Talk:Strike Mission: Temple of Febe

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Bug : If the shadow from Malicious Intent (Tether) get pulled / pushed right under Cerus after spawning, it will disappear & not generate any Empowered stacks


```Another potential bug ```

When 'shadow' appears from malice attack, there's about half a second windows during which the add is subject to hard CC like push/pull (works with Temporal Curtain or Personal Battering Ram )

potential bugs or inconsistencies

  • Phase 3 attack pattern completely skipped Hunger in one rotation
  • Insatiable debuff potentially caps at 4.

07:47, 27 September 2023‎ edit - Reason: Updated page with information found during test runs. Noting page edit summary because bad habit of forgetting to put summary

Cookie Jar Raider (talk) 07:53, 27 September 2023 (UTC)


addendum and some tactics[edit]

the large clones are random every fight, not per day (source, fought him 3 or 4 times for the daily)

empowered despair not only makes the pools bigger, they last much longer too. if he uses the attack a second time in a phase its possible the first pools havent even despawned yet, greatly reducing the area of free ground

crushing regret, malicious intent and hunger are the easiest to deal with, so should be ignored. all his other skills are much more dangerous and have bigger aoes if empowered. malicious is the one with most potential danger of the 3 if the party cant properly deal with the clones, so i suggest dealing with that one

if a player gets marked with the clone tether, they should run away as far as possible, to give the party more time to kill the clone. the clones move slowly but have decent hp to you want some distance. optionally, the marked player may also call out they are marked ahead of time. if empowered, all 3 players should stack when running away, making it easier to hit all 3 clones at once

when he uses wail of despair, its recommended to spread out and run away from him, though not far. this makes it much easier to avoid the giant wall of clockwork doom.

speaking of, to avoid envy, simply stay on the left side of the arrow before it fires and move to the right of where it started before it does a full rotation. it will only spin once so its not hard. take care not to get too close to the boss while he does this attack, because it can damage you. "too close" is generous here, just dont walk directly under him or smth

we got to the final 10% when he was at about 13 stacks and only because a clone player messed up and didnt run, letting the clone be absorbed instantly. he barely did any damage and our healers had an easy time with it. im guessing 20 stacks is about the minimum where you can cruise through, before he starts hurting too much

barriers are a godsent in this battle, since early on he does very little damage and proper management can keep it that way

tldr, clones are random; rage, envy, despair and malice are his worst skills if empowered; its easy to block regret if you stack and you can freely ignore hunger, just make sure someone tanks the big orbs. rage is easy to dodge if unempowered, and if he gets past 20 stacks things get much worse. rage is an instadown at around 30-40 stacks. The preceding unsigned comment was added by Varja (talk) at 20:53, 29 August 2023‎ (UTC).

failing the 10% breakbar[edit]

Cerus does not reset to previous phase. He will cast Enraged Smash for the 30% health he has left until he dies.

--Adamk33n3r (talk) 20:38, 9 September 2023 (UTC)

Will need to do some more testing, but had boss reset to previous phase when failing to break the 10% bar recently. —User:Flutte (talk) 16:30, 9 October 2023 (UTC)
Confirmed boss returns to previous phase if 10% defiance bar failed. —Flutte (talk) 23:53, 3 March 2024 (UTC)

Barrier from Orbs[edit]

Max barrier gained from reflected small orbs is 10,080 during the normal mode. Small orbs will still go to Cerus when reflected, but will apply barrier to players on-hit. Max barrier on players is 50% max health, so tested on a few characters with HP more than 2 x 10,080 and with 0 Healing Power. Not sure if the barrier applied to players is the same amount applied to Cerus. Assuming 40-50 small orbs total as listed on the wiki, it'd be 50 x 10,080 barrier or 504,000 barrier if Cerus consumes all small orbs. —Flutte (talk) 23:53, 3 March 2024 (UTC)

Green Stacking 2024/04/12[edit]

Two players with greens +1 player without green can complete a green, resulting in just those 3 players dying. Cerus CM - Green Mechanic testing by REMagicRelzyn (talk) 13:42, 12 April 2024 (UTC)