Strike Mission: Harvest Temple
Strike Mission: Harvest Temple
- Levels
- 80
- Type
- Strike Mission
- Zone
- Dragon's End
(Cantha) - API
- 1437
Image(s) |
Click to enlarge. |
Strike Mission: Harvest Temple is the fourth Canthan strike mission for the Guild Wars 2: End of Dragons expansion, taking place atop the Harvest Temple. It contains story details from The Only One story step.
Getting there[edit]
Players must own the End of Dragons expansion and be in a raid-mode (10 player) squad to join.
- If the The Only One story step has been completed by any character of an account:
- Interact with the scrying stone at Font of Elders — in Dragon's End; or,
- Interact with the Lyra in Arborstone (south-west of Arborstone Waypoint — ). scrying stone or
- Enter or be within Arborstone when the strike mission instance is opened.
Objectives[edit]
- Enter the circle to begin the Strike Mission.
- Destroy the Dragonvoid.
- Heart of Jormag
- Heart of Primordus
- Heart of Kralkatorrik
- Heart of Mordremoth
- Heart of Zhaitan
- Dragonvoid
- Heart of Soo-Won
- Dragonvoid
- Strike Mission complete!
Rewards[edit]
- One Grand Strike Chest (once per day)
- One bouncy chest (once per week)
- Void's Coffer
- Blue Prophet Shard (16-18)
- 4
- 5,000
- 66,675
- Blue Prophet Shard (16-18)
- Challenge Mode
- One additional Challenge Mode bouncy chest (once per week)
- One random Exotic weapon or armor piece
- Void's Magnificent Coffer
- Antique Summoning Stone
- Blue Prophet Shard (16-18)
- 4
- 10,000
- 133,350
- Possible rare rewards:
Walkthrough[edit]
This multi-phase fight is the next progression after the Kaineng Overlook strike mission. The encounter is a test of endurance as it features multiple phases with unique mechanics. Players who complete this fight are more than ready to tackle raids, especially the first four from Heart of Thorns.
Players must stand in the center circle (or interact with the Energy Orb) to begin the fight.
Recurring Mechanics[edit]
- Enrage Timer: None (unchanged if the Challenge Mote is active)
- Fixation Mechanics: None
A few mechanics occur throughout most of the encounter:
Mechanic | Notes |
---|---|
Influence of the Void (Void AoE) |
Expanding AoEs that cover almost the entire platform, acting as the de-facto soft enrage timer. Expands from each cardinal direction for orb purification phases, and from the center for Dragonvoid phases. Unavoidable hits every 3 seconds inflicting heavy damage, 1 Torment (10s), and 1 Influence of the Void (3min), but susceptible to invulnerability. Deals no damage to downed players. Players with 10+ stacks of Influence of the Void turn into targetable enemies afflicted with Taunt every 2 seconds. Turned players also bypass the downstate and immediately revive only if downed by the Void AoE. |
Targeted Expulsion (Spread) |
All players targeted with an orange circle that explodes after a delay, dealing unavoidable damage. Players standing within two or more overlapping circles will take massive damage. Susceptible to invulnerability. |
Void Pool (Reds) |
Targets 2 players closest to the center with red circles that spawns a red AoE below them after a delay. These can be stacked. The spawned pool inflicts pulsing heavy damage after 1 second and persists until the next set spawns. |
Falling off the platform inflicts lethal damage. In addition, Dragonvoid minions spawn at the start of each phase and persist until defeated. They increase the overall damage taken, disable players with crowd control, and also explode upon death (similar to Mistlock Instability: Last Laugh). However, downed players can focus on them to rally if needed.
Some attacks deal unavoidable damage, negating blocks and evades. Invulnerability however works unless otherwise noted. Additionally, some projectiles are indestructible, negating projectile destruction and reflect skills.
Purification Phase 1[edit]
Players must first cleanse the Dragonvoid before fighting its respective manifestations. A Dragonvoid Heart (orb) spawns in the center and is immune to all damage due to Void Immunity and unaffected by crowd control due to the locked defiance bar. Players must direct it into the white prismatic rifts to remove a stack of Void Shell, unlocking its defiance bar once all have been removed.
- Orb mechanics
Orb movement and direction is influenced only by player hits (non-zero damage) and position at the time of each hit. Pets, minions, and other player summons do not affect the orb unless their skill hit originates from the player, such as the initial impact from some Legendary Renegade skills and Mesmer shatters, or Conjure Fiery Greatsword (and its Lesser Fiery Eruption passive attack). Passive and active skills used by pets and minions are not considered player hits.
