposes. This group, the fifth wave, consists of three Disgruntled Crusaders (having the skillset of two Holy Crusaders and a Forceful Crusader) and an Innovating Crusader.

Wave 6: The sixth and final wave is at the last camp within the cave and consists of a Holy Crusader, Forceful Crusader, Backstabbing Crusader, Innovating Crusader and Deceiving Crusader (so one of each).

During the sixth wave, there is an Elemental Crusader. a Human Female Elementalist. This Crusader will run away and starts relatively far away from the players. If a player manages to interrupt this Crusader with any form of hard CC, the Crusader will use Eye of the Storm and an instant Lightning Flash, rendering her impossible to be caught again. All players will also earn an achievement.

Elemental Crusader [ edit ]

The boss of this Pre-Event is the Elemental Crusader, the same who ran away earlier. She will stop the players right before the second boss fight and try to kill them. She will have three phases, be tankier than the other Crusaders and hopefully be more difficult (but not too difficult).

Frost Phase (100%-66%)

At the start of the fight, the Elemental Crusader carries a Frost Bow.

Water Arrow: The auto-attack. It deals minor damage, applies Regeneration (5s) to herself and applies Chilled (3s) to its target. She uses this attack every second.

The auto-attack. It deals minor damage, applies Regeneration (5s) to herself and applies Chilled (3s) to its target.

Frost Fan: Attacks with a spread of arrows, each dealing minor damage but targets can be hit by multiple arrows. Each arrow also inflicts 4 stacks of Vulnerability (9s). Uses this attack every 3 seconds.

Attacks with a spread of arrows, each dealing minor damage but targets can be hit by multiple arrows. Each arrow also inflicts 4 stacks of Vulnerability (9s).

Ice Storm: Repeatedly attacks an area after a cast-time of 2 seconds through a volley of ice arrows. Every pulse deals low-moderatedamage and applies 5 stacks of Bleeding (3s). The danger-area lasts for 4 seconds. Uses this skill every 10 seconds.

Repeatedly attacks an area after a cast-time of 2 seconds through a volley of ice arrows. Every pulse deals low-moderatedamage and applies 5 stacks of Bleeding (3s).

Deep Freeze: Shoots an arrow which encases the target within breakable ice. The target cannot move until broken. Uses this skill every 12 seconds.

Shoots an arrow which encases the target within breakable ice. The target cannot move until broken.

Before applying priority, the Elemental Crusader will always start with Water Arrow > Deep Freeze > Frost Fan > Ice Storm > Priority.

Lightning Phase (66%-33%)

One the Elemental Crusader reaches 66%, she will equip a Lightning Hammer.

Lightning Swing: Deals minor damage. Static Swing: Deals minor damage. Thunderclap: Deals low-moderate damage and Blindeds (3s) all targets. This is the auto-attack chain. Uses this rotation every 2 seconds. The rotation takes 1,5 seconds.

Deals minor damage.

Wind Blast: Swings the hammer to Launch all targets hit. Deals low-moderate damage. Uses this skill every 5 seconds.

Swings the hammer to Launch all targets hit. Deals low-moderate damage.

Lightning Storm: Repeatedly strikes an area after a cast-time of 1,5 seconds through a lightning storm. Every pulse deals low-moderate damage and Dazes (1s) targets every second. The danger-area lasts for 4 seconds. Uses this skill every 10 seconds. Will not use this skill if Static Field has been used 2 seconds or less beforehand.

Repeatedly strikes an area after a cast-time of 1,5 seconds through a lightning storm. Every pulse deals low-moderate damage and Dazes (1s) targets every second.

Static Field: Creates a lightning field around herself. The edge Reflects projectiles and applies a Stun (3s) to all opponents who try to cross it. Crossing it also deals low damage. The field lasts for 3 seconds. Uses this skill every 12 seconds.

Creates a lightning field around herself. The edge Reflects projectiles and applies a Stun (3s) to all opponents who try to cross it. Crossing it also deals low damage.

Before applying priority, the Elemental Crusader will always start with Auto-attack chain > Lightning Storm > Auto-attack chain > Wind Blast > Static Field > Priority.

Fire Phase (33%-0%)

Once the Elemental Crusdader reaches 33%, she will equip a Fiery Greatsword.

Flame Wave: Channels for ~3 seconds, hurling a total of 5 fireballs at a target. Each fireball pierces opponents and deals low damage. Fiery Thrust: After the channel, she ends with a strong, downward thrust (channel time ~1 second), slamming the ground, dealing moderate-high damage and creating a line of fire in front of her. This line deals low-moderate damage every second and applies 2 stacks of Burning (3s) every second. The burning line persists for 15 seconds. The Thrust-part is melee but the line of fire has a range of 900. Uses this skill every 5 seconds (with a 4 second cast-time in total, that means 1 second in-between). Flame Wave has range of 600.

Channels for ~3 seconds, hurling a total of 5 fireballs at a target. Each fireball pierces opponents and deals low damage.

Fiery Eruption: Creates a small fiery eruption under a target. This eruption pulses low-moderate damage and applies a stack of Burning (2s) every 0,5 seconds. The field persists for 12 seconds. Uses this skill every 6 seconds. Range of 600.

Creates a small fiery eruption under a target. This eruption pulses low-moderate damage and applies a stack of Burning (2s) every 0,5 seconds.

Firestorm: Creates a firestorm within an area. The storm deals low-moderate damage and applies 1 stack of Burning (1s) every 0,5 seconds. This firestorm persists for 4 seconds. Uses this skill every 9 seconds. Range of 600.

Creates a firestorm within an area. The storm deals low-moderate damage and applies 1 stack of Burning (1s) every 0,5 seconds.

Fiery Whirl: Spins with her greatsword towards one direction, dealing high damage to everyone she passes through. She travels 600 units. Uses this skill every 12 seconds.

Spins with her greatsword towards one direction, dealing high damage to everyone she passes through.

Once the Elemental Crusader has been defeated, the group can travel forwards and reach the actual second boss fight. Scholar Glenna will come running from behind and travel towards the end of the large tunnel, at the edge of the arena.

The Squad Encounter [ edit ]

The arena is at the end of the tunnel. It's on a slightly lower level, so to start the fight, players would have to jump in. Both the entrance and the exit are too high to jump to. However, once the Squad has been defeated, players can use a Springer to leave the arena on either side. The arena is also very large.

Each boss has a small hitbox.

Attacks [ edit ]

The bosses don't target a specific player unless specified otherwise. However, they can focus Icebrood too. Each boss has its own attacks and will use them independantly. Each boss has 5 attacks based of existing professions. Similar to the Crusaders, priority will usually go up through the list if both skills are ready at the same time, although starting rotations would apply (aka the boss would not blow all their strongest skills instantly or start with a Defiance Bar). 4 of the skills will be used up front, a fifth will be added once the boss reaches 60% health.

Most boons work normally on these bosses. However, if a boss has Quickness, it will use its attacks 50% faster. Defiance Bars will also last 50% shorter. If a boss has Alacrity, its skills will be up 33% faster. These skills work in their application and effect similar to players. For example, if a boss uses a 6-second charging skill under Quickness but loses it after 1 second of charging, the boss would need to only charge for another 4 seconds instead of 5 or 2.

Arch Herdor [ edit ]

Arch is a Male Human Revenant, channeling Khilbron and wielding a greatsword.

Soul Slice: Slashes at a target, dealing minor-low damage. Soul Dice: Slashes again, dealing minor-low damage. Soul Feast: Arch jumps into the air and lands on a player (the area is indicated). This attack deals low-moderate damage and Arch heals for 0,5% for each player struck or 0,1% for each Icebrood struck. This is Arch's auto-attack chain. The full chain takes ~3 seconds to complete, the last attack taking at least ~1,5 seconds. Arch uses this chain every 5 seconds.

