Bastion of the Penitent
The cataclysmic explosion at Bloodstone Fen opened a mysterious portal, and Priory Scholar Glenna has gone to to investigate. Follow her through to explore a forsaken place...and hope that your chances of escaping it are better than those of its former inhabitants.
Bastion of the Penitent
Bastion of the Penitent is the second raid, consisting of one stand-alone wing. Scholar Glenna found a portal in the wake of the explosion of Bloodstone Fen. Finding themselves in a mysterious area far north of central Tyria, players will discover the mysteries in this unexplored fort and encounter Cairn the Indomitable, Mursaat Overseer, Samarog, and Deimos.
- 1 Getting there
- 2 Locations
- 3 Interactive map
- 4 Objectives
- 5 Walkthrough
- 5.1 Cairn the Indomitable
- 5.2 Mursaat Overseer
- 5.3 Samarog
- 5.4 Deimos
- 6 NPCs
- 7 Objects
- 8 Dialogue
- 9 Gallery
- 10 Notes
- 11 Trivia
- 12 See also
- 13 References
- The portal for entering the raid Bastion of the Penitent is located just west of Depths of the Maw Waypoint in Bloodstone Fen. The in-game map shows an icon for the portal. Players must be in a raid squad of up to 10 players prior to entering the portal.
- Using the portal in Lion's Arch Aerodrome. You must join a raid Squad before you can enter the portal.
- Speak With Glenna.
- Follow Glenna.
- Defeat Cairn the Indomitable
- Cairn the Indomitable
- Time remaining: 8:00
- Defeat Mursaat Overseer
- Mursaat Overseer
- Time remaining: 6:00
- Defeat Samarog
- Time remaining: 11:00
- Free the prisoner from his bonds
- Shackled Prisoner
- Saul D'Alessio
- Time remaining: 12:00
At the start of the raid, players will pass through a waterfall and be granted the special action skill Celestial Dash. This mobility skill has a very similar speed and animation to the Druid's Ancestral Grace. Shortly afterwards, glide over to a circular platform where Cairn the Indomitable awaits. Cairn the Indomitable will only spawn on the platform after a player has talked to Glenna by the entrance of the raid.
- Health: 19,999,998 (?? if the Challenge Mote is active)
- Enrage Timer: 8 minutes
- Enrage Effect: Enraged — Increases outgoing damage
- Unseen Burden: Players gain one stack of Unseen Burden every second. Unseen Burden slows player movement by 1% for each stack, up to 99 stacks. You can reduce the number of stacks by successfully navigating the green circle mechanics. (see below) As the fight progresses, normal movement will become almost completely ineffective if these stacks are not removed. However dodges, mobility skills and the Celestial Dash special skill are unhindered; use these to keep out of danger during the fight.
- Spatial Manipulation: Cairn will periodically charge up and release a devastating Spatial Manipulation attack, damaging and lifting players up into the air while adding 25 stacks of Unseen Burden. To avoid this, green circles will form around the arena which can protect players inside from the attack. Successfully using a green circle will also help players by instead removing 25 stacks of Unseen Burden. Your character will gain Gaze Avoidance if you have fulfilled the green circle's requirements. There are 3 general patterns of green circles:
- Numbered in Set Positions - Each green circle is in a fixed position and has a number of stars above it (1, 1, 2, 2, 4). The number of stars corresponds to the minimum number of players required to be in the circle such that its protection takes effect. Certain circles will stop spawning depending on which 25% of its health the boss is at. Generally, the majority of players should head for the biggest circle while anyone cursed with Shared Agony can take a small circle for themselves.
- Energy Surge - Cairn teleports to 5 different, set locations based on the percentage of its health. Standing between his teleport points, which can be detected by seeing a rift of disturbed air or by a directional arrow at his feet, will cause a moderate amount of damage and a long range Knockback. Above 50%, Cairn will also spawn a guaranteed circle when he lands at the center.
- Sword - Green circles will spawn around the arena after Cairn completes its Orbital Sweep attack; there is no minimum on the number of players in a given circle.
- Here are some helpful images to indicate the patterns of green circles:
- Shared Agony: Starting at 7:37 and every 20 seconds after that, the furthest player that does not already have it will gain the Shared Agony debuff, taking 10% of their maximum HP as damage to themselves per tick (~every 3 seconds) and creating a red AoE effect around themselves which deals damage to nearby allies. The debuff lasts for one minute.
- There can be at most 3 players with the debuff, and once a 4th player gains the debuff, the person who has the debuff the longest loses theirs.
- Downed players don't receive damage from Shared Agony and if the agonized player himself is downed, no one in the circle suffers damage.
- Every three seconds, the game checks if there are other players in the red circle. The player closest to the agonized player will receive 25% of his max HP as damage. The closest person to Target 1 will then suffer 50% max HP. And the closest person to Target 2 will suffer 75% max HP. All aforementioned players would need to be within the red circle and not already be counted previously for taking damage from that circle. Any other person inside the red circle will suffer no damage at all from Shared Agony.
- Players can take damage from multiple Shared Agony circles at once (e.g. 10% of the maximum health from their own circle, and another 50% from being part of a damage chain in another player's circle).
Cairn's auto-attack, Impact, is to swing with its right arm followed by its left arm in a two-part arc towards the furthest player. Cairn will usually follow up with a Meteor Swarm by swinging its left hand back, throwing a spiraling fan of 9 bloodstone projectiles over a 120° arc at the furthest player; these projectiles will travel to the edge of the platform and knock players back for a short distance. This attack can be dealt with in two different ways, kiting and standing close.