The orb also has inertia and will continue at the same speed and direction until acted upon by another force. Quick-hitting skills accelerate the orb much faster. Furthermore, players must take care when placing AoE attacks on the orb. The orb will always move in the direction opposite to the player who hits it, and not relative to where the AoE is placed. The orb will also lose all momentum when reaching a purification rift.
Players must carefully direct the orb while avoiding its general attacks:
Skill | Notes |
---|---|
Magic Discharge (Shock Wave) |
Shock wave emerges from the Heart, inflicting unavoidable heavy damage, Confusion, Crippled, 1 Influence of the Void, and 1 Exposed (1min 30s). Can be avoided by either teleporting into the epicenter or standing on the opposite side if the shock wave occurs near platform edge. | 5
Void Corruption | Pulses medium damage to all players standing under the Heart. |
Uncontrolled orb movement may lead to multiple shock waves and hinder the squad, which occur whenever:
- The orb falls off the platform. The orb then returns to the center and loses all momentum; or
- The orb impacts a Veteran Void Melter. The orb then moves opposite to the impact (due to Void Repulsion) and maintains its previous momentum.
- Purifying the first three orbs
Each Dragonvoid Heart is infused with an attack themed after each respective Elder Dragon:
Skill | Notes |
---|---|
Lightning of Jormag (Heart of Jormag) |
Sets of five bolts strike the platform, inflicting heavy damage and Daze (1s). |
Flames of Primordus (Heart of Primordus) |
Fireballs from the Heart that inflict heavy damage and Daze (1s). |
Stormfall (Heart of Kralkatorrik) |
Ground fissures that inflict low damage and Vulnerability upon activation. |
Directing the orb into the first circle, transforms it into the Heart of Primordus. Simultaneously, 4 Veteran Void Melters emerge from each void AoE and move towards the orb. This will always occur each time the orb reaches a purification rift and if no Melter is still alive from that void AoE. They gain Swiftness when attacked for the first time. Their spawn locations are fixed, allowing players to preemptively position for them.
Upon removing all stacks of Void Shell (indicated by the Heart's prismatic coloring), players must break the Heart's defiance bar to cleanse it and advance to the next phase. Take care not to direct the orb into a Melter or off platform while breaking the bar. All Melters despawn upon breaking the bar.
Dragonvoid Phase 1[edit]
Jormag[edit]
- Health: 6,723,000 (16,807,500 if the Challenge Mote is active)
Veteran Void Stormseers spawn every 9 seconds (up to 8 total minions at a time) and periodically cast telegraphed icicles that inflict low damage and Chilled. In addition, The Dragonvoid casts the following skills:
Skill | Notes |
---|---|
Breath of Jormag | Rays of ice streak the platform, inflicting low damage and Chilled. Two unique patterns: 1. Three rays moving southwest to northwest → Four rays circling the center 2. Three rays moving southeast to northwest → Three rays slowly arcing north to southeast |
Frost Meteor | A meteor crashes onto the center, inflicting massive damage and a slippery field for 5 seconds. |
Grasp of Jormag | Targets the player closest to the center with rays of ice around their position, inflicting medium damage and Chilled. Indicated by a yellow screen border and target above their head. |
Including the recurring mechanics, this phase follows a fixed, repeating pattern after the initial attack (Breath of Jormag (Pattern 1) into Reds during center rays): Grasp of Jormag → Breath of Jormag (Pattern 2) into Spread during southeast rays → Frost Meteor into [Reds with Breath of Jormag (Pattern 1)]. All mechanics, except for the Spread AoEs, either despawn or do no damage upon phasing.
Primordus[edit]
- Health: 6,723,000 (16,807,500 if the Challenge Mote is active)
Eight Elite Void Warforged spawn near the center and can each summon two Void Bursters that explode for minor damage. Players can either run towards the minions to defeat them or stay near the boss and cleave everything together. The Dragonvoid emerges soon after and attacks with Jaws of Destruction:
Skill | Notes |
---|---|
Jaws of Destruction (Bite) |
Devours a massive area, dealing lethal damage and leaving a heavily-damaging field that inflicts Burning. Players have enough time to run from the boss to the safe zone, but can also apply Swiftness and Superspeed or use dodges and teleport skills to move out faster. The Spread mechanic will spawn at the same time, requiring players to stagger themselves when running out to avoid exploding each other. |
Lava Slam (Chin) |
Bashes its chin onto the platform, dealing massive damage. This attack can be blocked and will not damage downed players. |
This phase follows a fixed, repeating pattern after the initial Jaws of Destruction attack: 3x Lava Slam → Jaws of Destruction with Spread. All mechanics, except for the Spread AoEs, either despawn or do no damage upon phasing.