Slashes at a target, dealing minor-low damage.

Soul Shot: Arch targets a player. After 2 seconds, he will fire a blast which deals low damage and applies 7 stacks of Vulnerability (20s). Arch uses this skill every 15 seconds. This skill has a range of 750.

Arch targets a player. After 2 seconds, he will fire a blast which deals low damage and applies 7 stacks of Vulnerability (20s).

Soul Abyss: Arch thrusts his greatsword into the ground, creating a dark, necrotic field around him. After a short delay, the field releases necrotic energy, dealing low damage and converting 5 Boons of his enemies into Conditions. If the target has only 2, 1 or no Boons, he will instead just strip the boons and deal intense damage. The radius is 360. Arch uses this skill every 20 seconds.

Arch thrusts his greatsword into the ground, creating a dark, necrotic field around him. After a short delay, the field releases necrotic energy, dealing low damage and converting 5 Boons of his enemies into Conditions. If the target has only 2, 1 or no Boons, he will instead just strip the boons and deal intense damage.

Hunger of the Lich: Arch gains a moderate Defiance Bar. If not broken within 4 seconds, he will release an unblockable wave throughout the entire arena. This wave deals minor damage and removes 2 Boons from all of his enemies. If the Defiance Bar is broken, Arch will be Stunned (6s) and Exposed (6s). This skill has an unlimited range. Arch uses this skill every 25 seconds.

Arch gains a moderate Defiance Bar. If not broken within 4 seconds, he will release an unblockable wave throughout the entire arena. This wave deals minor damage and removes 2 Boons from all of his enemies. If the Defiance Bar is broken, Arch will be Stunned (6s) and Exposed (6s).

Soul Vortex: Arch will use this skill once he is below 60% health . He will target an area (telegraphed) where a random player is. After a short delay, he will teleport to that area and spin his greatsword for 3 seconds, striking all enemies 6 times. Each strike deals low damage, applies 1 stack of Burning (3s) and Torment (3s) and steals 1 Boon from each target struck. The teleport has an unlimited range. The whirl is melee range. Arch uses this skill every 13 seconds.

Arch will use this skill once he is . He will target an area (telegraphed) where a random player is. After a short delay, he will teleport to that area and spin his greatsword for 3 seconds, striking all enemies 6 times. Each strike deals low damage, applies 1 stack of Burning (3s) and Torment (3s) and steals 1 Boon from each target struck.

Theselia Lilys [ edit ]

Theselia is a Female Human Tempest, wielding a staff.

Flameball: Theselia will hurl a ball of flame at a foe. This... fireball, if you will, deals low damage. Flameball has a range of 900. Theselia will use this skill every 2 seconds.

Theselia will hurl a ball of flame at a foe. This... fireball, if you will, deals low damage.

Fire Font: After a short channel (and visual indicator ont the ground), Theselia will create a field of fire, dealing moderate damage on each pulse. The field lasts for 4 seconds. Theselia will use this skill every 6 seconds. This means that, with Quickness and Alacrity, Theselia can smoothly keep using Fire Font when the other is about to disappear!

After a short channel (and visual indicator ont the ground), Theselia will create a field of fire, dealing moderate damage on each pulse.

Meteor Storm: Theselia will channel, creating a large Meteor Storm where huge balls of fire will fall randomly throughout the arena. Each target area has a visual indicator. Each meteor deals low-moderate damage and leaves a small Burning Field. A grand total of 5 meteors will fall. Each Burning Field lasts for 2 seconds and applies 1 stack of Burning (1s) every 0,5 seconds. Additionally, Burning Fields will deal very high damage to Icebrood enemies each second, killing them very quickly. Theselia will use this skill every 25 seconds.

Theselia will channel, creating a large Meteor Storm where huge balls of fire will fall randomly throughout the arena. Each target area has a visual indicator. Each meteor deals low-moderate damage and leaves a small Burning Field.

Thunder: Theselia will gain a moderate Defiance Bar for 5 seconds and start channeling. Whilst channeling, all players around her take minor damage every second. Afterwards, she'll create a massive thunderstorm. This thunderstorm deals low damage on each pulse and empowers Theselia and her allies. They gain Fullblown Force on each pulse, allowing their next attack to deal 150% damage. This effect stacks in duration, not intensity. If the Defiance Bar is broken, Theselia will be Stunned (6s) and Exposed (6s). The thunderstorm has a radius of 480 and lasts for 5 seconds. Theselia will use this skill every 64 seconds.

Theselia will gain a moderate Defiance Bar for 5 seconds and start channeling. Whilst channeling, all players around her take minor damage every second. Afterwards, she'll create a massive thunderstorm. This thunderstorm deals low damage on each pulse and empowers Theselia and her allies. They gain on each pulse, allowing their next attack to deal 150% damage. This effect stacks in duration, not intensity. If the Defiance Bar is broken, Theselia will be Stunned (6s) and Exposed (6s).

"Don't Harm Them!": Theselia will use this skill once she is below 60% health . She will shout "Don't Harm Them!" and releases a shockwave of arcane energy around her. This shockwave deals low-moderate damage but can be jumped over. The shockwave grants Theselia Greater Fire Aura and her allies, if they are hit, Greater Frost Aura. Greater Fire Aura: Cannot be removed and lasts for 5 seconds. If Theselia is attacked while under the effect of Greater Fire Aura, she will gain 3 stacks of Might (7s) and apply 1 stack of Burning (10s) to the attacker. This has an internal cooldown of 1 second per attacker. Greater Frost Aura: Cannot be removed and lasts for 5 seconds. If Theselia's ally is attacked while under the effect of Greater Frost Aura, he or she will gain Regeneration (15s). This has an internal cooldown of 1 second for all incoming attacks. This skill has a range of 900 (circular). Theselia will use this skill every 28 seconds.

Theselia will use this skill once she is . She will shout "Don't Harm Them!" and releases a shockwave of arcane energy around her. This shockwave deals low-moderate damage but can be jumped over. The shockwave grants Theselia Greater Fire Aura and her allies, if they are hit, Greater Frost Aura.

Telli [ edit ]

Telli is a Female Asuran Chronomancer, wielding a sword and shield.

Mind Slash: Telli slashes with her sword, dealing minor-low damage. Mind Gash: Telli slashes with her sword again, dealing minor-low damage. Mind Wipe: Telli stabs with her sword, dealing low-moderate damage and removing 4 Boons. This is an auto-attack chain, which takes ~3 seconds to complete. Telli uses this skill every 4 seconds.

Telli slashes with her sword, dealing minor-low damage.

Disturbing Memory: Telli raises her shield for 6 seconds, a purple barrier surrounding her. She will also get 15 stacks of Undisturbed Focus . During these 6 seconds, each attack against her will be blocked but will remove one stack of Undisturbed Focus. If the 15 stacks are removed before the six seconds are up, she will stop blocking and resume attacking. If she blocks for the full duration of 6 seconds, she will spawn an Elite Chaotic Phantasm . Elite Chaotic Phantasm: This phantasm carries a shield and will dash towards a target with the shield, similar to a Warrior's Shield Bash. Players hit by this attack will get a Knockdown of 1,5 seconds and be dealt minor damage. The Elite Chaotic Phantasm will attack every 4 seconds. The Elite Chaotic Phantasm takes relatively long to kill. Their existence should not be an instant wipe, but it is very unwise to have two or more on the field. Telli uses this attack every 20 seconds after she is done blocking.

