
_(Vendor).png)
For instance, the teleport AoE’s are easy enough to walk away from since they are about the size of a player and give a few seconds of warning. Last night we were hitting the third phase almost every time.Įach mechanic also gets some depth, which adds to the level of achievable player skill. On Friday night we were barely making it past the third phase. The final phase gets to breakneck speed as only piece of the pie is safe to stand on and there are extra seekers. The third phase (after the second phase of a boss split) isn’t so bad because only one piece of the tri-piece pie has a damaging floor. The progression of the boss is very good. Without a ranged weapon that can be a serious DPS loss.Īlready this is quite different from the dungeon fare of stack might, stack self, and swing away. The wipe circles usually occur away from the boss melee range so four people have to run in to the wipe circle before it wipes the group. The split bosses can also only be killed by destroying their very resilient breakbar which requires stuns, knockdowns, and more knockbacks. Mid-phases require condition builds because one of the three split bosses can only be damaged with conditions. With mid-phases and the wipe circles, group builds also matter. All of the sudden bear bow knockback can be pretty good! So, it is usually required that a couple people be on “beater” duty to knock any swarthy seekers away from the DPS (damage-per-second) pile. They are just floating balls of AoE damage, which can turn from a nuisance to death easily. For the seekers, they can only really be knock backed. What ArenaNet gets really right is that builds matter. Mid-phases occur as well where the boss splits to the three pieces of pie. In later phases there is also a (5) bullet-hell break bar and (6) pie-shaped floor-is-lava. The main mechanics are (1) boss leashing, usually with a single high-toughness tank, (2) slowly moving pulse damage AoE’s (seekers), (3) teleport AoE’s, and (4) the circle of lightning wipe. The first boss has many pretty simple mechanics, and I have to say with the combination of these, ArenaNet has forged a very intense encounter. ArenaNet’s first foray into the realm of raiding is quite good for high difficulty, coordinated group content, and I feel if the winds of Guild Wars 2 shifted with Heart of Thorns, that wind has turned to gale force.

We did it with half of our team downed at the last 30 seconds or so before the Vale Guardian would get enraged. Last night with a new higher coordination strategy my guild took down the first boss in the first wing of Guild Wars 2’s first raid.