Kralkatorrik[edit]
- Health: 6,723,000 (16,807,500 if the Challenge Mote is active)
Six Elite Void Brandbombers spawn at the start of the phase and hurl indestructible crystals that inflict Knockback. Players must either block, evade, or apply Stability or invulnerability to avoid getting knocked into dangerous AoEs. The Dragonvoid will also emerge and alternate between two attacks:
Skill | Notes |
---|---|
Branded Beam (Beam) |
Shoots wide beams that pulse heavy damage. Alternates between 2 patterns: 1. One laser down the center 2. Two lasers total down the sides |
Crystal Barrage | Launches a barrage of 4 indestructible crystals, each inflicting heavy damage and Knockback. |
This phase follows a fixed, repeating pattern : 2x Branded Beams (Sides) → Crystal Barrage → 1x Branded Beam (Center) with Reds → Crystal Barrage. All mechanics, except for the Crystal Barrage AoEs, either despawn or do no damage upon phasing.
Purification Phase 2[edit]
This phase is functionally similar to the previous purification phase. As before, players must direct the Heart into the prismatic rifts to purify it. However, a mini-boss will now additionally spawn at the start with the Void Repulsion effect. It will be in front of a rift and thus must be defeated to properly maneuver the orb. Otherwise, the orb will bounce off the boss and move in the opposite direction with the same momentum (but without a shockwave). Players should first deal with the mini-boss before pushing the orb. This then allows the group to reposition for the Melters that spawn after the first orb purification. Successfully breaking the orb's defiance bar will also daze and damage the mini-boss by 80% of its health if it is still alive.
- Purifying the next two orbs
Skill | Notes |
---|---|
Swarm of Mordremoth (Heart of Mordremoth) |
Insect swarms are fired from the Heart in random directions, inflicting rapid damage and Poisoned. |
Pool of Undeath (Heart of Zhaitan) |
Leaves behind damaging pools that pulse heavy damage to enemies. Persists longer than telegraphed. |
A Champion Void Time Caster spawns on the northwest part of the platform and periodically gains Protection every ten seconds. The boss summons several portals around itself. Players can either stand behind the boss or use projectile destruction or reflect skills to avoid the portal projectiles, which also apply Slow. He also launches an expanding portal that periodically Pulls players and deals continuous damage. The mini-boss will blast the five furthest targets (including minions) and deal medium damage and apply slow.
A Void Skullpiercer also spawns about every 15 seconds. They can deal high damage with their flaming trails as well as knockback nearby enemies with their kick.
The Dragonvoid returns after purifying the Heart of Zhaitan and breaking its defiance bar.
Dragonvoid Phase 2[edit]
Mordremoth[edit]
- Health: 6,723,000 (16,807,500 if the Challenge Mote is active)
This phase is significantly more dangerous and claustrophobic, requiring precise movement and timing to survive. A Void Skullpiercer also spawns every 12 seconds and can kick nearby players into dangerous AoEs.
Skill | Notes |
---|---|
Poison Roar | Several poison AoEs are flung out, each inflicting heavy damage and Poisoned. Take care to avoid this attack as it can quickly down and defeat players. |
Shock Wave | Bashes its head onto the platform, creating a set of 3 shockwaves that each deal inflict massive heavy damage and Knockback. Stability prevents the knockback, but this attack should still be blocked, evaded, jumped, or mitigated with invulnerability to avoid taking damage. |
The Dragonvoid alternates between Poison Roar with Reds and Shock Wave with Spread. The Reds should ideally placed near the center and to the sides to provide players more room for the Spread mechanic and avoiding the three shockwaves. Take care to avoid the poisonous AoEs when dropping the pools.
Players who fail to avoid the first shock wave will most likely down then be defeated. Furthermore, they can get knocked back into a player and deal massive damage to both of them from the Spread explosion. It is thus imperative for all players to avoid the shockwaves and apply either Aegis, stability, or Vigor (for dodges). All mechanics, except for the Shock Wave AoEs, either despawn or do no damage upon phasing, so players must keep an eye out for shockwaves if the boss phases during the middle of the attack animation.