- Kiting: One player, typically a druid or another with high self-sustain to tank constant agony, stands near the edge of the platform to always be the target of Meteor Swarm. The projectiles are much easier to avoid and/or block at this far distance.
- Close: Staying within the green and black outlined symbol on the platform allows players to avoid being hit by the projectiles generated from Meteor Swarm. Additionally, if all non-agony players stack in a single location, there is enough room for the three agony players to stand close enough to also avoid being hit by this attack (see image).
Every 4 seconds, Cairn will create 3 circles of swirling energy next to it. Once fully charged, players inside will suffer Displacement and be teleported anywhere in the arena within a 1000 unit radius (similar to the Vale Guardian's Unstable Magic Spike/blue circles). The teleport combined with the knockback of Meteor Swarm can easily knock players off the platform, instantly defeating them. Players in melee range of Cairn should make sure they stay off of the circles, and anyone hit should use mobility skills and dodges to get away from the arena's edges. The bloodstone clouds are projectiles, and can be destroyed or converted. Players should be careful not to reflect the projectiles, as they can hit other teammates instead.
Starting at 7:37 and every 20 seconds after that, the furthest player that does not already have it will gain the Shared Agony debuff, taking damage over time and creating a red AoE effect around themselves which deals damage to nearby allies. There can be at most 3 players with the debuff, and once a 4th player gains the debuff, the person who has the debuff the longest loses theirs. Afflicted players should try to stay close to healers, while keeping a small distance.
In later parts of the fight, Cairn may extend its arm into a sword blade, and shortly afterwards do an Orbital Sweep around the arena; the position of the sword depends on the 25% of health the boss is at, starting from the south and moving counter-clockwise 90°. The initial slam of its arm as a sword blade will knockback any players on its edge, and the Orbital Sweep around the arena will knockback any players hit by it. Since the attack is highly telegraphed, players should take care to dodge the sweep as it passes over them.
Starting at 16% health or lower, Cairn may also begin to use Gravity Wave, a black tide of energy that ripples outwards and pushes players back towards the arena edges. Players next to Cairn in the middle will be unaffected, but caught players should attempt to dodge back towards the center.
In addition to the above mechanics, players must use Celestial Dash once every 10 seconds, or else the skill will automatically activate for the maximum range in the direction the player is facing. The timer for doing this is denoted by an effect called Countdown. Furthermore, when players reach 99 stacks of Unseen Burden, they will become petrified and lose access to their skills. However, they can still use Celestial Dash to a green circle to remove stacks.
- Health: 22,021,440 (30,000,000 if the Challenge Mote is active)
- Enrage Timer: 6 minutes
- Enrage Effect:
After defeating Cairn, the miasma below the arena will clear and players are free to walk into the bastion proper. In Death Row, there is a pile of rubble next to the wall with a broken shovel nearby. Heading west will allow you to find a shovel on the ground, and using that on the rubble will open the way into a courtyard, the Recreation Sector that the next encounter takes place in.
The fight takes place on a 'game board', with half the space as brown 'friendly' tiles and the other half as orange 'enemy' tiles, which deal 3,500 damage per second to players stepping on them. There are three pillars of light on the friendly side of the arena. Interacting with one of them will give the player a special action key and remove the pillar from the arena. Players can only have one of the pillars of light's effects at a time. Once three separate players interact with them, leaving no pillars of light behind, the fight begins.
The players who used the pillars of light at the start will gain a special action skill.
- Dispel removes the orange shield on a Jade Scout or Soldier. This should be used whenever off cooldown on any shielded target, with priority on Scouts/Soldiers directly next to the squad.
- Claim can retake an orange enemy tile, turning them brown and safe to stand in again. Aiming the claim skill close to the edge of a tile may result in failure, not claiming the tile.
- Protect creates a circular zone of radius 180 for 5 seconds which turns players invulnerable to damage for the duration that the bubble is up; this includes the spikes, and is the only way to negate them. This skill must be timed well to be helpful, and also has a long cooldown of 180 seconds so it effectively is usable once per fight.
If any of the players which took an effect die during the fight, the pillar of light will respawn, and a different player can pick up the effect mid-fight to continue using it.
The Mursaat Overseer itself is a statue game piece, which simply fixates on the player who took Claim and follows them around. Players will have to deal with the room's various hazards while destroying it.
The most dangerous mechanic is the spike floor. Patches of the floor will glow slightly with small green spikes. After a delay huge spears will come out, instantly defeating anyone inside (with no downed state). The spikes cannot be avoided by conventional means; the only exception is the Protect skill. These traps follow a sequence of different arrangements, which become more difficult as the boss loses health, with every 25% health threshold changing the pattern (see graphic).
On the enemy side of the board, four Jade Scouts (smaller game pieces, or 'pawns') will appear and start moving down across the arena. Occasionally they may also gain an orange shield that makes them invulnerable, until it is removed by Dispel. Any tile that they first move over becomes orange, damaging players that stay on them. Bringing their health to 0 will stop them temporarily, but they will regenerate to full health and start moving to the other side of the board again.
Upon reaching the other side of the board, the Jade Scouts will transform into active threats. Jade Soldiers will fixate on the player who took Protect and attack the party, deal constant AoE damage around themselves while applying Poisoned, Torment, and Slow, and will explode on death for high damage. They will still claim tiles and gain shields during this time. Since Jade Soldiers claim any tile they move over, if a Soldier will soon arrive at the tile players are on, it is recommended that the player with Claim wait until the tile gets claimed by the Jade Soldier before using Claim on it to turn it friendly again. Once a Soldier is defeated, a Scout will replace it on the far side of the room and begin moving across after some time.