User:FirePosition/Path Of The Just

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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 were to be implemented. I've also assumed that this can be implemented on a technical level; although I did try to stick to mechanics that are somewhat in the game already, my lack of knowledge of the source code means implementation may be far more difficult than I would expect. I'll also freely admit that I got carried away at some point, though I would still argue it's within reason.

For purposes of readability and organization, the dialogue is all at the bottom similar to the rest of the Guild Wars 2 wiki documentation. 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 in-between the releases of Daybreak and A Bug in the System, so unfortunately it is no longer possible to implement it under the same narrative. Be wary of spoilers up until the release of A Bug in the System though.

Damage

I will instantly admit that I have no idea how damage from enemies in Guild Wars 2 are/should be calculated. I will use more broad words for these attacks to showcase the intended result :

  • 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 labeled 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 with successive hits becoming quite dangerous.
  • Moderate Damage: This will deal a lot of damage to more fragile professions such as Elementalists and Thieves, whilst leaving a dent against 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 the damage lies somewhere in-between. 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 Miscellaneous effect.png Conditions, these too would 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]

Mail.png

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 good idea. Well… the device picked up on something. A strange portal opened up in Frostgorge Sound. A portal like those undead attacks that happened a while ago. However, the portal originated from here, not from the other side. Also, there seems to be a spike in Icebrood activity on said other side, but they don’t seem to try invade…

Look, maybe it’s nothing. Probably. But I got a bad feeling about this. No harm in checking 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
    • Event bar.jpgEvent shield (tango icon).png
    • Gandr the Iceforged
    • Event bar.jpgEvent boss (tango icon).png
    • Time remaining: 7:00
  • Investigate the entrance.
  • Push forward through the hostiles.
    • Crusaders remaining
    • Event bar.jpgEvent swords (tango icon).png
    • Elemental Crusader killed: x/1
  • Defeat the squad of lieutenants.
    • Arch Herdor
    • Event bar.jpgEvent boss (tango icon).png
    • Theselia Lilys
    • Event bar.jpgEvent boss (tango icon).png
    • Telli
    • Event bar.jpgEvent boss (tango icon).png
    • Harald Grechenkin
    • Event bar.jpgEvent boss (tango icon).png
  • Find the Righteous.
  • Survive against the onslaught of the Icebrood defenders
    • Icebrood remaining
    • Event bar.jpgEvent swords (tango icon).png
    • Champions killed: x/3
  • Defeat the Righteous.
    • Ignus Steelfist
    • Event bar.jpgEvent boss (tango icon).png
    • Time remaining: 12:00
  • The crusade of the Just has been ended.

Gandr the Iceforged[edit]

Environment[edit]

The exit of the portal leads into 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 that makes vision limited. 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, each additional stack deals more damage. 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 destroyed. 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, or wipe. Upon wipe (wherein all players in the instance are defeated), the tents respawn but the fires go out.

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 touch each other, making it safe to move across without harm. Upon lighting all the campfires, a wipe will no longer extinguish them.

When players have successfully 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 large cavern, 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 both relevant and 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.png Knockdown for 1,5 seconds and Chilled.png Chilled (5s).
      • Gandr will use this chain every 2,5 seconds after Slam.

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.png Knockdown for 2,5 seconds, Weakness.png Weakness (8s), Crippled.png Crippled (8s) and 10 stacks of Bleeding.png Bleeding (8s).
    • Gandr will perform this attack every 15 seconds and only when between 100% and 66% health.
  • Binding Tendrils: Gandr will spawn Binding Tendrils every 10 seconds under the player character furthest away from Gandr (with visual indicator similar to Sabetha's Time Bomb). After a 1 second delay, they’ll spring upwards, applying 5 stacks of Bleeding.png 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 only be removed once the Tendrils have been destroyed. The Tendrils can be destroyed easily, even by one player.
    • Once the Binding Tendrils have been destroyed, they’ll drop one Dry Wood. When picked up, it can be thrown onto 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 be extinguished, covering the entire arena in a blizzard that applies Bitterfrost every second. Once the campfire is extinguished, 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 until it is lit.

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.
  • Snowstorm: Gandr will gain a large Defiance Bar. Whilst channeling, the entire arena will be covered in a blizzard, making vision difficult. Additionally, the blizzard itself deals minor-low damage 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.
  • 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.png Knockdown for 2,5 seconds, 7 stacks of Poisoned.png Poison (8s) and 7 stacks of Torment.png Torment (8s). Additionally, he will drop a Corruptive Well on impact, pulsing 2 stacks of Poisoned.png Poison (5s) and Torment.png 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.
  • Summon Ghastly Snowmen: Every 12 seconds, two Ghastly Snowman will spawn near Gandr. They will rush towards a player and attack. Every attack inflicts Poisoned.png Poison (2s) and Chilled.png 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.png Chilled (5s), Torment.png Torment (5s) and Poisoned.png Poison (5s). If they are killed beforehand, they will not explode. If they are affected by hard Crowd Control such as a Stun.png Stun or Launch.png Launch during their charge-up, 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.

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.png Launch players outwards and grant 15 stacks of Vulnerability.png Vulnerability (20s). Additionally, Ice Spikes will spike from the ground upwards, going diagonally in four lines outwards. These deal moderate damage, Launch.png Launches players outwards and spawn fast enough outwards that they cannot hit a player numerous times from subsequent spikes, preventing a chain-reaction. 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 (in case they are not Downed, which is unlikely).
    • Gandr will perfom this attack every 15 seconds and only from 33% onwards.
  • 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 slowly 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 Stun.png 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 cavern 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 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 ordinary toughness-based tanking mechanic, my hope is that the chain - in particular its third attack - 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.

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 just 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 cavern. The path itself is mostly linear, the walls as if the inside of a glacier. While moving and fighting through the cave, tents, crates and other supplies can be found which look similar to those found before the Gandr encounter (these cannot be destroyed). This is the outpost of the group the players are following. There are encrypted documents lying around and hidden, 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, going 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

Guardian icon.png

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

Forceful Crusader

Warrior icon.png

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.png Crippled (1,5s).
    • The Forceful Crusader uses this skill every 0,75 seconds.
    • The skill is melee range.
  • 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 Miscellaneous effect.png 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.
  • 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.

Backstabbing Crusader

Thief icon.png

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.
  • Heartseeker: Similar to a Thief’s Heartseeker. Leaps at a target and deals low damage. If this skill is done within the field of Powder Shot, 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.png 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 Stealth.png 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.png 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.
  • Powder Shot: A combination of a Thief’s Shadow Shot and Black Powder. Fires a shot which deals minor-low damage and teleports them to the target. Drops a field after the teleport with a 360 radius under him that pulses Blinded.png 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.

Innovating Crusader

Engineer icon.png

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.png Bleeding (8s).
    • The Innovating Crusader uses this skill every 2 seconds.
    • It has a range of 300.
  • Overcharged Jump Shot: A combination of an Engineer’s Overcharged Shot and Jump Shot. Jumps in the air and comes down at the target, dealing low damage and applying Knockback.png Knockback. If done within the field of a Healing Turret, the Innovating Crusader will cause 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.
  • 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.png Regeneration (1s) 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.

Deceiving Crusader

Mesmer icon.png

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 their 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.png Confusion (3s). Applies Stability.png Stability (7s) and either Resistance.png Resistance (7s) or Protection.png 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.
  • 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 performing this skill, 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 Miscellaneous effect.png 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 every 3 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.png 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.

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 predetermined or random. I've done an attempt at making them predetermined, 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).

At the sixth wave, there is an Elemental Crusader present, a Human Female Elementalist. Upon initiating combat with the sixth wave, this Crusader will run away. She 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 be more difficult (but not too difficult) to defeat.

Frost Phase (100%-66%)

Conjure Frost Bow.png

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

  • Water Arrow: The auto-attack. It deals minor damage, applies Regeneration.png Regeneration (5s) to herself and Chilled.png Chilled (3s) to its target.
    • She uses this attack every second.
  • 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.png Vulnerability (9s).
    • Uses this attack every 3 seconds.
  • Ice Storm: Barrages an area with a volley of ice arrows after a cast-time of 2 seconds. Every pulse deals low-moderate damage and applies 5 stacks of Bleeding.png Bleeding (3s).
    • The danger-area lasts for 4 seconds.
    • Uses this skill every 10 seconds.
  • Deep Freeze: Shoots an arrow which encases the target within breakable ice. The target cannot move until broken.
    • Uses this skill every 12 seconds.