Zhaitan[edit]
- Health: 6,723,000 (16,807,500 if the Challenge Mote is active)
This phase is similarly dangerous: stability and stun breaks will prevent players from getting feared, knocked back, or pulled into mechanics or off the platform.
Three Champion Void Giants spawn at the start of the phase. They deal massive damage and knockdown nearby players with a telegraphed stomp, indicated by its raised foot. They will also vomit and leave a green pool that pulses heavy damage and poison. The giants occasionally perform a scream attack, indicated by a large orange AoE that pulses twice. This deals no damage, but summons three Void Rotswarmers and pulses Fear and Weakness. Players should apply condition cleanse, Resistance, and stability to negate the fear. The giants can quickly defeat the entire group if not handled properly. To deal with them, players can either run to the northern side to lure and kill them there to ignore all Dragonvoid attacks, or stack together near the Dragonvoid, apply group stability, then burst down the giants and heal through the damage.
Zhaitan's Reaches will also spawn around the platform for a total of three at a time, each respawning after 12 seconds if not present. Players caught in their attacks will either get pulled in (donut-shaped AoE) or launched (full AoE). They also despawn after completing the following attack pattern (~20 seconds): Launch → Pull → Pull → Launch
Skill | Notes |
---|---|
Putrid Deluge | Lobs several AoEs onto the ground, inflicting heavy damage and Poisoned. Players standing in these AoEs will quickly be downed and subsequently defeated. |
Scream of Zhaitan | Channels a massive scream that inflicts heavy damage and Fear. Although the fear can be mitigated with stability, players should still block, evaded, or use invulnerability to avoid taking heavy damage. |
Slam | Slams its left wing near the western edge of the platform, inflicting massive damage. |
This phase follows a fixed, repeating pattern: Putrid Deluge → Slam → Scream of Zhaitan into Spread. All mechanics, except for Putrid Deluge and Scream of Zhaitan, either despawn or do no damage upon phasing.
Purification Phase 3[edit]
The final purification phase is similar to the previous one. However, both the orb and mini-boss are much more dangerous if players are not positioned correctly.
- Purifying the final orb
Skill | Notes |
---|---|
Corrupted Waters (Heart of Soo-Won) |
Five watery projectiles are shot out in fixed directions, each dealing heavy damage. Susceptible to projectile destruction and reflect skills. |
A Champion Void Saltspray Dragon spawns on the southeast part of the arena, standing between the orb and the first purification rift. Players must defeat this mini-boss before pushing the orb into the rift. The dragon alternates between elemental attacks, each dealing medium damage and applying conditions respective to their element. Take care to avoid standing in the whirlpool attack as it can quickly down and defeat players by knocking them back into another one. Its defiance bar will unlock around 70% health and breaking it will remove its Aerial Defense effect. Failure to break the bar will unleash a shockwave.
Amalgamates of Elder Dragon energy will also roll around the platform, pulsing low damage and slow to players they pass through.
The orb must be pushed through two rifts before its defiance bar unlocks. Because each projectile is fired from fixed and equidistant positions, players should stand in the safe zone between each projectile to avoid taking heavy damage.
Dragonvoid Phase 3[edit]
Soo-Won Part 1 (100% – 50%)[edit]
- Health: 9,711,000 (31,075,200 if the Challenge Mote is active)
A Veteran Void Abomination, Veteran Void Coldsteel, Veteran Void Tangler, or Veteran Void Warforged will spawn every six seconds. Notably, Void Abominations can knockback players with its slam and Void Coldsteels can apply the chilled debuff to players.