Telli raises her shield for 6 seconds, a purple barrier surrounding her. She will also get 15 stacks of . During these 6 seconds, each attack against her will be blocked but will remove one stack of Undisturbed Focus. If the 15 stacks are removed before the six seconds are up, she will stop blocking and resume attacking. If she blocks for the full duration of 6 seconds, she will spawn an .

Temperal Wave: Telli fires a large, blurry wall towards one of her allies. Once the wall has reached max range, it will return to her. This wall grants her allies Quickness (3s) and Alacrity (3s) on each pass (for a total of 6 seconds each) while dealing low damage and applying a Stun (1s) to each of her enemies she hits on each pass. This skill will not grant Telli the boons herself. This skill has a range of 750. If attempting to use this skill, Telli will first walk towards one of her allies until she is at a range of 600 before using this skill. She will use this skill instantly if she is already close enough. Telli will use this skill every 16 seconds.

Telli fires a large, blurry wall towards one of her allies. Once the wall has reached max range, it will return to her. This wall grants her allies Quickness (3s) and Alacrity (3s) on each pass (for a total of 6 seconds each) while dealing low damage and applying a Stun (1s) to each of her enemies she hits on each pass.

Greater Signet of Inspiration: Telli will gain a moderate Defiance Bar for 5 seconds. If it is not broken in time, she will cast her signet, granting each of her allies 25 stacks of Might (25s), Fury (25s), Swiftness (25s), Regeneration (25s), Protection (25s), Retaliation (25s), Resistance (25s), Quickness (25s) and Alacrity (25s). These boons can be corrupted or removed. If the Defiance Bar is broken, Telli will be Stunned (4s) and Exposed (4s). Telli will use this skill every 40 seconds. These boons are applied regardless of the distance between her and her allies.

Telli will gain a moderate Defiance Bar for 5 seconds. If it is not broken in time, she will cast her signet, granting each of her allies 25 stacks of Might (25s), Fury (25s), Swiftness (25s), Regeneration (25s), Protection (25s), Retaliation (25s), Resistance (25s), Quickness (25s) and Alacrity (25s). These boons can be corrupted or removed. If the Defiance Bar is broken, Telli will be Stunned (4s) and Exposed (4s).

Well of Insight: Telli will use this skill once she is below 60% health . She will channel, preparing to cast a well under the player who is closest to her at the start of her channel. After 2 seconds, she will then cast a purple well on the ground, dealing damage every second until it disappears. Each pulse of the well deals low damage to all her enemies and Slows (1,5s) them. If she or her allies stand in this well, they will gain Alacrity (1s) and Regeneration (3s) on each pulse. The well lasts for 5 seconds. There is a visual indicator where the well is about to spawn, similar to Sabetha's Time Bomb. Telli will use this attack every 32 seconds.

Telli will use this skill once she is . She will channel, preparing to cast a well under the player who is closest to her at the start of her channel. After 2 seconds, she will then cast a purple well on the ground, dealing damage every second until it disappears. Each pulse of the well deals low damage to all her enemies and Slows (1,5s) them. If she or her allies stand in this well, they will gain Alacrity (1s) and Regeneration (3s) on each pulse.

Harald Grechenkin [ edit ]

Harald is a Male Norn Soulbeast, wielding a shortbow.

Piercing Shot: Harald fires two arrows at different targets, each dealing low damage. If an arrow hits from the side, it applies 3 stacks of Bleeding (6s). If an arrow hits a player in the back, it applies 6 stacks of Bleeding (8s). Although the arrows are targeted, they can be body-blocked. This skill has a range of 600. Harald uses this attack every 1,5 seconds.

Harald fires two arrows at different targets, each dealing low damage. If an arrow hits from the side, it applies 3 stacks of Bleeding (6s). If an arrow hits a player in the back, it applies 6 stacks of Bleeding (8s).

Poison Spread: After a short delay, Harald fires 7 arrows in a cone in front of him. Each arrow deals minor-low damage and applies 1 stack of Poison (4s). One player can, in fact, be hit by up to 7 arrows. This skill has a range of 600. Harald uses this attack every 9 seconds.

After a short delay, Harald fires 7 arrows in a cone in front of him. Each arrow deals minor-low damage and applies 1 stack of Poison (4s).

Chilling Roar: After a short delay, Harald roars a warcry, dealing minor damage and applying Chilled (1s) to all his enemies. Range is unlimited. Cannot be blocked. Harald uses this attack every 23 seconds.

After a short delay, Harald roars a warcry, dealing minor damage and applying Chilled (1s) to all his enemies.

Prepare Lure: Harald will gain a moderate Defiance Bar and start preparing something in a barrel. Whilst preparing, he gains Defy Pain until he is done. After 4 seconds, he is done preparing. He then has a barrel which he throws towards a random player. When the barrel lands, it explodes and releases Corrupted Pheromones. Every character within the area of the impact, baring Icebrood, will gain Corrupted Pheromones for 20 seconds. If the Defiance Bar is broken, Harald will be Stunned (2s) and Exposed (2s) and no Corrupted Pheromones will be released. Corrupted Pheromones: An unremovable debuff irresistable to Icebrood. Icebrood will only attack targets with Corrupted Pheromones so long as at least one character has this debuff. Icebrood cannot get this debuff. Harald will use this skill every 18 seconds. Harald will only start using this skill once his VA-lines prompt him to do so, which is after ~25 seconds, once the first Icebrood spawn. Harald is very muscular and his barrel-tossing skills are out of this world. The skill has unlimited range.

Harald will gain a moderate Defiance Bar and start preparing something in a barrel. Whilst preparing, he gains Defy Pain until he is done. After 4 seconds, he is done preparing. He then has a barrel which he throws towards a random player. When the barrel lands, it explodes and releases Corrupted Pheromones. Every character within the area of the impact, baring Icebrood, will gain Corrupted Pheromones for 20 seconds. If the Defiance Bar is broken, Harald will be Stunned (2s) and Exposed (2s) and no Corrupted Pheromones will be released.

Solar Spirit: Harald will use this skill once he is below 60% health . He will place down a spirit which which empowers Harald and his allies. Every 5 seconds, Harald or his allies' next attack will apply 2 stacks of Burning (5s) and Blinded (5s). The range of the spirit is limited, with a circular range of 1000. The spirit can be destroyed but takes reduced damage from Conditions and takes no damage from Burning. It does not die with a mere sneeze but can be destroyed relatively quickly. The spirit lasts for 20 seconds. Harald uses this skill every 25 seconds.

Harald will use this skill once he is . He will place down a spirit which which empowers Harald and his allies. Every 5 seconds, Harald or his allies' next attack will apply 2 stacks of Burning (5s) and Blinded (5s).

Events [ edit ]

Throughout the fight at specific time intervalls, events will occur, against which the bosses, and therefore the players, act accordingly. Players can let the bosses do their thing or try and interrupt them. If players act too greedy, they'll be punished for it.

Icebrood [ edit ]

Throughout the fight, Icebrood will spawn every 20 seconds after an initial delay of 25 seconds. The Icebrood are their own faction and can thus attack both the players and the bosses. The players must attempt to make the Icebrood attack the bosses through positioning or other effects. . Most Icebrood spawned are randomized, being either (upscaled) Veterans or Elites. However, three specific Icebrood will spawn, one within every wave, in a predetermined order, creating some semblance of consistency. Each of these special Icebrood share attacks with their "normal" Icebrood counterparts (with increased damage) but also have unique attacks. They will always open with their unique attacks.

Icebrood Inspirator Every 8 seconds, the Icebrood Inspirator will cry out, granting 25 stacks of Might (8s), Fury (8s) and Icebrood's Shield (8s) to all Icebrood. Icebrood's Shield: Reduces all damage taken from the Crusader Lieutenants by 50%. Can be removed or corrupted into 25 stacks of Vulnerability (4s) by both players and bosses. This "boon" is the first to be removed or corrupted. The Icebrood Inspirator doesn't die too fast and is the tankiest of the three unique Icebrood. All his attacks are melee.