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

Lightning Phase (66%-33%)

Conjure Lightning Hammer.png

Once 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 applies Blinded.png Blinded (3s) to all affected targets.
    • This is the auto-attack chain.
    • Uses this rotation every 2 seconds.
    • The rotation takes 1,5 seconds.
  • Wind Blast: Swings the hammer to Launch.png Launch all targets hit. Deals low-moderate damage.
    • Uses this skill every 5 seconds.
  • Lightning Storm: Repeatedly strikes an area with a lightning storm after a cast-time of 1,5 seconds. Every strike deals low-moderate damage and Daze.png 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.
  • Static Field: Creates a lightning field around herself. The edge Miscellaneous effect.png Reflects projectiles and applies a Stun.png 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.

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%)

Conjure Fiery Greatsword.png

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.png 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.
  • Fiery Eruption: Creates a small fiery eruption under a target. This eruption pulses low-moderate damage and applies a stack of Burning.png Burning (2s) every 0,5 seconds.
    • The field persists for 12 seconds.
    • Uses this skill every 6 seconds.
    • Range of 600.
  • Firestorm: Creates a firestorm within an area. The storm deals low-moderate damage and applies 1 stack of Burning.png Burning (1s) every 0,5 seconds.
    • This firestorm persists for 4 seconds.
    • Uses this skill every 9 seconds.
    • Range of 600.
  • 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.

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 independent of each other. 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.png Quickness, it will use its attacks 50% faster. Defiance Bars will also last 50% shorter. If a boss has Alacrity.png Alacrity, its skills will be up 33% faster. These skills work in their application and effect similar to players. For example, if a boss were to use a 6-second charging skill under Quickness.png 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]
Revenant.png

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% of his health 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.
  • Soul Shot: Arch targets a player. After 2 seconds, he will fire a blast which deals low damage and applies 7 stacks of Vulnerability.png Vulnerability (20s).
    • Arch uses this skill every 15 seconds.
    • This skill has a range of 750.
  • 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 Miscellaneous effect.png Boons of his enemies into Miscellaneous effect.png Conditions. If the target has only 2, 1 or no Miscellaneous effect.png Boons, he will instead just strip the boons and deal intense damage.
    • The radius is 360.
    • Arch uses this skill every 20 seconds.
  • 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 Miscellaneous effect.png Boons from all his enemies. If the Defiance Bar is broken, Arch will be Stun.png Stunned (6s) and Exposed (6s).
    • This skill has an unlimited range.
    • Arch uses this skill every 25 seconds.
  • 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.png Burning (3s) and Torment.png Torment (3s) and steals 1 Miscellaneous effect.png Boon from each target struck.
    • The teleport has an unlimited range.
    • The whirl is melee range.
    • Arch uses this skill every 13 seconds.
Theselia Lilys[edit]
Tempest.png

Theselia is a Female Human Tempest, wielding a staff.

  • Flameball: Theselia will hurl a ball of flame at a foe. This fireball deals low damage.
    • Flameball has a range of 900.
    • Theselia will use this skill every 2 seconds.
  • Fire Font: After a short channel (and visual indicator on 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.png Quickness and Alacrity.png Alacrity, Theselia can smoothly keep using Fire Font when the other is about to disappear!
  • 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.png 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.
  • 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 Stun.png Stunned (6s) and Exposed (6s).
    • The thunderstorm has a radius of 480 and lasts for 5 seconds.
    • Theselia will use this skill every 54 seconds.
  • "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.png Might (7s) and apply 1 stack of Burning.png 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.png 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.
Telli[edit]
Chronomancer.png

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 Miscellaneous effect.png Boons.
    • This is an auto-attack chain, which takes ~3 seconds to complete.
    • Telli uses this skill every 4 seconds.
  • 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.png 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.
  • 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.png Quickness (3s) and Alacrity.png Alacrity (3s) on each pass (for a total of 6 seconds each) while dealing low damage and applying a Stun.png 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.
  • 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.png Might (25s), Fury.png Fury (25s), Swiftness.png Swiftness (25s), Regeneration.png Regeneration (25s), Protection.png Protection (25s), Retaliation.png Retaliation (25s), Resistance.png Resistance (25s), Quickness.png Quickness (25s) and Alacrity.png Alacrity (25s). These boons can be corrupted or removed. If the Defiance Bar is broken, Telli will be Stun.png 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.
  • 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 Slow.png Slows (1,5s) them. If she or her allies stand in this well, they will gain Alacrity.png Alacrity (1s) and Regeneration.png 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.
Harald Grechenkin[edit]
Soulbeast.png

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.png Bleeding (6s). If an arrow hits a player in the back, it applies 6 stacks of Bleeding.png 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.
  • 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 Poisoned.png Poison (4s).
    • The arrows can be body-blocked.
    • 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.
  • Chilling Roar: After a short delay, Harald roars a war cry, dealing minor damage and applying Chilled.png Chilled (1s) to all his enemies.
    • Range is unlimited.
    • Cannot be blocked.
    • Harald uses this attack every 23 seconds.
  • 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 carries the barrel and throws it 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 Stun.png Stunned (2s) and Exposed (2s) and no Corrupted Pheromones will be released.
    • Corrupted Pheromones: An unremovable debuff irresistible 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.
  • Solar Spirit: Harald will use this skill once he is below 60% health. He will place down a spirit which empowers Harald and his allies. Every 5 seconds, Harald or his allies' next attack will apply 2 stacks of Burning.png Burning (5s) and Blinded.png 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 Miscellaneous effect.png Conditions and takes no damage from Burning.png 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.

Events[edit]

Throughout the fight at specific time intervals, 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, or otherwise kill them. 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.

An Icebrood Inspirator looks like an Icebrood Troll.
  • Icebrood Inspirator
    • Every 8 seconds, the Icebrood Inspirator will cry out, granting 25 stacks of Might.png Might (8s), Fury.png Fury (8s) and Icebrood Shield (8s) to all Icebrood.
      • Icebrood Shield: Reduces all damage taken from the Crusader Lieutenants by 50%. Can be removed or corrupted into 25 stacks of Vulnerability.png Vulnerability (4s) by both players and bosses. This "boon" is the first to be removed or corrupted.
    • The shockwaves prioritize units with Corrupted Pheromones.
    • The Icebrood Inspirator doesn't die too fast and is the tankiest of the three unique Icebrood. All his attacks are melee.
An Icebrood Defiler looks like an Icebrood Elemental.
  • 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.
An Icebrood Cleaver looks like an Icebrood Kodan.
  • 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 Stun.png 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 Miscellaneous effect.png Conditions, will be redirected to the illusion. Additionally, the illusion will grant itself Protection.png Protection (10s) and Resistance.png 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 Stun.png 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.png 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 successfully 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 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 Stun.png 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.
  • If the bar goes unbroken, Theselia will successfully reinforce the ceiling and 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 and she will successfully reinforce the ceiling. However, both she and Arch 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.
  • 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 Determined.png Invulnerability, raise their to 50% if it was below and speak some dialogue, after which they become vulnerable again. The boss then gains replacing attacks or obtains additional, 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.png Stun or Exposed them.

Arch Herdor

  • Arch, in his rage, will slam the ground, infusing it with dark energy, stopping all Icebrood from further 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 all his damage dealt by 15%, including that of Aura of the Lich.
  • 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.png Torment (6s) and Poisoned.png poison (6s).
  • Soul Shot now deals moderate-high damage, pierces and applies 15 stacks of Vulnerability.png 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% of his health 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 in-between.
  • 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.png Alacrity). This meteor (which is telegraphed) deals moderate damage and impacts a larger area. Additionally, it will release a shock wave which deals low damage and applies 2 stacks of Burning.png 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.png Might (15s) to Theselia. The shock wave now also applies 2 stacks of Burning.png 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 "Don't Harm Them!".

Telli

  • Telli will spawn three Phantasms. Once one of them is destroyed, it will reappear after 13 seconds (this is unaffected by Alacrity.png 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 Miscellaneous effect.png 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 into random directions. 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 positioned 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.
  • 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 Miscellaneous effect.png Boons.
  • Temperal Wave now also grants Telli the Miscellaneous effect.png 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 15 stacks after 6 seconds (or 3 when fully under the duration of Quickness.png Quickness of course), she will stop blocking and resume fighting as normal.
  • Well of Insight now also provides Telli and her allies Quickness.png Quickness (1,5s) on each pulse.

Harald Grechenkin

Defy Pain, the soulbeast effect that ignores all direct damage.
  • Harald drinks the substance from one of his kegs. 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.
    • 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.png Bleeding (6s) normally, 6 stacks of Bleeding.png Bleeding (8s) when hit on the side and 9 stacks of Bleeding.png Bleeding (10s) when hit in the back. A back-shot now also deals high damage.
  • Chilling Roar now applies Chilled.png Chilled (8s) and also applies Protection.png Protection (8s) to Harald and Icebrood.
    • Harald now uses this skill every 8 seconds.
  • 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.
  • 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. 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's transformation). 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 at least once.