Skill | Notes |
---|---|
Claw Slap (Swipe) → Torment of the Void |
Swipe that inflicts unavoidable heavy damage, Knockdown and 3 Vulnerability. Follows-up with orbs bouncing out to the platform edge, inflicting medium damage, Knockdown, and 10 Torment. A safe zone exists on the small southwestern sliver of the attack telegraph, allowing 2 players to stand there without overlapping the Spread AoE. The bottom half of each arrow is also safe from both attacks. |
Tail Slam → Magic Hail |
Slams a large with its tail, unleashing a shockwave and 5 smaller orbs upon impact. Both parts of the attack inflict heavy damage and Vulnerability. Follows-up with smaller orbs targeting the closest player in range, inflicting either Chilled or Vulnerability. | 3
Tsunami Slam (Claw Slam) → Magic Hail |
Slams a large orb with its claw, unleashing a shockwave and 4 smaller orbs upon impact. Both parts of the attack inflict heavy damage and Torment. Follows-up with smaller orbs targeting the closest player in range, inflicting either Chilled or Vulnerability. | 3
Void Beam → Void Purge |
Shoots beams (indicated by orange arrows) towards the other end of the arena, inflicting heavy damage and leaving behind smaller, weaker Reds. Excess void energy also escape from the beams and onto the ground, pulsing low damage and Torment. |
This phase follows a fixed, repeating pattern: Tsunami into Magic Hail → [Swipe with Spread] into Torment of the Void → [Tail Slam with Reds] into Tsunami then Magic Hail → [Void Beam with Void Purge]
After bringing it to 50% health, the Dragonvoid retreats then encircles the platform as players enter the next phase. All mechanics persist and still do damage even after phasing.
Void Amalgamate[edit]
- Health: 1,261,920 (2,523,840 if the Challenge Mote is active)
Players no longer need to direct an orb into purifying rifts. They must instead defeat the Void Amalgamate, which also follows the mechanics governing orb movement. The orb must not fall off the platform, else it will unleash a more powerful shockwave then regenerate 10% of its health. This attack now covers the entire platform and will down all players and defeat all downed players. Furthermore, players will now take heavy damage if standing underneath the orb.
Additionally, the Amalgamate shoots splitting projectiles that deal heavy damage. Players should use projectile destruction and reflects to shield the group (reflected orbs do not damage or push the heart). Dragonvoid minions continue to respawn every six seconds, allowing downed players to rally if needed.
Once the Void Amalgamate is defeated, the Dragonvoid reappears for a final time.
Soo-Won Part 2 (33% – 0%)[edit]
- Health: 50% – 0% if the Challenge Mote is active.
This phase remains largely unchanged from before: the Dragonvoid (now returning with 33% health) performs the same attacks as before, void minions continue to spawn every six seconds, and orbs of Elder Dragon energy return to roll around the platform. Additionally, a Champion Void Obliterator spawns in the southwest part of the platform and targets the player nearest to it. Although its attacks are not dangerous damage-wise, they do apply heavy crowd control with its charge, swipe, and shockwave attacks. However, most groups can ignore the Obliterator if they have enough damage to defeat the Dragonvoid before it becomes an issue.
The Dragonvoid is defeated once its health has been completely depleted.
Challenge Mode[edit]
There are several differences between the normal and challenge mode versions of the fight:
- Monster Buffs
- All bosses have increased health, additional and altered mechanics, and spawn with Protection, Resistance, and Regeneration.
- Most Dragonvoid minions spawn with Protection, Resistance, and Regeneration.
- All Void Champions additionally spawn with Might. 25
- Veteran Void Melters (aside from the first six at the beginning of the fight) spawn with Protection and Swiftness.
- Some Dragonvoid attacks can no longer be mitigated through invulnerability and stability.
- Mechanical Changes
- Players that fall off the platform are instantly defeated.
- The Void AoEs expand much faster and can now cover the entire platform. They will also now corrupt one boon per tick.
- Six Veteran Void Melters now spawn at the start of each purification phase.
- The Heart now gains a stack of Void Empowerment every 10 seconds after the first 17 seconds, causing it to unleash Void Discharge each time. Additionally, the AoE under the Heart pulses medium damage and its attacks deal very heavy damage.
- The shock wave generated by the Heart now instantly defeats players and covers the entire platform.
- The Heart now maintains some momentum when reaching a purification rift.
- The Spread AoEs now target the seven players closest to the Void AoE (instead of all players).
- Reds last until the next phase, except during Soo-Won where they are permanent starting from Part 1.
- Three green circles (Greens) periodically spawn during Dragonvoid phases and require at least two non-downed players to stand within each (indicated by either inward arrows if criteria not met, or swirling green projectiles if met). The location of these circles depend on how far the Void AoE has expanded. Failing any Greens downs and applies a stack of Debilitated (30s) to the entire group. This effect cannot be mitigated with invulnerability but the damage can be.
General Notes and Tips[edit]
Maximizing damage output and uptime is important to complete each phase before the void AoE overtakes the platform. Each phase becomes progressively more difficult the further the void AoE expands due to Greens spawning further out, forcing players to travel larger distances away from the group. Mobility skills and Mesmer portals can be used to quickly teleport players to the two furthest Greens then back to the boss. Use of these skills should be timed such that they will be available for the next set of Greens if possible. Otherwise, players should make sure they leave for the Greens at the proper time.