Icebrood Defiler Every 10 seconds, the Icebrood Defiler charges up and strikes the ground, bursting three icy shockwaves towards his nearest 3 enemies. These attacks deal low damage and corrupt 3 boons. If a Crusader Lieutenant is hit, he will gain Chilled Bones (10s). Chilled Bones: The Lieutenant Crusader takes 300% more damage from Icebrood attacks. Cannot be removed. The Icebrood Defiler is the second most tanky of the three unique Icebrood. All his attacks are ranged with a range of 1200.



Icebrood Cleaver The Icebrood Cleaver doesn't have any unique attacks. However, his attacks deal considerably more damage to all enemies. Additionally, he always has the effect Desperate Defender. Desperate Defender: Deals 100% more damage to all Crusader Lieutenants. This goes up to 200% if it's attacking from behind. Cannot be removed. The Desperate Defender dies relatively fast. All his attacks are melee. His moveset is similar to the Icebrood Kodan in Bitterfrost Frontier.



Every 2 minutes, these 3 Icebrood gain more health and more damage. The first wave will have the Icebrood Inspirator, the second the Icebrood Defiler and the third the Icebrood Cleaver, and so on in that fixed order.

Aside from these Icebrood, normal other Icebrood will spawn. They share the same attacks with their normal, open world counterparts. However, over time they grow more numerous and gain in ranks.

In the first wave, there will be an additional 4 Icebrood Veterans and 1 Icebrood Elite, up until the sixth wave (near 2 min. after the first wave has spawned) where there will be 6 Veterans and 2 Elites.

After 6 minutes, the number and ranks of the Icebrood are fixed on their final number (this will be 7 Veterans and 4 Elites alongside the unique Icebrood). However the Icebrood will now spawn every 16 seconds. This will increase with 1 second every minute.

Icebrood can spawn from the ground or from either two exits of the arena.

Icebrood Reinforcements [ edit ]

After 3:20 minutes, additional Icebrood will spawn through the far exit (aka the exit where the players have to go through after the fight). Telli will move towards that exit and start a channel, gaining a moderate Defiance Bar for 6 seconds, attempting to divert the approaching Icebrood with illusions.

If the bar is broken, Telli will be Stunned (10s) and Exposed (10s). However, as she can no longer divert the Icebrood, 6 more Icebrood will spawn from that exit, one from each unique Icebrood and three Elites.

Stunned (10s) and Exposed (10s). However, as she can no longer divert the Icebrood, 6 more Icebrood will spawn from that exit, one from each unique Icebrood and three Elites. If the bar goes unbroken, Telli will complete her channel and thus will be succesful. No Icebrood will spawn and she will resume fighting.

If more than 3 players approach her during her channel, Telli will spawn a Diverting Illusion. Her Defiance Bar can no longer be broken. No Icebrood will spawn and after her channel, she will resume fighting. Diverting Illusion: An illusions which deals no damage. However, all damage applied to any boss in its area, including Conditions, will be redirected to the illusion. Additionally, the illusion will grant itself Protection (10s) and Resistance (10s) every 4 seconds. The Diverting Illusion has a very large amount of health.

If Telli is dead by the time this event occurs, the Icebrood will spawn as normal.

Chilling Wind [ edit ]

After 5:35 minutes, a great, chilling wind is about to blow through the arena. Arch Herdor will jump near a wall and start a channel, gaining a moderate Defiance Bar for 5 seconds, attempting to shield the arena from the wind.

If the bar is broken, Arch will be Stunned (10s) and Exposed (10s). However, as he can no longer block the wind, it will blow throughout the arena, dealing moderate damage over 5 seconds. Additionally all Icebrood, both those present now and those about to spawn after gain permanent Regeneration, which can be removed or corrupted. Lastly, all players will gain 8 stacks of Bitterfrost, and bosses will gain 16 stacks, both losing one stack every 4 seconds.

Stunned (10s) and Exposed (10s). However, as he can no longer block the wind, it will blow throughout the arena, dealing moderate damage over 5 seconds. Additionally all Icebrood, both those present now and those about to spawn after gain permanent Regeneration, which can be removed or corrupted. Lastly, all players will gain 8 stacks of Bitterfrost, and bosses will gain 16 stacks, both losing one stack every 4 seconds. If the bar goes unbroken, Arch will succesfully complete his channel. No wind will blow and he will resume fighting.

If more than 3 players approach him during his channel, he will jump away and land on the other side of the arena. His Defiance Bar can no longer be broken. Instead, he will redirect the wind to the players, applying its effect to them only. Afterwards, he will resume fighting.

If Arch is dead by the time this event occurs, the wind will blow as normal.

Claw of Jormag [ edit ]

A freaking Claw of Jormag will break through and breathe icy fire. During the fight, you'll only see its head and maybe part of a claw.

After 7:00 minutes, a Claw of Jormag is attempting to break through the ceiling of the cave. Theselia Lilys will run to the side under the area where the Claw of Jormag is about to break through, and start a channel, gaining a low-moderate Defiance Bar for 4 seconds. She will attempt to reinforce the ceiling.

If the bar is broken, Theselia will be Stunned (10s) and Exposed (10s). However, as she can no longer reinforce the ceiling, the Claw will break through and stay above the hole in the ceiling. Every 12 seconds The Claw of Jormag will breathe icy fire through the ceiling (telegraphed, will breathe on the 5th second), covering 1/3 of the entire arena in its breath for 4 seconds. This attack deals no damage to Icebrood. However, per second, players will take moderate damage and bosses will take heavy damage from this attack.

Stunned (10s) and Exposed (10s). However, as she can no longer reinforce the ceiling, the Claw will break through and stay above the hole in the ceiling. If the bar goes unbroken, Theselia will succesfully reinforce the ceiling and will resume fighting.

If more than 2 players approach her during her channel, Arch will jump to her aid with an instant Soul Feast and attack all players near her. Theselia's Defiance Bar can no longer be broken an so she will succesfully reinforce the ceiling. However, both will gain a permanent buff of Lover's Defense. Lover's Defense: Theselia and Arch take 20% less damage from all sources and deal 20% more damage. Cannot be removed. This effect is doubled when in range of each other (range of 450) or during either's Final Stand (see below). If Arch is already defeated, Theselia will cry out and deal instant intense damage to all nearby players.

and attack all players near her. Theselia's Defiance Bar can no longer be broken an so she will succesfully reinforce the ceiling. However, both will gain a permanent buff of Lover's Defense. If Theselia is dead by the time this event occurs, the Claw of Jormag will break through as normal.

Final Stands [ edit ]

Once the third boss dies, the last boss will gain Invulnerability, raise their health to 50% if its below and speak some dialogue, after which they become vulnerable again. The boss then gains additional (or replacing), unique effects until defeated (visible by the Final Stand effect they get). No matter the health, the boss will now also use their sub-60% skill or its improved version. If the Final Stand is triggered before all events are completed, they will simply no longer occur. Lastly, breaking their Defiance Bar will no longer Stun or Expose them.

Arch Herdor

Arch, in his rage, will slam the ground, infusing it with dark energy, stopping all Icebrood from spawning. If a Claw of Jormag is present, he will jump on a wall and blast energy at it as well, killing it or at least making it flee.



Arch also gains Aura of the Lich, which deals minor damage every second.

As a final additional effect, every minute, Arch gains a stack of Hateful Fury, which increases his damage dealt by 15%.