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 boss' skills might be a bit more straightforward.

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 definitely 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 should 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 could be their key to victory.

Each boss has hopefully its own identity. Arch corrupts boons, sustains himself and deals some damage, so that he has a greater chance of reaching his Final Stand where he becomes very problematic. Theselia hits hard but is easy to avoid, but her presence is always dangerous from anywhere. Telli is not dangerous on her own, but her disruptions and support should always be taken into account. 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 gain their attention, but they could just as easily turn on you, especially with Harald's help. If you do want to keep them alive, there are a few things to be careful of, such as accidentally giving them 25 stacks of Vulnerability.png Vulnerability or cleaving the strongest damage-dealer. Here, Epidemic might be both a boon and a curse, and 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 he were to wake him up). 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.png Immobile (0,33s) on each hit and 3 stacks of Vulnerability.png Vulnerability (3s).
    • Uses this skill with 1 second inbetween.
  • Throw Frostbitten Axe: Throws a corrupted axe at a target, bouncing up to 3 times. Each hit deals low damage and applies Chilled.png Chilled (5s).
    • Uses this skill every 6 seconds.
    • This skill has a range of 600.
  • Berserk: A passive effect. Whenever a nearby Icebrood enemy dies, gains a permanent 20% damage buff.
    • Stacks in intensity with no cap.

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.png Vulnerability (5s) to all targets.
    • Uses this attack every 1,5 seconds.
  • Throw Spear: Throws spear, dealing moderate damage and applying 5 stacks of Vulnerability.png Vulnerability (5s) to the target.
    • Uses this attack every 6 seconds.
    • This skill has a range of 750.
  • Pummel: Jumps on a target, applying Knockdown.png Knockdown for 2 seconds and attacking for 2 seconds.
    • If interrupted, killed or if the target uses a Breaks stun.png Stun break, the damaging-component is interrupted.
    • The total channel deals high damage.
    • Uses this attack every 12 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.png Might (20s) for every target hit.
    • Uses this skill every 2 seconds.
    • This skill has a range of 900.
  • Ice Arrow: Shoots an arrow which, upon impact, creates an ice field which pulses minor damage and applies Chilled.png Chilled (2s) and Slow.png Slow (2s) every second.
    • The field persists for 5 seconds.
    • Uses this skill every 5 seconds.
    • This skill has a range of 1200.
  • Bow Bash: Hits target with bow, dealing moderate damage and Knockback.png 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.

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 Stun.png 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.png 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.png Chilled (3s) and Slow.png Slow (3s).
    • The field persists for 5 seconds.
    • Stige uses this skill every 6 seconds.
    • This skill has a range of 450.
  • Terrifying Howl: Stige howls, granting him and his allies Swiftness.png Swiftness (10s) and 10 stacks of Might.png Might (10s) while applying Chilled.png Chilled (8s) and Fear.png 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.

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.png Knockdown to all players hit.
    • This skill takes 2 seconds to charge up.
  • Corrupted Charge: Gjengrog charges a distance of 450, dealing moderate damage and delivering a Knockback.png Knockback to all players hit. Additionally, he leaves patches of corrupted ice behind him, which explode after 3 seconds.
    • The explosion of the patches deals moderate-high damage.
    • Gjengrog uses this skill every 8 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 after this attack, they 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.

Frots the Predator

Frots' name is very unoriginal.

Frots has the appearance of a Corrupted Griffon.

  • Flying Predator: A passive effect. 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 becomes vulnerable. Miscellaneous effect.png Conditions always damage him though.
    • His Defiance Bar regenerates twice as fast. To compensate, it also breaks twice as fast.
  • Swoop: Frots attacks from the air, dealing minor-low damage and applying 7 stacks of Bleeding.png Bleeding (5s).
    • Melee range.
  • 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 access to) confuses Frots. He will then stop the attack and gain 1 stack of Confusion.png 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.

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, back 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, 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.png Crippled (3s). If the target is already Crippled.png 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.
  • Shattering True Shot: Ignus kneels and aims at the furthest player away from him. 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 it 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.
  • Forceful Shot: Ignus aims at the fixated person (using a different animation), and releases. The arrow deals low damage, but Knockback.png Knockbacks for each hit. A player can therefore be knocked off the edge. Subsequent hits deal far less damage.
    • The arrow also Miscellaneous effect.png Reflects all projectiles.
    • Ignus uses this skill every 13 seconds.
  • 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 underneath him, the other 4 in a circular pattern in front of him. These symbols deal low-moderate damage and apply 5 stacks of Burning.png Burning (1,5s) each pulse, pulsing every second. Additionally, each pulse grants Ignus Vigor.png Vigor (4s) and Regeneration.png 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.
  • 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 Pull.png 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 Pull.png 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.png Might (20s) to Ignus.
      • Spirit Bow: Shoots constant arrows in the air, which randomly land around Ignus. Each arrow, if it hits a player, deals low damage. If an arrow hits Ignus, it grants Regeneration.png 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.png Knockdown all struck players for 0,5 seconds. Each hit also grants Ignus Protection.png Protection (5s).
      • Spirit Shield: Once it reaches Ignus, it creates a dome around him. This dome applies an initial Knockback.png Knockback to all players in range which cannot be blocked or circumvented by Stability.png Stability, though it can be walked through after. The dome also destroys incoming projectiles and projectiles created within it, and pulses Resistance.png Resistance (1s) to Ignus every second.
  • 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 barrierMiscellaneous effect.png Reflects projectiles and melee attacks alike, but can be ignored by unblockable projectiles coming from that direction or ground-targeted skills that are spawned underneath it (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.

Greatsword Phase (50%)

Whilst speaking dialogue, Ignus will release his longbow, which begins 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.png Burning (3s). Additionally, if the last strike connects, Ignus will gain 8 stacks of Might.png Might (4s).
    • Ignus' new auto-attack chain. It takes ~1,5 seconds to complete.
    • Ignus uses this chain with 1,5 seconds inbetween.
  • Executioner’s Leap: Ignus uses this skill only if Righteous' Verdict hits any player. If it does, Ignus will follow the Pull.png 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 Pull.png Pulled are instead Downed, no matter whether the targeted player was Pull.png Pulled or not.
    • This skill does nothing to players unaffected by Righteous' Verdict.
  • 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. After 9 seconds or when his breakbar is broken after longer than 1 second, Ignus thrusts his greatsword into the ground, dealing damage and applying unremovable Retaliation.png Retaliation to himself.
    • Every second after the initial second where his Defiance Bar isn't broken, the duration of the Retaliation.png 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.png 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.png Burning (6s) to all players hit.
    • Ignus uses this attack every 35 seconds.
  • 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 Pull.png 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.
  • Whirling Wrath: Ignus spins in place, dealing intense damage over the duration of 1,5 seconds to all players in range.
    • Ignus will only use this attack after Grasping Blade.

Spirit Phase (25%)

Ignus will keep his greatsword and floating bow, but he will no longer use Summon Spirit Weapon for the remainder of the fight. However, there will now be a phase initiated by him reaching this health threshold.

A message will be displayed on the screen:

"Ignus Steelfist calls upon his weapons to bombard the platform".

The previously grey glyphs will light up, each capable of teleporting a player to a corresponding room. Each room holds one of the four Greater Spirit Weapons. Once a player interacts with the glyph, he will teleport and the glyph will turn grey again, leaving the teleported player to fend for himself. The glyph will light up again if the teleported player dies.

If the Greater Spirit Weapons are not in combat within 7 seconds, a specific effect will occur for all players on the main (Ignus') platform and Ignus will gain unremovable Miscellaneous effect.png Boons until the effect stops. If a player dies, the effects will occur as well until another player replaces the fallen one. Four players must split up and deal with the Greater Spirit Weapons. Meanwhile, the remaining 6 must keep fighting Ignus and his attacks.

Each Greater Spirit Weapon has its own unique attacks and own unique effects if not engaged. They all have a greyed out Defiance Bar unless using a specific attack. Additionally, each small arena has its own glyph to teleport back, but each death of a Greater Spirit Weapon will only light up a quarter of that glyph. Players can only return once all Greater Spirit Weapons have been defeated. However, upon death, the Greater Spirit Weapon will explode and leave a damaging field over its own arena. This means that the players have to defeat their Greater Spirit Weapons at the same time. The only way to not have to wait for the glyph is to die, which is not recommended.

Players engaged with a Greater Spirit Weapon will not be harmed by Unstable Aura.