Almost all enemies are now more powerful and durable. Reliable sources of boon strip will not only maximize the damage dealt to all enemies, but also minimize the damage taken from enemies such as Dragonvoid Champions, which now spawn with full stacks of might. Group stealth (such as Mass Invisibility) and pulls also allow enemies to be quickly cleaved together, however players should be mindful of their after-death explosions.
Understanding what and how mechanics can be baited can further maximize damage uptime. Two players (ideally support roles) should be designated to bait and stack the Reds. These can be baited by being the two players closest to the void AoE. Reds should generally be dropped close to the center given the area will eventually be overtaken by the void AoE. The Spread AoEs also now target the seven players closest to the void AoE. Players dedicated to dealing damage should therefore position themselves to be the furthest away from the void AoE.
The orb purification phases are also more punishing and on a tighter timer. All players should ideally feel comfortable moving the orb and knowing which skills for their build best accelerate the orb and damage its defiance bar.
The Dragonvoid can be flanked by standing on the western-side (right-side of the boss when facing it). This strike mission also occurs at night, so sigils such as Superior Sigil of the Night will have increased effect.
Purification Phase 1[edit]
Players should quickly direct the orb into purifying rifts due to Void Empowerment. Five Veteran Void Melters will initially spawn near the first rift, whereas one will spawn behind the orb. The orb now maintains its momentum when reaching a rift, so players must quickly reposition themselves in advance to direct the orb into the next rift. Attacks from the orbs deal very heavy damage and should be avoided.
Dragonvoid Phase 1[edit]
- Jormag
This phase remains largely unchanged aside from the addition of Greens. The boss attack pattern is slightly adjusted to accommodate for this, with the initial pattern being: Breath of Jormag (Pattern 1) [no center rays] with Reds → Greens into Grasp of Jormag → Breath of Jormag (Pattern 2) with Spread → Frost Meteor
Afterwards, the following attack pattern is repeated: [Reds with Breath of Jormag (Pattern 1)] into Greens → Grasp of Jormag → Breath of Jormag (Pattern 2) with Spread → Frost Meteor
- Primordus
This phase follows a fixed, repeating pattern: [Jaws of Destruction with Spread] into Reds into Greens → 3x Lava Slam. Players can no longer block the Lava Slam and will instead be instantly defeated. Jaws of Destruction now also instantly defeats players instead of downing them. Players can reliably bait the Reds by moving closely around the void AoE and opposite of each other when running to the safe zone. Take care not to drop the Reds on top of Greens.
- Kralkatorrik
This phase is mechanically identical to the normal mode version: 2x Branded Beams (Sides) → Crystal Barrage → 1x Branded Beam (Center) with Reds → Crystal Barrage.
Purification Phase 2[edit]
Four Veteran Void Melters will initially spawn near the first rift, whereas one will spawn northwest and northeast of the orb. The Melters near the rift should be defeated as quick as possible to avoid delaying the orb push. The mini-boss should ideally be defeated by the time the orb reaches the final rift.
Dragonvoid Phase 2[edit]
- Mordremoth
Void Skullpiercers are noticeably dangerous because they can knock players into mechanics or off the platform when in melee range. Ranged damage dealers should prioritize and defeat them before they get too close to the group. Otherwise, crowd control skills can be used to delay the kick attack. Placement of Reds is important for this phase to provide players more room to avoid the shockwaves, especially since Reds persist until the phase ends.
As with before, the Dragonvoid alternates between Poison Roar with Reds and Shock Wave with Spread.
- Zhaitan
The Champion Void Giants should be quickly dealt with to prevent them from damaging and disabling the group. Effective use of stealth can lure all three giants to the group and allow for them to be cleaved together, preferably on top of the boss.
This phase follows a fixed, repeating pattern: Greens into Putrid Deluge → Reds with Slam → Scream of Zhaitan into Spread.
The Scream of Zhaitan attack has been reworked: it is now an unavoidable arena-wide attack that applies a stack of Infirmity. The fear applied afterwards also bypasses stability, so players must either immediately cleanse the fear, use stun breaks, or apply resistance beforehand then cleanse. Applying barrier and protection before this attack will significantly reduce the damage taken by all players. This attack is especially dangerous for players baiting Reds who must immediately return to the group to stun break, cleanse the fear, and heal from the damage. If the Scream of Zhaitan attack will occur before the boss can be defeated, players should delay damage then defeat the boss once the attack completes and everyone has recovered from the damage.