Arch's first two attacks in his auto-attack chain now deal low damage. Arch's final skill, Soul Feast, is replaced by Soul Rend . This skill behaves similarly to Soul Feast but deals moderate damage and does not heal Arch. Instead, it applies 5 stacks of Torment (6s) and poison (6s).

now deal low damage.

Soul Shot now deals moderate-high damage, pierces and applies 15 stacks of Vulnerability.

Soul Abyss now deals low-moderate damage.

Hunger of the Lich is replaced by Life Vortex . Arch gains a large Defiance Bar and starts channeling. During his channel, he deals damage to all nearby players and heals for 0,075% each second for each player hit. The attack deals low damage each second. Arch stops channeling on his own after 30 seconds. Arch does not heal from Defeated players. Arch heals triple the amount from Downed players. This skill has a radius of 360. Arch uses this skill 25 seconds after his Defiance Bar starts, with at least a gap of 10 seconds inbetween.

. Arch gains a large Defiance Bar and starts channeling. During his channel, he deals damage to all nearby players and heals for 0,075% each second for each player hit. The attack deals low damage each second. Arch stops channeling on his own after 30 seconds.

Soul Vortex is now used every 7 seconds and looks visually more impressive.

Theselia Lilys

A Greater Meteor will now fall every 10 seconds (this is unaffected by Alacrity). This meteor (which is telegraphed) deals moderate damage and impacts a larger area. Additionally, it will release a shockwave which deals low damage and applies 2 stacks of Burning (3s).

Theselia will now cast Flameball every second. It also deals its damage to all adjacent targets

Meteor Storm now creates a total of 15 meteors.

Thunder now strikes all nearby players twice as fast whilst channeling, dealing double damage after a full channel. Additionally, the storm itself deals low-moderate damage per second.

"Don't Harm Them" has been replaced by "How Could You?" . This skill behaves the same as "Don't Harm Them", but instead of applying a Greater Fire Aura, it instantly applies 25 stacks of Might (15s) to Theselia. The shockwave now also applies 2 stacks of Burning (4s) to all players hit. Theselia now uses this skill every 8 seconds. She will now shout "How could you?" or "What have you done?" instead of her previous VA.

. This skill behaves the same as "Don't Harm Them", but instead of applying a Greater Fire Aura, it instantly applies 25 stacks of Might (15s) to Theselia. The shockwave now also applies 2 stacks of Burning (4s) to all players hit.

Telli

Telli will spawn three Phantasms. Once one of them is destroyed, it will reappear after 13 seconds (this is unaffected by Alacrity). These Phantasms die faster than the Elite Chaotic Phantasm but deal more damage. The Swordsmaster Phantasm carries a sword and will leap at a target, slashing at them. This attack deals low damage and is used every 4 seconds. The leap has a range of 400. The Axemaster Phantasm carries two axes and will spin at a target, dealing low damage every second and Reflecting all projectiles. The spinning will last for 6 seconds and keeps the Phantasm in place. The Phantasm will use this skill once in melee range and 3 seconds after his previous spin-fest. The Gunslinger Phantasm carries two pistols and will rapidly unload them randomly. Each shot has indicators in the form of arrows on the ground where a bullet will be fired after 1,5 seconds. In total it will fire 14 shots over the duration of 3 seconds. Each shot deals moderate damage. The Phantasm will remain still in the center of the arena. Each bullet will travel quickly until it reaches the edge of the arena. The Phantasm will then cool down for 2 seconds before firing again.

Alacrity). These Phantasms die faster than the Elite Chaotic Phantasm but deal more damage.

Telli's auto-attack chain will now deal low damage on the first two strikes and moderate-high damage on the last strike. The last strike now removes 5 Boons.

Temperal Wave now also grants Telli the Boons which were previously only granted to her allies.

Disturbing Memory now starts Telli off on 0 stacks and each blocked attack grants her one stack of Forced Focus. If she reaches 10 stacks, she will now spawn a Champion Chaotic Phantasm, which works similar to the Elite Chaotic Phantasm, except that its attacks deal low-moderate damage and takes significantly longer to kill. It also has no Defiance Bar. If Telli does not reach 10 stacks after 6 seconds (or 3 when fully under the duration of Quickness of course), she will stop blocking and resume fighting as normal.

Well of Insight now also provides Telli and her allies Quickness (1,5s) on each pulse.

Harald Grechenkin

Defy Pain, the soulbeast effect that ignores all direct damage.

Harald drinks the last of his substance. He permanently gains the Corrupted Master effect. Corrupted Master: Controls Icebrood. The Icebrood will no longer attack Harald but only focus the players. As a result of this beverage, Harald takes permanently 100% more damage. The attack from the Claw of Jormag no longer hurt Harald. Additionally, the Icebrood now spawn once every 7 seconds. Icebrood Inspirators don't apply their boons to Harald and no longer grant Icebrood's Shield to other Icebrood. The other two Icebrood no longer grant their unique debuff since those are no longer relevant. Lastly, Harald calls out a target once every 15 seconds. All Icebrood will rush that player until their (or the player's) death. Newly spawned Icebrood will not rush the called out target.



Piercing Shot now fires 4 arrows at a time, each dealing low damage, applying 3 stacks of Bleeding (6s) normally, 6 stacks of Bleeding (8s) when hit on the side and 9 stacks of Bleeding (10s) when hit in the back. A back-shot now also deals high damage.

Chilling Roar now applies Chilled (8s) and also applies Protection (8s) to Harald and Icebrood. Harald now uses this skill every 8 seconds.

now applies Chilled (8s) and also applies Protection (8s) to Harald and Icebrood.

Prepare Lure is replaced by Lure Icebrood . Harald gains a large Defiance Bar. Whilst channeling, he gets Defy Pain and Icebrood start spawning twice as fast. Harald stops channeling after 28 seconds. Harald uses this skill every 25 seconds or two seconds after a full channel, if it comes to that.

is replaced by . Harald gains a large Defiance Bar. Whilst channeling, he gets Defy Pain and Icebrood start spawning twice as fast. Harald stops channeling after 28 seconds.

Solar Spirit now applies its buffs to Icebrood. It also spawns behind Harald with a range of 500.

Notes [ edit ]

There is no enrage effect. However, the longer the players take in bringing the bosses down, the more numerous and stronger the spawned Icebrood will become each 20 seconds. As such, the "enrage timer" is the time in which players can deal with both the bosses and the Icebrood before falling.

The bosses can also focus the Icebrood.

All projectile-based skills can be reflected unless specified otherwise.

During Arch Herdor's Final Stand, he physically transforms into a more lich-like appearance (similar to the Legendary Archdiviner). His voice also sounds more demonic.

Describing the health of all bosses is problematic, since there are four of them and there is no enrage timer. However, I'd say the preferred time spend on this encounter is ~8:30 minutes for an average group.

Priority of these skills is from down to up if both are ready at the same time. However, exceptions to this rule must exist, since bosses shouldn't instantly use their Defiance Bar the moment the fight start, nor should they have a Defiance Bar right after destroying their Defiance Bar during an event.

There will be an achievement where players must beat every boss during their Final Stand.

Goal [ edit ]

The Pre-Event is pretty simple: establish the group of people in here, set-up the mystery of these people and defeat the adds. Also establish that these enemies will use skills the players have access to themselves, so that learning the bosses might be a bit easier.

This is easily the most ambitious fight, conceptually speaking, and had to be downgraded severely. Since this is the only encounter with multiple bosses where all bosses have to be fought at the same time, it was hard to hit a sweet-spot for balance. As it is now, this fight is probably either way too hard or way too easy.