Greater Spirit Sword

  • Slash: Slashes at its target. Deals low damage.
    • Uses this skill every 1,5 seconds.
  • Purge: After a short delay, slashes into the ground, dealing moderate damage and applying 10 stacks of Vulnerability.png Vulnerability (9s).
    • Uses this skill every 4,5 seconds.
  • Symbol of Fury: Gains a Defiance Bar for 3,5 seconds. If not broken, it will teleport towards its target, dealing low-moderate initial damage and leaving a symbol on the ground, which pulses low damage and grants Fury.png Fury (2s) to the Greater Spirit Sword every second.
    • The symbol persists for 15 seconds.
    • Uses this skill every 11 seconds.
  • Cry of the Just: Upon being defeated, the Spirit Weapon creates a constant damaging field which completely engulfs the small arena, dealing low damage every second.
  • Zealot’s Bombardment: If not engaged. Projectiles will constantly and quickly travel through the main platform, each dealing moderate damage. Additionally, Ignus will gain 25 stacks of unremovable Might.png Might and Fury.png Fury.

Greater Spirit Bow

The bow remains stationary in the middle. Its range is large enough to always be able to hit the target within its arena, unless otherwise stated.

  • Shot: Shoots at its target. Deals minor damage.
    • Uses this skill every second.
  • Warding Shot: Targets the player's area and shoots multiple arrows into the air, coming down around the player's initial position. After 3 seconds, it creates a Hunter's Mark, which cannot be crossed by the player, unless the player uses a Teleport, Stability.png Stability or Determined.png Invulnerability. The player can of course walk out of it during the initial 3-second channel, before the Mark is created. The initial arrows deal minor damage per second, the final blast of Hunter's Mark deals low damage.
    • The Hunter's Mark lasts for 4 seconds.
    • Uses this skill every 15 seconds.
  • Symbol of Purity: Gains a Defiance Bar for 3,5 seconds. If not broken, it will shoot an arrow underneath itself and an arrow at the player, each creating a small symbol. To the Greater Spirit Bow, the symbol applies Regeneration.png Regeneration (3s) and turns a Miscellaneous effect.png Condition into a Miscellaneous effect.png Boon each second. The the player, the symbol pulses low damage and applies 1 stack of Burning.png Burning (3s) each second.
    • The symbol persists for 5 seconds.
    • Uses this skill every 15 seconds.
  • Cry of the Truth-Seeker: Upon being defeated, the Spirit Weapon creates a constant damaging field which completely engulfs the small arena, dealing minor damage and applying 1 stack of Burning.png Burning (1s) every second.
  • Hunter’s Bombardment: If not engaged. Arrows will constantly hit the main platform. If a player is hit be an arrow, he is dealt low damage. Additionally, the arrow will form a Hunter's Mark around the player, having the same effects as the Mark created by the Greater Spirit Bow, but without the damage. Lastly, Ignus will gain unremovable Regeneration.png Regeneration and Vigor.png Vigor.

Greater Spirit Hammer

  • Bash: Bashes its target. Deals low damage.
    • Uses this skill every 1,5 seconds.
  • Smash: After a short delay, it attacks and Knockdown.png Knockdowns its target for 1,5 seconds. Deals low damage.
    • Uses this skill every 6 seconds.
  • Symbol of Pain: Gains a Defiance Bar for 3,5 seconds. If not broken, it will smash the ground, creating a large symbol underneath it. If the player is in the area in which the symbol is created, they get a Knockdown.png Knockdown for 2 seconds and take low damage. The symbol pulses low damage and applies Protection.png Protection (2s) and Retaliation.png Retaliation (1s) to the Greater Spirit Hammer every second.
    • The symbol persists for 6 seconds.
    • Uses this skill every 9 seconds.
  • Cry of the Wise: Upon being defeated, the Spirit Weapon creates a constant damaging field which completely engulfs the small arena, dealing minor damage and applying Crippled.png Crippled (1s) every second.
  • Mighty Bombardment: If not engaged. It will smack the main arena every 2 seconds. All players on the arena will take minor damage and get a Knockdown.png Knockdown for 0,25 seconds. Additionally, Ignus will gain unremovable Protection.png Protection and Resistance.png Resistance.

Greater Spirit Shield

  • Bounce: Dashes into its target and bounces back. It gains Regeneration.png Regeneration (2s). Deals minor damage.
    • Uses this skill every 2 seconds.
  • Repair: Gains Aegis.png Aegis (5s).
    • Uses this skill every 6 seconds.
    • Does not use this skill if Defiance Bar is up.
  • Sanctuary: Gains a Defiance Bar for 3,5 seconds. If not broken, it will create a dome around itself, applying a Knockback.png Knockback to its target - and will keep that target out - whilst absorbing all projectiles.
    • This dome lasts for 5 seconds.
    • Uses this skill every 17 seconds.
  • Cry of the Avenger: Upon being defeated, the Spirit Weapon creates a constant damaging field which completely engulfs the small arena, dealing minor damage and applying 2 stacks of Vulnerability.png Vulnerability (10s) every second.
  • Judgmental Bombardment: If not engaged. Every 2 seconds, a projectile will bounce up to 12 times between players and Ignus, starting at Ignus, dealing minor damage and applying Blinded.png Blinded (3s) to the players and Aegis.png Aegis (3s) to Ignus.

Once the Greater Spirit Weapons are defeated, all players can return to the main arena and the Spirit Phase is completed. During this phase, the other 6 players continue to fight Ignus.

Final 10%

Ignus will gain three new attacks which will always happen simultaneously. These attacks do not interrupt any of his other attacks. The orbs, from which these attacks originate, resemble that of Ley Energy being thrown. They are based on Dragonhunter Traps, but trigger instantly regardless of someone standing on the impacted area or not.

The Ley Energy in question.
  • Unstable Test of Faith: An orb flies from Ignus into the sky towards the tank (ground-targeted, ground-telegraphed). Once it hits the ground it will instantly create a ring of blades around the point of impact. Players crossing this ring take moderate damage and are Crippled.png Crippled (4s).
    • The ring of blades persists for 4 seconds.
    • Uses this skill every 9 seconds.
  • Unstable Light's Judgement: An orb flies from Ignus into the sky towards the sixth closest player (ground-targeted, ground-telegraphed). Once it hits the ground it will instantly create rays of light, dealing minor damage and pulsing 25 stacks of Vulnerability.png Vulnerability (5s) every second.
    • The field persists for 3 seconds.
    • Uses this skill every 9 seconds.
  • Unstable Dragon's Maw: An orb flies from Ignus into the sky towards the furthest player (ground-targeted, ground-telegraphed). Once it hits the ground it will instantly trigger, pulling all players in the area towards its center, dealing low-moderate damage, and keeping them in there through a ward. Players can only exit the ward through the use of a Teleport, Determined.png Invulnerability or Stability.png Stability.
    • The ward persists for 5 seconds.
    • Uses this skill every 9 seconds.

Enrage Effect: Ignus deals 500% more damage through all sources.

Notes[edit]

After successfully defeating Ignus Steelfist, a cutscene is played that shows him dying, stating his final words. After the cutscene, his body is on the ground, dead.

An average group would take up roughly most of the timer. This boss should be a dps-check and Ignus' health should reflect that. The Spirit Phase would take ~1 minunte.

Ignus' Aimed Shot can be Miscellaneous effect.png Reflected, as can the basic Shots from the Greater Spirit Bow. The other longbow skills cannot be reflected.

Goal[edit]

Full disclosure: the Pre-Event is there for the exposition-dialogue of Ignus Steelfist. I didn't quite know where to put large parts of his backstory through notes, what with the Crusaders and his deteriorating sanity. So this Pre-Event poses a somewhat-interesting encounter, although it's not focused on being a challenge or teaching something about the final encounter.

The fight against Ignus Steelfist, the Righteous, is focused on three major aspects: boons, Crowd Control and positioning. Many of the boons that are applied can be prevented through handling the mechanics. If not, Ignus is swimming in boons which need to be dealt with. A big part of dealing with it is through hard Crowd Control. The Spirit Weapons need to be kept away from Ignus with Launches or Knockbacks. The symbols need to be interruped through Defiance Bars.

The most important thing is positioning. Shattering True Shot has to be controlled or it will wipe the group. Having no form of stun break is capable of killing you through Forceful Shot, and as such it has to be avoided since many classes don't use such a skill. Designated classes such as a Warrior with Wild Blow need to be ready for the Spirit Weapons. Righteous' Verdict has to be kept out of the group. During the second phase, Ignus need to be kept as still as possible or there's a chance a Spirit Weapon might reach him sooner. There are many attacks which can instantly kill a player, so players can't use a dodge for every attack, but instead have to sidestep most of the attacks. This is especially important due to the not-so-lenient timer and players should waste as little time as possible being Downed as the enrage is a very big issue.