Purification Phase 3[edit]
In addition to the two Melters spawning at the first rift, two will spawn southwest of the orb and one will spawn northeast. Because the Champion Void Saltspray Dragon is blocking the first rift, it is important for groups to defeat mini-boss as soon as possible to avoid delaying the orb push.
The attacks from the orb deal very heavy damage. Projectile destruction and reflect skills can prevent players from downing to the projectiles. Otherwise, players must actively position themselves relative to where the projectiles emerge from.
Dragonvoid Phase 3[edit]
- Soo-Won Part 1 (100% – 50%)
A group of mechanics will overlap with each other at the start and throughout the fight. This phase follows a fixed, repeating pattern: [Reds with Greens with Tsunami] into Magic Hail → [Swipe with Spread] into Torment of the Void → Tail Slam into Tsunami then Magic Hail → [Void Beam with Void Purge]
Reds will now persist until Soo-Won reaches 0% health, making their drop placement very important. These should ideally be placed in near the northern edge of the arena. Failure to do so will make subsequent phases much more difficult. Additionally, both Reds and Greens occur during the same time as the Dragonvoid's Tsunami attack. Players performing these mechanics must also avoid getting downed or knocked back by this attack. Players in each set of Greens must time their movement differently depending on their location:
- Close and Mid Green: The main attack to avoid is the tsunami wave. Players can either jump or dodge into the green to avoid this.
- Far Green: Players must not only avoid the tsunami wave but also a void orb that covers the entire circle. They must therefore dodge late enough into the green to avoid both attacks, but early enough to make it in before the Greens explode.
The Magic Hail attack will occur shortly afterwards and target players closest to their origin. This attack applies the chilled debuff and can easily down players at low health. The Swipe attack will also now instantly defeat players. Standing either in the small safezone near Soo-Won or between and near the bottom end of the arrows will avoid both this and the void ball attacks.
- Void Amalgamate
This phase remains unchanged aside from the lingering Reds from the previous phase. There is no time limit, so players can use this phase to refresh skill cooldowns. Players should start repositioning and applying boons for the next phase right before defeating the amalgamate.
- Soo-Won Part 2 (50% – 0%)
This phase is virtually identical to the Part 1, however players must defeat Soo-Won starting from 50% health instead of 33% health. Furthermore, a Champion Void Goliath spawns alongside the Champion Void Obliterator. The Goliath will periodically channel a large AoE that knocks back and applies chilled to hit players. Its defiance bar should ideally be broken during this animation to interrupt and put this attack on cooldown. The Dragonvoid mechanics are slightly delayed at the start to accommodate for these additional champions.
Both mini-bosses should be defeated as soon as possible because they each can knock players into mechanics, out of Greens, or off the arena. Effective use of stealth allows for both mini-bosses to stack on top of each other at the start of the phase. Alternatively, the Champion Void Obliterator can be baited away from the group as it targets the closest player and can charge towards them.