Ultimately, the size of the arena should allow players to effectively split the bosses up and not have the Claw of Jormag cover tiny portions. This is a freaking dragon we're talking about. Not only that, it has to be possible for the bosses to focus the Icebrood without being accidentally cleaved. Skills such as Theselia's Thunder should not cover the entire arena either.

This fight should be all about choices. Do you want to cleave all bosses or break them apart? If you break them apart, which bosses do you focus first? Which boss do you want to face during their Final Stand? Will you ignore a boss fully, getting him solo as soon as possible, at the cost of having him in his Final Stand at 100% health? Do you attempt to keep that boss at 61% in order to not deal with an extra attack? Which Defiance Bars do you break? What events do you allow to occur? Will you go for high-risk, high-reward strategies which are faster (such as allowing the Claw to break through or attempting to bait Harald into hitting his allies) or do you play it safe?

At the same time, this fight should still be punishing. There are certain attacks, such as Greater Signet of Inspiration or Soul Feast, which should always be accounted for. It is also be punishing to carelessly follow the boss during an event, making communication, and proper amounts of Crowd Control, key.

At the start of the fight, players should barely dent the bosses, creating a hopeless feel. It should be a case of "how the hell are we going to win this thing?" But then, the Icebrood start spawning, and the players should realize that this third variable should be their key to victory.

Each boss has hopefully its own identity. Arch corrupts boons, sustains itself and deals some damage, so that he has a greater chance of reaching his Final Stand where he becomes very problematic. Harald's Final Stand creates a race against time, kill him or be overrun by Icebrood.

The Icebrood themselves are hopefully interesting enough to consider not killing. They help against the bosses and win their attention, but they could easily turn on you, especially with Harald's help. If you do want to keep them alive, there are a few problems with that, such as accidentally giving them 25 Vulnerability-stacks or cleaving the strongest damage-dealer. Here, Epidemic might be both a boon and a curse, and careful use of it and other cleaving-skills should be considered carefully.

This entire fight is a clusterfuck. However, the players should make sense of this clusterfuck and work it in their favor, lest the bosses do the same thing.

The Righteous [ edit ]

Environment [ edit ]

After killing the Squad, the players can mount their Springer and continue. Soon, they'll arrive at a passage, a great glacier-wall to their right and a giant, open space to their left. A cut-scene starts, where, as if a vista, they see that in this cavern, this open space, lies a sleeping Jormag. The players don't see Jormag completely, only a part of him (so that he can be properly revealed later IF it is to wake him up later). The camera turns back to the front of the group, where some sort of explosion of ley-like magic occurs. But then, similar to the explosion in Bloodstone Fen, the magic stops and travels inward. The players can now continue. There is a Vista on this path, should they want to see the part of Jormag again.

After moving past the passage, the scenery changes. The area becomes more open. To the left is a half-circle, which is where the final boss fight will take place. The flat part of the half-circle is against a wall. Between the path of the players and the arena is a gap. The gap now has a wall of magic, impossible to travel through. The wall will be removed after completing the Pre-Event encounter. There is a large area to the right, where enemies will spawn during the Pre-Event. This entire area is still within a cave. The future-arena of the final boss fight has a male Charr, holding a longbow, kneeling.

Pre-Event: Defeat the Icebrood [ edit ]

Once the players reach this area, the Pre-Event will begin. In this Pre-Event, loads of Icebrood rush the magic wall, but since the players are there, they'll focus them instead. During this Pre-Event, there are multiple waves of Icebrood. There will also be 3 unique types of Icebrood and at the end 3 Icebrood-bosses. Similar to the Crusaders, lower listed skill are prioritized.

Icebrood Pack Hunter

The Icebrood Pack Hunter has the appearance of an Icebrood Kodan and wields a greatsword.

Flurry: Channel attack for 3 seconds, striking 9 times in total. Each hit deals minor damage, applies Immobile (0,33s) on each hit and 3 stacks of Vulnerability (3s). Uses this skill with 1 second inbetween.

Channel attack for 3 seconds, striking 9 times in total. Each hit deals minor damage, applies Immobile (0,33s) on each hit and 3 stacks of Vulnerability (3s).

Throw Frostbitten Axe: Throws a corrupted axe at a target, bouncing up to 3 times. Each hit deals low damage and applies Chilled (5s). Uses this skill every 6 seconds. This skill has a range of 600.

Throws a corrupted axe at a target, bouncing up to 3 times. Each hit deals low damage and applies Chilled (5s).

Berserk: A passive effect. Whenever a nearby Icebrood enemy dies, gains a permanent 20% damage buff. Stacks in intensity with no cap.

A passive effect. Whenever a nearby Icebrood enemy dies, gains a permanent 20% damage buff.

Icebrood Piercer

Quaggan says: kill!

The Icebrood Piercer has the appearance of an Icebrood Quaggan.

Piercing Stab: Stabs target, piercing through, dealing low damage and applying 10 stacks of Vulnerability (5s) to all targets. Uses this attack every 1,5 seconds.

Stabs target, piercing through, dealing low damage and applying 10 stacks of Vulnerability (5s) to all targets.

Throw Spear: Throws spear, dealing moderate damage and applying 5 stacks of Vulnerability (5s) to the target. Uses this attack every 6 seconds. This skill has a range of 750.

Throws spear, dealing moderate damage and applying 5 stacks of Vulnerability (5s) to the target.

Pummel: Jumps on a target, applying Knockdown for 2 seconds and attacking for 2 seconds. If interrupted, killed or if the target uses a Stun break, the damaging-component is interrupted. The total channel deals high damage. Uses this attack every 12 seconds.

Jumps on a target, applying Knockdown for 2 seconds and attacking for 2 seconds.

Icebrood Defender

The Icebrood Defender has the appearance of a non-beast Icebrood Norn and wields a bow.

Corrupted Arrow: Shoots an arrow at a target. If it hits, the arrow explodes, dealing low damage to the person hit and all nearby players. The Icebrood Defender gains 2 stacks of Might (20s) for every target hit. Uses this skill every 2 seconds. This skill has a range of 900.

Shoots an arrow at a target. If it hits, the arrow explodes, dealing low damage to the person hit and all nearby players. The Icebrood Defender gains 2 stacks of Might (20s) for every target hit.

Ice Arrow: Shoots an arrow which, upon impact, creates an ice field which pulses minor damage and applies Chilled (2s) and Slow (2s) every second. The field persists for 5 seconds. Uses this skill every 5 seconds. This skill has a range of 1200.

Shoots an arrow which, upon impact, creates an ice field which pulses minor damage and applies Chilled (2s) and Slow (2s) every second.

Bow Bash: Hits target with bow, dealing moderate damage and Knockbacking the target. Uses this skill inbetween every Corrupted Arrow, but only when a target is in melee range. The Icebrood Defender won't move into melee range himself.

Hits target with bow, dealing moderate damage and Knockbacking the target.

Waves

One wave will spawn once the last one is defeated. Normal Icebrood enemies are encountered as their open world variant and are usually high-leveled Veterans (such as level 83).

The first wave consists of a very large group (~20) of normal Icebrood enemies

The second wave consists of an Icebrood Pack Hunter, three Icebrood Piercers and two Icebrood Defender.

The third wave consist of an even larger group (~25) of normal Icebrood enemies with an Icebrood Pack Hunter in the back.

The fourth wave consists of four Icebrood Defenders, two Icebrood Piercers and two Icebrood Pack Hunters.

The fifth and final wave consists of Stige the Howler, Gjengrog the Choker and Frots the Predator.

All three bosses have a normal Defiance Bar and are Stunned (5s) and Exposed (5s) after breaking it.

Stige the Howler

Stige has the appearance of an Icebrood Wolf.

Snap: Stige snaps at his target, dealing low damage and applying 3 stacks Vulnerability (10s).