The longbow autoattack should make things a bit more heated for high-damage, low-survivability classes such as Elementalist or Thief. On the other hand, such a player could invest in a bit tankier armor (such as a single Marauder-piece if the group is organized) to better focus where the second shot is landing. Perhaps it's also better to start with targeting the player with the lowest healing power, to avoid having an auramancer who ignores this mechanic. I'm not sure if this would be a bad thing (ignoring the mechanic) or a good thing (creating new opportunities for different classes).

Although this fight has a kiter, similar to Deimos, I hope that it has been made a lot more interesting, since the kiter could/should help with destroying Rubble, avoiding hard-hitting attacks and avoid the trap which most certainly would kill him and the party at 10%. Controlling Rubble is key.

Dialogue[edit]

If a line is preceded by <___ Character Name> or an "If", it means that the line is only spoken by a character that meets those criteria or when such a character is present. If a following line is preceded by "Else", it means that line is only spoken when the aforementioned criteria isn't met. This includes having a certain character alive to speak. If all criteria aren't met with no other "Else", the lines will simply be skipped.

When lines are spoken between multiple characters with a numerical value, it's indicated that lines are spoken between different player characters. The value always resets, meaning that the character in question is always randomized unless specified otherwise. If there are no values, it can be randomized or private, depending on what's best fitting (or it doesn't matter).

If an NPC name is preceded by "<>", it means it describes the race/gender of the character, but this indicator would of course not be shown in-game. These are mostly ideas but aren't too important and race/gender could be turned to fit VA, with the exception of a few specific lines.

Conversations with Glenna are always private, like in other Raids. Single lines during encounters can also be private, similar to during Gorseval's encounter (in which case lines will be separated with "Or"), but in some cases that does not have to be the case (similar to during Cairn's encounter). In this case, I opted for private but it doesn't matter too much here.

Gandr the Iceforged[edit]

Upon entering the instance:

<Character Name>: It’s f-f-f-freezing!
<Character Name>: At least there’s a fire!
Scholar Glenna: You’re welcome!
<Character Name>: You did this?
Scholar Glenna: Don't sound so surprised! Of course I did! But the devices were already in place.
Scholar Glenna: Which confirms that we’re not the first ones here…

Upon reaching the second campfire-site:

<Norn Character Name>: The wind feels hostile... but familiar. This is no ordinary storm...
<Sylvari Character Name>: This storm is... unnatural. (if no Norn)
<Asura Character Name>: Oh really? What gave it away? (if either line was spoken)

If no Norn or Sylvari:

<Character Name>: Whatever is going on, I don't like it...

Upon lighting the last campfire:

<Character Name (1)>: Woah!
<Character Name (2)>: That is one big Icebrood!
Scholar Glenna: Indeed! So... you do what you do best and... I’ll stay over here if you need me.

Scholar Glenna dialogue before the fight:

Bah, I’m cold. Haven’t missed this ever since we visited the Underworld.
Talk more option tango.png What can you tell me about this place?
<Character Name>: What can you tell me about this place?
Scholar Glenna: Honestly? Not much.
Scholar Glenna: We are pretty far north by traveling through a strange portal.
Scholar Glenna: I'm just as in the dark as you are.
Scholar Glenna: That being said, I don't think this region has had many visitors in a long time.
Scholar Glenna: Which makes all the provisions we just found all the more curious...
Talk more option tango.png Why are we here?
<Character Name>: So... why are we here again?
Scholar Glenna: Right, so I made this device with a professor named Gorr.
Scholar Glenna: I figured that, with all the unstable magic flowing around lately, it would be useful to find these magical spikes as they were happening.
Scholar Glenna: You know, as a precaution.
Scholar Glenna: Then I got these huge spikes, and there was a portal, and, well, now we’re here.
Scholar Glenna: There is something here. Even now, my readings are off the charts.
Scholar Glenna: This is important. I just know it.
Talk more option tango.png That is one big Icebrood...
<Character Name>: That is one big Icebrood…
Scholar Glenna: Tell me about it.
Scholar Glenna: I’m reading some different spectrums of magic within this goliath.
Scholar Glenna: No doubt it contains not just Ice magic, but also Death and Life.
<Character Name>: So he's got some serious Zhaitan and Mordremoth juice? Great.
Scholar Glenna: What’s a Dragon Minion compared to a Bloodstone-crazed cultist, a demon and a literal God?
Scholar Glenna: And to find out who, or what, is gaining attention from the Icebrood, well…
<Character Name>: ...we have to kill it. Got it.
Talk merchant tango.png It's been a while. Do you have anything new?

During the fight:

Upon aggroing Gandr the Iceforged:

<Character Name>: I think we got his attention!

Or:

<Character Name>: Well, that was a great idea!

Once Gandr the Iceforged starts spawning Tendrils (95%):

<Asura Character Name>: Hostile foliage? Not again...

Or:

<Charr Character Name>: Burn those damn plants to the ground!

Or:

<Human Character Name>: Tendrils! Watch the ground!

Or:

<Norn Character Name>: Break those roots! Don't be caught in them!

Or:

<Sylvari Character Name>: Foul corruption! Push it back!

If the campfire goes out:

Scholar Glenna: Over here! Use this torch to light a fire!

Once Gandr the Iceforged uses his first Snowstorm (66%):

<Character Name>: We've got to stop him before we all freeze to death!

Once Gandr the Iceforged reaches 33%:

Gandr the Iceforged: Come to Jormag! Jormag will make you strong!
Gandr the Iceforged: Drink in his might! Share in his power!

Once Gandr the Iceforged reaches 10%:

<Norn Character Name>: Tell your master the Norn will never fall to its lies!
Gandr the IceForged: (laugh)

Else:

Gandr the Iceforged: You are not worthy of Jormag's glory. Leave, now!

Once Gandr the Iceforged is defeated:

Scholar Glenna: Good job! I knew you could do it!
<Character Name>: (grunt) This had better be worth it.
<Human> Mysterious Crusader: They have defeated the Icebrood!
<Human> Mysterious Crusader: Dispel the ward! Let them in!

The Squad Encounter[edit]

Upon going through the entrance:

<Human> Mysterious Crusader: Wait! Those are the people we were warned about!
<Human> Mysterious Crusader: Kill them! Fast! For the Righteous!

After killing the first wave:

<Character Name>: I was hoping for a warmer welcome…

Upon reaching the second wave:

<Norn> Forceful Crusader: Invaders! Kill them! For the Righteous!

After killing the second wave:

<Character Name (1)>: Alright, something is definitely going on here.
<Character Name (2)>: Agreed. Looks like Glenna was right.
<Character Name (3)>: Don’t you dare tell her that!

Upon reaching the third wave:

If Sylvari Character:

<Human> Deceiving Crusader: Kill them! They’ve sided with monsters! They've even brought them here!
<Sylvari Character Name>: Are you referring to me?

Else:

<Human> Deceiving Crusader: Kill them! They've sided with monsters! They've betrayed us all!
<Character Name>: Who are you people?

Upon approaching the the fifth wave:

<Norn> Disgruntled Crusader (1): It’s not fair! Why does he get to have all the glory?
<Asura Female> Innovating Crusader: Because he found it. He is the one who brought us here.
<Norn> Disgruntled Crusader (1): But it is our heritage!
<Norn> Disgruntled Crusader (2): Yes! We should have the glory of avenging the Norn!
<Asura Female>Innovating Crusader: Oh come on! This isn’t about the Norn anymore and you know it!
<Norn> Disgruntled Crusader (3): To enter Hoelbrak, to be revered as heroes...
<Norn> Disgruntled Crusader (3): To have your name sung in the same breath as the legendary Asgeir Dragonrender and Eir Stegalkin!
<Norn> Disgruntled Crusader (2): Do you not understand why we must take the gift? To finish this ourselves?
<Asura Female> Innovating Crusader: I don’t think you fully understand why you should respect the Righteous! He had the plan. He brought us here.
<Asura Female> Innovating Crusader: If you don’t like it, leave. But we’re too close, and I won’t allow it to be all for nothing due to your whining, understood?
<Asura Female> Innovating Crusader: Now how about you make yourselves useful and stand guard against Icebrood, hmm?

If interrupted:

<Asura Female> Innovating Crusader: Intruders! You imbeciles! Fight them off!

If aggroed after the conversation:

<Asura Female> Innovating Crusader: Intruders! See, this is exactly why you can’t be distracted! Who knows what they've heard?

Upon approaching the sixth wave:

<Charr> Backstabbing Crusader: Intruders. Warn the officers! Get them to prepare!
Elemental Crusader: On my way!