NPCs[edit]
Allies[edit]
Foes[edit]
- Elite Void Brandbomber
- Elite Void Warforged
- Champion Void Giant
- Champion Void Goliath (Challenge Mode only)
- Champion Void Obliterator
- Champion Void Saltspray Dragon
- Champion Void Time Caster
- Heart of Jormag
- Heart of Kralkatorrik
- Heart of Mordremoth
- Heart of Primordus
- Heart of Soo-Won
- Heart of Zhaitan
- The Dragonvoid (boss)
- Veteran Void Abomination
- Veteran Void Coldsteel
- Veteran Void Melter
- Veteran Void Stormseer
- Veteran Void Tangler
- Veteran Void Warforged
- Void Amalgamate
- Void Burster
- Void Rotswarmer
- Void Skullpiercer
- Zhaitan's Reach
Objects[edit]
Stats of encounter relevant enemies[edit]
Enemy | Health | Health (CM) | Defiance Bar | Defiance Bar (CM) |
---|---|---|---|---|
The Dragonvoid (Jormag) | 6,723,000 | 16,807,500 | ||
The Dragonvoid (Primordus) | 6,723,000 | 16,807,500 | ||
The Dragonvoid (Kralkatorrik) | 6,723,000 | 16,807,500 | ||
The Dragonvoid (Mordremoth) | 6,723,000 | 16,807,500 | ||
The Dragonvoid (Zhaitan) | 6,723,000 | 16,807,500 | ||
The Dragonvoid (Soo-Won) | 9,711,000 1 | 31,075,200 | ||
Veteran Void Melter | 33,001 | 33,001 | none | none |
Veteran Void Stormseer | 82,502 | 103,127 | none | none |
Elite Void Warforged | 236,003 | 295,004 | none | none |
Elite Void Brandbomber | 236,003 | 295,004 | 500 | 500 |
Champion Void Time Caster | 1,769,600 | 2,212,000 | 2,000 | 2,000 |
Champion Void Giant | 946,440 | 1,183,050 | 1,000 | 1,000 |
Zhaitan's Reach | 85,649 | 85,649 | 600 | 600 |
Champion Void Saltspray Dragon | 2,123,520 | 2,654,400 | 1,500 | 1,500 |
Void Amalgamate | 1,261,920 | 2,523,840 | ||
Champion Void Obliterator | 1,769,600 | 2,212,000 | 1,000 2 | 1,000 2 |
Champion Void Goliath | 2,212,000 | 1,000 2 |
- 1 After reaching 50% of its health and defeating Void Amalgamate, its health changes to 33%, making the effective health 8,060,130. This does not apply in Challenge Mode, where the health stays at 50%.
- 2 Refills 30 per second.
Dialogue[edit]
- Starting the strke
- Strike Initiator: The Dragonvoid awaits. Is your squad ready?
- Let's do this.
- We're still waiting for more people to show up.
- The Dragonvoid: The cycle ends... We are truly awake.
- Aurene: We must cleanse that corrupted magic! Push it into the prismatic rift!
- The Dragonvoid: We are time, we are space.
- Purifying a heart
- Aurene: There, it's been purified! Break it to send it back!
- Jormag phase
- The Dragonvoid: Aren't you tired?
- The Dragonvoid: Join me.
- The Dragonvoid: I will set you free.
- Primordus phase
- The Dragonvoid: (roars)
- The Dragonvoid: (growls)
- The Dragonvoid: (rumbles)
- Kralkatorrik phase
- The Dragonvoid: Anguish! Malignity!
- The Dragonvoid: Blind! Lost!
- The Dragonvoid: Your world ends!
- Purifying another heart
- Aurene: Another corrupted orb—you know what to do!
- The Dragonvoid: You will not succeed. What began as void shall return to it.
- Mordremoth phase
- The Dragonvoid: You are a part of me, or you are nothing.
- The Dragonvoid: You will all be consumed.
- The Dragonvoid: Obey.
- Purifying another heart
- Aurene: Once more! It's working!
- Aurene: That magic buildup is devastating... Don't let it escape the tower!
- The Dragonvoid phase
- The Dragonvoid: We speak with one voice.
- Aurene: Now's our chance! Finish it!
- The Dragonvoid: This reality will end. You cannot stop it.
Related achievements[edit]
- End of Dragons: Harvest Temple — Complete the Harvest Temple Strike Mission. (5)
- Daily Strike Mission: Priority Cantha Strike: Harvest Temple — Complete the Harvest Temple Strike Mission. (0 )
- End of Dragons: Weekly Cantha Strikes — Complete 4 unique Canthan strike within a week. (0 )
- End of Dragons: Jumping the Nope Ropes — Complete the Harvest Temple Strike Mission without being hit by any of the boss's shock-wave attacks. (5 )
- Requires challenge mode
- End of Dragons: Legendary Harvest Temple — Complete the Harvest Temple Strike Mission with challenge mode active. (5 )
- End of Dragons: Standing Together — Complete the Harvest Temple Strike Mission with challenge mode active after absorbing 5 Share the Void attacks. (5 )
- End of Dragons: Voidwalker — Complete the Harvest Temple Strike Mission with challenge mode active without allowing the enemy to gain more than three stacks of Void Empowerment. (5 )
Version history[edit]
Patch | Changes |
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August 22, 2023 | Secrets of the Obscure release:
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April 18, 2023 |
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December 13, 2022 |
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September 13, 2022 |
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August 23, 2022 |
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July 06, 2022 |
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June 30, 2022 |
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June 29, 2022 |
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June 28, 2022 |
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March 01, 2022 |
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February 28, 2022 | End of Dragons release:
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