Tundra Lunge: Stige leaps at his target. When landing, he deals moderate damage to all players within the area and leaves an ice field. Every pulse, this field deals low damage and applies Chilled (3s) and Slow (3s). The field persists for 5 seconds. Stige uses this skill every 6 seconds. This skill has a range of 450.

Stige leaps at his target. When landing, he deals moderate damage to all players within the area and leaves an ice field. Every pulse, this field deals low damage and applies Chilled (3s) and Slow (3s).

Terrifying Howl : Stige howls, granting him and his allies Swiftness (10s) and 10 stacks of Might (10s) while applying Chilled (8s) and Fear (2,5s) to his enemies. Stige will use this skill every 12 seconds. Stige will use this skill whenever it's ready, even from afar.

: Stige howls, granting him and his allies Swiftness (10s) and 10 stacks of Might (10s) while applying Chilled (8s) and Fear (2,5s) to his enemies.

Gjengrog the Choker

Gjengrog has the appearance of a beast Icebrood Norn.

Slam: Gjengrog slams at his target, dealing moderate damage and applying a 1 second Knockdown to all players hit. This skill takes 2 seconds to charge up.

Gjengrog slams at his target, dealing moderate damage and applying a 1 second Knockdown to all players hit.

Corrupted Charge: Gjengrog charges a distance of 450, dealing moderate damage and delivering a Knockback to all players hit. Additionally, he leaves behind frozen patches behind him, which explode after 3 seconds. The explosion of the frozen patches deal moderate-high damage. Gjengrog uses this skill every 8 seconds.

Gjengrog charges a distance of 450, dealing moderate damage and delivering a Knockback to all players hit. Additionally, he leaves behind frozen patches behind him, which explode after 3 seconds.

Chokehold: Gjengrog lives up to his name and jumps on a player, holding them down. The player is unable to move or use a skill and loses health every second. Gjengrog stops until his Defiance Bar is destroyed or until the player is dead. The player will not become downed during this attack, he will straight up die. Gjengrog will not use any attack so long he is using this attack. If the Defiance Bar is regenerating or in general unable to be broken, Gjengrog will not use this attack.

Gjengrog lives up to his name and jumps on a player, holding them down. The player is unable to move or use a skill and loses health every second. Gjengrog stops until his Defiance Bar is destroyed or until the player is dead.

Frots the Predator

Frots' name is very unoriginal.

Frots has the appearance of a Corrupted Griffon.

Flying Predator: A passive effect. Like the jerk he is, Frots takes no direct damage whilst flying, but he can be hit by Crowd Control. When his Defiance Bar is broken or regenerating, Frots is not flying and thus is vulnerable to a good ol' brain-bashing. Conditions always damage him though. His Defiance Bar regenerates twice as fast. To compensate, it also breaks twice as fast.

A passive effect. Like the jerk he is, Frots takes no direct damage whilst flying, but he can be hit by Crowd Control. When his Defiance Bar is broken or regenerating, Frots is not flying and thus is vulnerable to a good ol' brain-bashing. Conditions always damage him though.

Swoop: Frots attacks from the air, dealing minor-low damage and applying 7 stacks of Bleeding (5s). Melee range.

Frots attacks from the air, dealing minor-low damage and applying 7 stacks of Bleeding (5s).

Aerial Pecking: Frots jumps at a target, pecking at him. If nothing is done, he will peck until the player is fully dead. This skill can be interrupted if Frots' Defiance Bar is broken. Additionally, using a dodge roll (which every class except a Mirage has) confuses Frots. He will then stop the attack and gain 1 stack of Confusion (2s) This skill deals a flat 20% health in damage every second to the target. He will continue this attack while the player is Downed. Frots uses this attack every 6 seconds after his last Aerial Pecking.

Frots jumps at a target, pecking at him. If nothing is done, he will peck until the player is fully dead.

During this Pre-Event, dialogue is spoken. Once the dialogue is over, the Charr, Ignus Steelfist, stands up, ready to take on the players. After the Pre-Event, the magic wall disappears.

Ignus Steelfist [ edit ]

The arena is a half-circle, with the flat, diameter-portion of it against the wall. Ignus stands at the center of this, standing against the wall. To engage him, players must glide over the small gap. The wall does not return during the fight, meaning that players could fall off and fall a horrible death. Alongside the circular portion of the arena are four grey glyphs on the floor, evenly spread out. They will become important much later in the fight.

Ignus Steelfist is a Charr Dragonhunter and as such, many skills of his are improved versions of Guardian and Dragonhunter skills. He is currently wielding a longbow. Due to the magic he's absorbed, he has grown and thus has a medium hitbox. He is fixated on the person with the highest toughness and, although he is stationary during the first part of the fight, he can turn to face the tank, allowing for attack redirections and backstab-benefits.

Attacks [ edit ]

Unstable Aura: A permanent aura that deals minor damage every 3 seconds. This aura is unblockable.

Longbow Phase (100%)

All of Ignus' longbow skills have unlimited range unless specified otherwise.

The Righteous. Yes, based on a character of mine. This is him without the overflow in magic, so smaller and no aura. The Righteous itself can have unique weapons, tied to raid-rewards as well.

Aimed Shot: Ignus’ auto-attack. Fires an arrow at the tank. The arrow bounces off and hits a second target, no matter what position the second target is. Both players hit will take low damage and will be Crippled (3s). If the target is already Crippled, the damage against that target will be doubled. This second target is the player with the lowest toughness. If tied, it will then be the player with the lowest vitality. If tied again, it will then be the player with the lowest amount of total health. If tied yet again, it will then be the player with the lowest amount of healing power. If still tied, it will be a random player. Uses this attack every 2 seconds if not using another attack.

Ignus’ auto-attack. Fires an arrow at the tank. The arrow bounces off and hits a second target, no matter what position the second target is. Both players hit will take low damage and will be Crippled (3s). If the target is already Crippled, the damage against that target will be doubled.

Shattering True Shot: Ignus kneels and aims at the furthest player. After a short delay, he fires a giant arrow at that player. This arrow moves slowly (slower than the Dragonhunter's True Shot) but deals high damage to all players hit. Additionally, the arrow flies with such force it creates an impassible line of rubble under it. Rubble: Rubble cannot be passed through but can be destroyed. It can be destroyed relatively easily by power-based classes, but takes 60% reduced condition damage. If another Shattering True Shot hits Rubble of any kind, it will create a thunderclap across the field, dealing moderate damage to all players. This cannot be blocked and can only occur once for each Shattering True Shot. All Rubble hit will then scatter, falling randomly all over the arena. When they land, they will instantly kill all players standing under it. The Rubble then behaves exactly as it did before. The line will be indicated before the arrow is fired, meaning that players can see if Rubble is about to be hit or not. Ignus uses this attack every 10 seconds.

Ignus kneels and aims at the furthest player. After a short delay, he fires a giant arrow at that player. This arrow moves slowly (slower than the Dragonhunter's True Shot) but deals high damage to all players hit. Additionally, the arrow flies with such force it creates an impassible line of rubble under it.

Forceful Shot: Ignus aims for the fixated person (different animation), and releases. The arrow deals low damage, but Knockbacks for each hit. A player can therefore be knocked off the edge. Subsequent hits deal far less damage. The arrow also Reflects all projectiles. Ignus uses this skill every 13 seconds.

Ignus aims for the fixated person (different animation), and releases. The arrow deals low damage, but Knockbacks for each hit. A player can therefore be knocked off the edge. Subsequent hits deal far less damage.