Upon interrupting the Elemental Crusader and having the Crusader use both her skills:

<Elementalist Character Name>: Of course. Should have expected that.

Else:

<Character Name>: Come on! Really?

Upon approaching the Elemental Crusader:

Elemental Crusader: You’re too late, they’ve already dug in.
Elemental Crusader: You will never defeat them, and you will never reach the Righteous!

Once the Elemental Crusader has been defeated:

<Character Name>: There! Now to find this so-called “Righteous”.
Scholar Glenna: Hey! Hold up!
Scholar Glenna: By the look of all the bodies back there, you’ve been busy. So what’d I miss?
<Character Name (1)>: You were right, something's off here.
Scholar Glenna: Aha, I knew it! Told you so!
<Character Name (2)>: Why’d you have to say that…

Upon reaching the Squad Encounter arena:

Arch Herdor: That’s enough! Turn back now!
<Character Name>: Are you in charge? What are you people doing here?
Harald Grechenkin: Doing what must be done!
Theselia Lilys: Ssh! Quiet! Don’t tell them anything!
Telli: It doesn’t matter. They’re too late anyway.
Arch Herdor: You killed many of our friends to get here. For the sake of the greater good: leave now and you won’t suffer the consequences.
Arch Herdor: But if you don’t, we will do everything in our power to avenge them.
<Character Name>: Then you better get ready for some avenging!

Scholar Glenna dialogue before the fight:

Squad against squad. Technically you have the numbers. Still, I wish we could resolve this more peacefully.
Talk more option tango.png Any ideas about this place?
<Character Name>: Have you gotten any wiser about this place?
Scholar Glenna: Only in a geographical sense.
Scholar Glenna: I seem to have a faint idea as to where we are on the map, but that’s about it.
Scholar Glenna: But fear not! There are many things we can learn just from knowing where we are!
<Character Name>: … Such as?
Scholar Glenna: Well, believe it or not, I do believe we are in the lands the Norn used to call home.
Scholar Glenna: Of course that’s nothing new. We all know Jormag pushed them south. But you’ve got to admit that it is pretty awe-inspiring.
<Character Name>: Maybe I’ll try to take in the view once we’re not in mortal danger.
Talk more option tango.png What do you think about these people?
<Character Name>: So who are these people? What do they want?
Scholar Glenna: Hmm, I’m not sure. You've spend more time with them than I have.
Scholar Glenna: It seems obvious that their recent venture into this region has gotten the Icebrood all riled up.
Scholar Glenna: It also seems obvious that they are planning something. Something big.
<Character Name>: That could be a lot of things.
Scholar Glenna: Yes. It could be. Or maybe not.
<Character Name>: What do you mean?
Scholar Glenna: Given our current location and everything around us… let’s just say I have a theory.
Scholar Glenna: But for me to be sure of that theory, we will have to fight our way through.
Scholar Glenna: And by "we" I mean "you". So good luck with that!
Talk more option tango.png Those four are their leaders.
<Character Name>: Those four seem to be their leaders.
Scholar Glenna: Not exactly. There is this so-called “Righteous”, whoever that is.
Scholar Glenna: But these four are special. Lieutenants, I suppose.
Scholar Glenna: That Asura, she is a Chronomancer. No mistake, she has that distinct mesmerizing aura. Also she has a shield.
Scholar Glenna: And look at the Norn. See that green hue around him? Soulbeast, no doubt.
Scholar Glenna: The female Human is an Elementalist – you can tell by the fires swirling around her wrists – but I cannot say what kind.
Scholar Glenna: The male Human, though? He is an enigma. Could be anything. Everyone uses a greatsword these days.
<Character Name>: And then there's their Righteous…
Scholar Glenna: Indeed, but what can we say about him? Or her, for that matter?
Scholar Glenna: No idea of identity. No name, no plan, nothing.
Scholar Glenna: But I’m sure our answers await beyond this area.
Talk more option tango.png No sign of Icebrood in here.
<Character Name>: For a place this far north, there aren’t a lot of Icebrood.
Scholar Glenna: Within the cavern, it somewhat makes sense.
Scholar Glenna: These... Crusaders, if you will, cleared, and kept, them all out.
Scholar Glenna: But if you like Icebrood, you’re in luck.
Scholar Glenna: Now that you've killed all the guards, it's only a matter of time before they'll show up. They might already be here as we speak!
<Character Name>: Just waiting to make a move…
Scholar Glenna: Yeah... So once they make it here, please fight as loudly and distractingly as possible, alright?
<Character Name>: I’ll do my best.
Scholar Glenna: That's all I'm asking for. I'll be holding on to my emergency bomb-stash, just in case.
Talk merchant tango.png Show me what you have before we do this.

During the fight:

Upon starting the fight:

Arch Herdor: Fight! Don't let them get through!

Or:

Theselia Lilys: Come on, everyone! Let's do this!

Or:

Telli: No half measures! Stop them here!

Or:

Harald Grechenkin: Stand strong! Fight until your last breath!

Once the first Icebrood spawn:

Telli: Icebrood! Icebrood incoming!
Arch Herdor: Redirect them to the invaders! We can't afford to be pinned down on two fronts!
Harald Grechenkin: I'm on it!
<Character Name>: I think we just found our strategy.

When the first event starts:

Arch Herdor: More Icebrood incoming! Too many of them!

Or if Arch Herdor is not alive:

Telli: Hostiles incoming!

If Telli is alive:

Telli: I'll get rid of them! Cover me!

Else: (also redirect here if both Arch Herdor and Telli are defeated)

Harald Grechenkin: Dig in! Don't give them an inch!

Or:

Theselia Lilys: We can't stop the Icebrood! Please, don't let anyone else be taken!

Or:

Arch Herdor: We can't stop them! We're already outnumbered as is! Get ready!

If too many people approach Telli:

Telli: Oh no you don't! Take this on for a size!

If Telli is interrupted:

Telli: I'm compromised! The Icebrood are coming!

If Telli is succesful:

Telli: Icebrood redirected! Crisis averted!

When the second event starts:

Theselia Lilys: You hear that? There's a wind blowing.

Or if Theselia Lilys is not alive:

Arch Herdor: I can hear the wind howling!

If Arch Herdor is still alive:

Arch Herdor: I'll deal with it. Keep them there.

Else: (also redirect here if both Theselia Lilys and Arch Herdor are defeated)

Harald Grechenkin: Grit your teeth, it's going to get cold!

Or:

Telli: I can't confuse a wind! Be wary, everyone!

Or:

Theselia Lilys: It's going to get cold! Arch... if only you were still here. You'd know what to do...

If too many people approach Arch Herdor:

Arch Herdor: I was helping us both!
Arch Herdor: But if that's how you want it, fine! Let's see how you like the cold!

If Arch Herdor is interrupted:

Arch Herdor: (grunt) Theselia! Be careful!

If Arch Herdor is succesful:

Arch Herdor: Done! Now let's finish this!

When the third event starts:

Harald Grechenkin: Bear... it's a Claw. A Claw of Jormag! It's breaking through!

Or if Harald Grechenkin is not alive:

Theselia Lilys: Gods... A Claw! A Claw of Jormag is breaking through!

If Theselia Lilys is still alive:

Theselia Lilys: I'll reinforce the ceiling! Cover me!

Else: (also redirect here if both Harald Grechenkin and Theselia Lilys are defeated)

Arch Herdor: You! Look at this! This is your doing!

Or:

Telli: Look at that! Better to have it here than with the Righteous!

Or:

Harald Grechenkin: Give us your worst, Jormag! I dare you!

If too many people approach Theselia Lilys:

Theselia Lilys: (scream) Arch!
Arch Herdor: Don't touch her!

If too many people approach Theselia Lilys whilst Arch Herdor is already defeated:

Theselia Lilys: (scream) Arch!
Theselia Lilys: You did this! You!

If Theselia Lilys is interrupted:

Theselia Lilys: No! I can't stop it!

If Theselia Lilys is succesful:

Theselia Lilys: It's alright, he won't get through!

If Arch Herdor is defeated:

Theselia Lilys: Arch? Arch! Not you!

Else:

Telli: And now the leader's down too? Don't give up, Harald!

Or:

Harald Grechenkin: I will of sing your legend, Arch. It will not die this day.

If Theselia Lilys is defeated:

Arch Herdor: (scream) No!

Else:

Telli: Theselia! I will miss you...

Or:

Harald Grechenkin: You went too soon, Theselia. But you will live on as great a hero as Arch.

If Telli is defeated:

Arch Herdor: We lost a great Asura today. We will not lose anyone else!

Or:

Theselia Lilys: Telli! I hope you'll finally have your peace...