Symbol of Determination: Ignus gains a moderate-large Defiance Bar. If unbroken, he will release 5 arrows, each creating a large symbol on the ground. One of the arrows is fired directly under him, the other 4 in a circular pattern in front of him. These symbols deal low-moderate damage and apply 5 stacks of Burning (1,5s) each pulse, pulsing every second. Additionally, each pulse grants Ignus Vigor (4s) and Regeneration (4s). If the Defiance Bar is broken, Ignus will resume his attacks as normal. The symbols persist for 8 seconds. Ignus uses this skill every 30 seconds.

Ignus gains a moderate-large Defiance Bar. If unbroken, he will release 5 arrows, each creating a large symbol on the ground. One of the arrows is fired directly under him, the other 4 in a circular pattern in front of him. These symbols deal low-moderate damage and apply 5 stacks of Burning (1,5s) each pulse, pulsing every second. Additionally, each pulse grants Ignus Vigor (4s) and Regeneration (4s). If the Defiance Bar is broken, Ignus will resume his attacks as normal.

Righteous' Verdict: Ignus will start using this attack once he reaches 90% health. He targets a single player (it's shown which player), which can be anyone except for the tank or the furthest player. After 3 seconds, Ignus will throw a spear at that player. If it connects, he Pulls the target towards him. This skill deals low damage. This spear also connects to all players it passes through before it reaches the target, and all players hit are dealt the same damage and are also Pulled. ** Ignus uses this skill every 15 seconds.

Summon Spirit Weapon: This attack will occur once Ignus reaches 80% health . A Spirit Weapon will spawn from any furthest edge of the arena and travel towards Ignus. This weapon can be afflicted by both hard and soft forms of Crowd Control. Once the weapon reaches Ignus, it will gain a locked Defiance Bar and start using its skills, never leaving Ignus’ side again until death. A Spirit Weapon will spawn every 20 seconds and in the order of Sword -> Bow -> Hammer -> Shield -> repeat. Spirit Sword: Slashes every second. Each strike deals moderate damage and grants 10 stacks of Might (20s) to Ignus. Spirit Bow: Shoots constant arrows in the air, which fall down randomly around it. Each arrow, if it hits a player, deals low damage. If an arrow hits Ignus, it grants Regeneration (20s) and heals him for 0,33% of his health. Spirit Hammer: Bashes every 1,5 seconds. Each hit deals low-moderate damage and also Knockdown all struck players for 0,5 seconds. Each hit also grants Ignus Protection (5s). Spirit Shield: Once it reaches Ignus, it creates a dome around him. This dome applies an initial Knockback to all players in range and cannot be blocked or circumvented by Stability. The dome also destroys projectiles and pulses Resistance (1s) to Ignus every second.

This attack will occur once Ignus reaches . A Spirit Weapon will spawn from any furthest edge of the arena and travel towards Ignus. This weapon can be afflicted by both hard and soft forms of Crowd Control. Once the weapon reaches Ignus, it will gain a locked Defiance Bar and start using its skills, never leaving Ignus’ side again until death.

Courageous Shield: Ignus will start using this attack once he reaches 70% health . He creates a cone-shaped barrier in front of him for 3 seconds. This shield Reflects projectiles and melee attacks alike, but can be passed through by unblockable projectiles or ground-targeted skills such as Lava Font. All boons that would have been given to the player by the reflected attack is instead given to Ignus, scaling off of the player’s stats. Ignus uses this skill every 17 seconds.

Ignus will start using this attack once he reaches . He creates a cone-shaped barrier in front of him for 3 seconds. This shield Reflects projectiles and melee attacks alike, but can be passed through by unblockable projectiles or ground-targeted skills such as Lava Font.

Greatsword Phase (50%)

Whilst speaking dialogue, Ignus will let go of his longbow, which starts floating above him. Ignus will then grab a greatsword, gaining new skills. The longbow starts using many of Ignus' previous attacks autonomously. He will no longer be stationary but chase after the tank. The longbow will always remain above Ignus.

Righteous Defense: A passive effect. All incoming damage against Ignus is reduced by 33%.

These longbow skills are used autonomously during the rest of the fight Aimed Shot: This attack no longer bounces, but instead is fired instantly at the player who would’ve taken the bounced, second shot. All other effects still apply. Shattering True Shot: Remains unchanged, other than the animation. Forceful Shot: Effects are the same, but now aims at a random player, rather than the fixated player. It will never target a player who is already targeted for Righteous' Verdict. Different animation from True Shot.



Summon Spirit Weapon and Courageous Shield remain unchanged. Righteous' Verdict retains its initial effect but is followed up by a new attack, described below.

The Spirit Weapons behave similarly to their old counterparts.

New attacks:

Strike: Ignus strikes his target. Deals low damage. Strike of Vengeance: Ignus strikes his target again. Deals low damage. Strike of Wrath: Ignus delivers a final strike, dealing moderate damage and applying 4 stacks of Burning (3s). Additionally, if the last strike connects, Ignus will gain 8 stacks of Might (4s). Ignus' new auto-attack chain. It takes ~1,5 seconds to complete. Ignus uses this chain with 1,5 seconds inbetween.

Ignus strikes his target. Deals low damage.

Executioner’s Leap: Ignus uses this skill only if Righteous' Verdict hits any player. If it does, Ignus will follow the Pull up with a leap and a great downwards thrust, cleaving the pulled player in two. This attack instantly kills the player. All other players that weren't targeted but still Pulled are instead Downed, no matter whether the targeted player was Pulled or not. This skill does nothing to players unaffected by Righteous' Verdict .

Ignus uses this skill only if hits any player. If it does, Ignus will follow the Pull up with a leap and a great downwards thrust, cleaving the pulled player in two. This attack instantly kills the player. All other players that weren't targeted but still Pulled are instead Downed, no matter whether the targeted player was Pulled or not.

Symbol of Rage: Ignus will raise his greatsword high and gain a Defiance Bar. If this Defiance Bar is broken within 1 second, nothing happens and Ignus will attack as normal. After the initial second, whether broken or not, Ignus will use his attack either way. Ignus thrusts his greatsword into the ground, dealing damage and applying unremovable Retaliation to himself. Every second after the initial second where his Defiance Bar isn't broken, the duration of the Retaliation, damage and the area in which the attack takes place increases (the increase is linear with 0,1 intervals), up to 8 seconds. The attack will range from low damage (1,1 seconds of Defiance Bar) to intense damage (9 seconds of Defiance Bar). The Retaliation lasts from 0,1 seconds (1,1 seconds) up to 8 seconds (9 seconds). The range will go from 110 (1,1 seconds) up to the entire arena (9 seconds). If the attack charges for longer than 5 seconds, it will also apply 5 stacks of Burning (6s) to all players hit. Ignus uses this attack every 35 seconds.

Ignus will raise his greatsword high and gain a Defiance Bar. If this Defiance Bar is broken within 1 second, nothing happens and Ignus will attack as normal. After the initial second, whether broken or not, Ignus will use his attack either way. Ignus thrusts his greatsword into the ground, dealing damage and applying unremovable Retaliation to himself.

Grasping Blade: Ignus will throw out 8 projectiles from his center (telegraphed with arrows, similar to Ensolyss's projectile part of his "Rampage" attack), moving outward up to a range of 600. If it hits a player, that player will be Pulled towards Ignus. Ignus will always follow this attack up with Whirling Wrath, whether he hit someone with Grasping Blade or not. He uses this attack every 25 seconds.

Ignus will throw out 8 projectiles from his center (telegraphed with arrows, similar to Ensolyss's projectile part of his "Rampage" attack), moving outward up to a range of 600. If it hits a player, that player will be Pulled towards Ignus. Ignus will always follow this attack up with Whirling Wrath, whether he hit someone with Grasping Blade or not.

Whirling Wrath: Ignus spins in place, dealing intense damage over the d