Or:

Harald Grechenkin: Time will not forget you, Telli. I will ensure it.

If Harald Grechenkin is defeated:

Arch Herdor: Harald! I will personally sing of your tales! You will be a legendary Norn!

Or:

Theselia Lilys: No! We will carry on this duty in your name!

Or:

Telli: You... you big oaf! You just had to die a heroic death, didn't you?

Once Arch Herdor reaches his Final Stand:

Arch Herdor: Theselia... no... I couldn't... protect you. I should have...
Arch Herdor: You... you will pay! Pay for everything!
Arch Herdor: Khilbron! Grant me all your strength! I don't care the price!

If a Claw of Jormag had previously spawned:

Arch Herdor: Get. Out. Now!

Once Arch reaches 25% during his Final Stand:

Arch Herdor: (demonic scream) You will find no mercy here! Only infinite torment!

Once Theselia Lilys reaches her Final Stand:

Theselia Lilys: Everyone... no... Arch... (sob)
Theselia Lilys: You... monsters... How could you?
Theselia Lilys: Go away! All of you! Get out! Leave me be!

Once Theselia Lilys reaches 25% during her Final Stand:

Theselia Lilys: Watch over me, Arch. Help me find my strength.

Once Telli reaches her Final Stand:

Telli: I was hoping it wouldn't have come to this.
Telli: (sigh) This is it, then? Then so be it.
Telli: In the name of Yekk, the Eternal Alchemy and all of Tyria, I will not fail!

Once Telli reaches 25% during her Final Stand:

Telli: There's no time... Just a little longer...

Once Harald Grechenkin reaches his Final Stand:

Harald Grechenkin: My friends... If anyone had to fall, why you? I guess you're happy that it wasn't me, Telli.
Harald Grechenkin: Desperate times call for great chances. (gulp).
Harald Grechenkin: I am the son of the legendary Havroun Grechen. I am the slayer of Hrangard and the protector of the Norn. I swear to you: You will not pass!

Once Harald Grechenkin reaches 25% during his Final Stand:

Harald Grechenkin: Kill... Praise... Dragon!

Once the last Lieutenant has been defeated:

<Character Name (1)>: That was... unpleasant.
<Character Name (2)>: Let's move on. The quicker we get to the bottom of this, the better.

The Righteous[edit]

During the cinematic:

<Character Name (1)>: Is that…
<Character Name (2)>: It can't be...
<Norn Character Name>: Jormag!

Else:

<Character Name (3)>: Jormag?

After the cinematic:

<Character Name (1)>: What was that?
<Character Name (2)>: I don’t know, but it can't be good.

If a Norn character walks past Jormag:

<Norn Character Name>: (grunt) You're lucky we can't kill you yet. But this is not over. One day you will die for what you have done.

Upon reaching the open area:

Ignus Steelfist: (grunting)
<Character Name>: You! What on Tyria do you think you’re doing?
Ignus Steelfist: You came... Of course you came...

Once the Pre-Event starts:

<Character Name>: This crusade of yours, stop it at once!
Ignus Steelfist: Stop? Now? After you've slaughtered all those people on your way here?
Ignus Steelfist: But I forgot. You are immune to critique. The Elder Dragons can only die when you wish it so.
If Vigil Character:
Ignus Steelfist: I recognize you. Vigil, right?
Ignus Steelfist: Remember Claw Island? Remember your “great mentor”?
Ignus Steelfist: How you cared for him. But while you were off playing hero, you never seem to think about who had to put him down again.
Ignus Steelfist: How soon had you forgotten him. Tell me: how many tales of his glory have you sung?
Else:
Ignus Steelfist: Just like Claw Island. You were the great hero who united the orders.
Ignus Steelfist: And then you left. Never thinking of the fallen soldiers. Never shedding a single tear for the families they left behind.
Ignus Steelfist: Never caring about the sacrifices they had to make, the friends they had to kill again.
Ignus Steelfist: All the while you could be a... the Commander.
Ignus Steelfist: But then, you never cared about us. We were just a tool, a means to an end.
Ignus Steelfist: But that was alright. We knew what we had signed up for. We knew our deaths would bring along the freedom of Tyria.
Ignus Steelfist: And then… you stopped. “No more killing the Elder Dragons”, you said. You saved them, even!
Ignus Steelfist: All those deaths… All those soldiers from all corners of Tyria... Dying, because they believed it meant something…
Ignus Steelfist: Because they believed you.
Ignus Steelfist: You left Orr! Your recklessness killed the Pact in the jungle. For what? Nothing!?
Ignus Steelfist: But no more… Jormag sleeps. Jormag is vulnerable. Today, we give those lives meaning again.
<Character Name>: You don’t understand! If you kill Jormag, or any Elder Dragon, Tyria as we know it will be destroyed!
Ignus Steelfist: Tyria is being destroyed! Don’t you get it? I’m fighting for Tyria, NOW.
Ignus Steelfist: Jormag will wake up again. What happens then? Will the Norn move south again? Will they lose their Spirits of the Wild AGAIN?
Ignus Steelfist: No. I will kill Jormag. I will take its magic, and I will become the replacement you so desperately crave.
Ignus Steelfist: You can still do what is right… You can still join me…
Ignus Steelfist: Help me kill Jormag… Help me avenge the fallen… Help me stop this madness... Or get out of my way.

Scholar Glenna dialogue before the fight:

That Charr looks pretty determined. Be careful.
Talk more option tango.png What do you make of him?
<Character Name>: What do you think about this Charr?
Scholar Glenna: Obviously, this is “the Righteous” we’ve been hearing about. Sounds pretty narcissistic if you ask me.
Scholar Glenna: But, he is dangerous. His quest will bring about the ruin of Tyria.
Scholar Glenna: And he doesn’t seem like someone to be reasoned with, especially now. So you know what you'll have to do…
Talk more option tango.png What about the Icebrood?
<Character Name>: What if the Icebrood return?
Scholar Glenna: I think you got most of the Icebrood nearby. So if we are fast, we might not have to deal with them at all.
Scholar Glenna: They’re just trying to protect their master. What happens after you kill the Charr, I don’t know. Maybe they’ll still come. Maybe they’ll back off.
Scholar Glenna: I’m betting on the former. I hope I'll finally be proven wrong.
Talk more option tango.png That explosion earlier, was that him?
<Character Name>: Earlier we saw an explosion. Was that him?
Scholar Glenna: Definitely. That was no Icebrood meddling.
Scholar Glenna: All the crusaders were trying to win time. No doubt this Charr was channeling something. And he succeeded.
<Character Name>: Which makes him even more powerful… Any idea what he was channeling?
Scholar Glenna: Normally I’d say some sort of spell, but he doesn’t strike me the scholarly type.
Scholar Glenna: I do have a theory, but I have no idea how plausible it could be…
<Character Name>: Try me.
If Norn:
Scholar Glenna: Ok. So you know your stories about the Spirits of the Wild? How you were led south by four of them?
<Norn Character Name>: Of course. And the others tried to hold Jormag back.
Scholar Glenna: Exactly. Now, what if, when they perished – and for this theory they did – they left behind magic?
Else:
Scholar Glenna: Ok. So how much do you know about the Norn and their Spirits of the Wild?
<Character Name>: They were led south by four Spirits, right? Raven, Wolf, Bear and Snow Leopard.
Scholar Glenna: Precisely. But they had more, and they stood against Jormag whilst the Norn were being led.
Scholar Glenna: Now, assuming those Spirits died, could it be that their magic was shrouded, or at least remained? That it wasn't entirely consumed?
Scholar Glenna: Perhaps similar to places in Orr. The Spirits would've left a remnant of themselves. Protecting themselves from Jormag’s hunger.
Scholar Glenna: Certainly if this Charr found it and channeled it somehow, it would explain the burst of energy we saw earlier.
Scholar Glenna: It would also mean that he is pretty powerful right now.

If Norn:

<Norn Character Name>: How dare he take possession of the Spirits' power?
<Norn Character Name>: If you’re right, then we will cut him down on behalf of all the Norn!

If Human:

<Human Character Name>: I know what can happen to someone when they channel the power of a God.
<Human Character Name>: We won’t underestimate him.

If Sylvari:

<Sylvari Character Name>: I can only imagine if Mordremoth had fed himself on the Pale Mother
<Sylvari Character Name>: We will make sure this terrible deed will not go unpunished.

If Asura:

<Asura Character Name>: It should be clear by now that too much magic never results in much good.
<Asura Character Name>: Whether your theory is sound or not, this crazed-up Charr will not be taken lightly by us.

If Charr:

<Charr Character Name>: So he has become no better than Gaheron Baelfire and his Flame Legion scum.
<Charr Character Name>: We’ll make sure his “godhood” won’t last for long.
Talk merchant tango.png I need all the help I can get. What do you have for me?

During the fight:

Upon aggroing Ignus Steelfist:

Ignus Steelfist: Stand with me to fight the disease which ails Tyria...
Ignus Steelfist: ...or be cut down with it!

Once Ignus Steelfist reaches 90% health:

Ignus Steelfist: This is necessary! My path is clear and my cause is just!

Once Ignus Steelfist reaches 80% health:

Ignus Steelfist: My will cannot be broken!

Once Ignus Steelfist reaches 70% health:

Ignus Steelfist: I would rather stand against all of Tyria's finest than to see Tyria bleed for a second longer!

Once Ignus Steelfist reaches 50% health:

Ignus Steelfist: Enough!
Ignus Steelfist: I have given you every opportunity to join my cause.
Ignus Steelfist: But if you stand against me, you stand against Tyria!

Once Ignus Steelfist reaches 25% health:

Ignus Steelfist: Why don't you understand? I'm trying to save Tyria!
Ignus Steelfist: To save its people from death! From pain!
Ignus Steelfist: From having to kill their own friends! Their own families!

Once Ignus Steelfist reaches 10% health:

Ignus Steelfist: I will hold the line against the corruption...
Ignus Steelfist: I will stand where others cannot...
Ignus Steelfist: I will fight so that all of Tyria can be free!

Cinematic upon Ignus Steelfists defeat:

Ignus Steelfist: I... failed... you...
Ignus Steelfist: For...give... me...
Ignus Steelfist: For...

"The Crusade of the Just has been ended."

Post-Raid[edit]

Final Dialogue[edit]

Scholar Glenna dialogue after the fight:

And so the mighty cult leader has fallen. When will they ever learn?
Talk more option tango.png No Icebrood and no awake Jormag?
<Character Name>: So… no Icebrood? No awake Jormag? Seems too good to be true.
Scholar Glenna: Seems we all got lucky.
Scholar Glenna: Jormag at least seems to be snoozing. Makes sense, actually.
Scholar Glenna: If there was magic here earlier, it just reappeared. That’s not like the spike in ley-magic that woke up Mordremoth.
Scholar Glenna: As for the Icebrood… I guess we’re just lucky?
Scholar Glenna: Maybe you killed a whole bunch and there are none left. Maybe they know their master is no longer in danger.
Scholar Glenna: I’m no expert in draconic energy and the like. But whatever the reason: let’s get out while we still can.
Scholar Glenna: Or explore, if you're into that kind of thing. Let me know what you find later!
Talk more option tango.png Hopefully his group dies with him.
<Character Name>: I hope that this group, these crusaders, end with him.
Scholar Glenna: Agreed.
Scholar Glenna: They meant well, they really did.
Scholar Glenna: Up until the point where their arrogance and self-righteousness were about to make Tyria implode, of course.
<Character Name>: Have you learned anything more about them?
Scholar Glenna: I found some information, but most of it is encoded. Maybe if we find some sort of decoding manuscript, we could learn more!
Scholar Glenna: Apart from that, they seem to be related to the Pact. Which makes sense.
Scholar Glenna: They remind me a lot of the issue with the Seperatists and Renegades. They just can't let go of their old war.
Scholar Glenna: That sudden change, they can’t cope. Because they never knew better. They have to continue because otherwise what’s the point, right?
Scholar Glenna: Now replace that with Pact soldiers and Elder Dragons, and it’s pretty much the same thing. Sort of.
Talk more option tango.png You think he was right?
<Character Name>: Do you think he was right? About… everything?
Scholar Glenna: About killing Jormag and him taking its power?
Scholar Glenna: You really think the crazed-up Charr high on Spirit magic was going to do that?
<Character Name>: I guess not. But… we were not too different. We tried to do good by killing the Elder Dragons, but-
Scholar Glenna: I’m going to stop you right there.
Scholar Glenna: Both of you hunted Elder Dragons, yes. Both of you tried to save Tyria but, unintentionally, brought ruin.
Scholar Glenna: The difference is that you stopped the moment you knew what was going on. He didn't care.
Scholar Glenna: He couldn’t see further than his own paw, while you're making harsh decisions for the greater good of Tyria.
Scholar Glenna: You two are nothing alike. Don’t you forget that.
Talk merchant tango.png Let's take a look at the treasures you've found here.

Pages[edit]

Within the Raid, pages were lying around which could not be read since they were encoded. However, after the fight against the Righteous, players can glide or fly from the final arena around the back-wall. There lies a book and a decoding document, which can be used to decode the messages. Finding and reading all messages, including the book, awards an achievement. I will not specify where most of the pages lie except for the initial book stated earlier, since I don't have such a detailed lay-out of the entire area in my head, but they can be either hidden or lying out in the open.

Finding a piece of paper before finding the decoding document:

The paper is filled with nonsensical scribbles.
Talk end option tango.png I should find a way to make sense of all this.

The decoding document:

A piece of paper that must have been lost by chance. It contains sets of tables and lines connecting letters to others.
Tick green.png I could decipher some documents with this knowledge.

The book next to the decoding document:

In the book are rough paper edges, from which it is clear pages have been ripped out.
Talk more option tango.png Look inside.
Many pages are ineligible, as many words and letters are faded.
Talk more option tango.png Look closer.
It is clear some pages show less than flattering words about a certain Commander.
Talk more option tango.png Continue.
The words "Retribution", "Justice" and "Revenge" appear rather frequently.
Talk end option tango.png Looks like this belonged to "the Righteous".
Talk end option tango.png Wow. Rude.
Talk end option tango.png Not worth my time.
Talk end option tango.png Leave.

Paper 1:

A recruitment letter.
Talk more option tango.png Read part of it.
"I've seen firsthand what happened within the Maguuma. How fast our 'allies' turned into monsters at the Dragon's whim."
Talk more option tango.png Continue.
"You're right. Now more than ever must we unite. The Commander has all but forsaken us. It is up to us, now that the Pact is powerless."
Talk more option tango.png Continue.
"The Commander has gone soft and would rather play with a new guild. But I will gladly fight this corruption and protect Tyria."
Talk end option tango.png Must have been easy to recruit people after the Pact's fleet was wiped out...
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Put it away.

Paper 2:

A letter between Arch Herdor and Harald Grechenkin.
Talk more option tango.png Read it.
"I understand why you are wary. If anything goes wrong, it would be a disservice to your people."
Talk more option tango.png Continue.
"But you needn't worry. The father of his friend was a shaman, after all. And after a long search, the intel was right."
Talk more option tango.png Continue.
"He's the most determined Charr I've ever met. He won't allow for anything to go wrong."
Talk more option tango.png Continue.
"He'll handle the Spirit's magic with great care, I'm sure."
Talk end option tango.png Glenna was right.
Talk end option tango.png Of course not.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png I don't care much for gossip right now.

Paper 3:

A letter between lovers.
Talk more option tango.png Read it.
"Arch, my love, I'm worried about the Righteous. His talking in his sleep is getting worse, and louder."
Talk more option tango.png Continue.
"I fear he might become unstable. I can only imagine what would happen if he then absorbs a large amount of magic."
Talk more option tango.png Continue.
"He's becoming more and more obsessed. I wonder if it's not just Tyria that drives him."
Talk more option tango.png Continue.
"I'm scared, my love. Scared for us. Scared for our friends. Should we confront him? Or should we do nothing?"
Talk end option tango.png Not so righteous after all it seems...
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Romance? Blegh.

Paper 4:

A letter of reassurance.
Talk more option tango.png Read part of it.
"After all, if anybody is allowed to hate the Dragons, it's this Charr."
Talk more option tango.png Continue.
"He lost two warbands to the Crystal Dragon. I swear, the only reason we went for Jormag first is because it was easier."
Talk more option tango.png Continue.
"And I don't need to tell you about the losses against both Zhaitan and Mordremoth. He stayed to clean up Orr. It costed too many lives and he knows it."
Talk more option tango.png Continue.
"He has seen the terror of the corruption more so than anyone else. There is no doubt in my mind he'll do anything to put an end to it. Unlike the cowardly Commander."
Talk end option tango.png Toss the letter away.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png I'm good, thanks.

Paper 5:

A journal.
Talk more option tango.png Read part of it.
"Ever since we went through that damned portal of ours, the Icebrood have been breathing down our necks."
Talk more option tango.png Continue.
"Luckily we were prepared, but they responded to us so fast. It's terrifying. I can still hear the thumping at the entrance."
Talk more option tango.png Continue.
"How long will the ward last? And how will we get back? I should've known it wouldn't be this easy."
Talk more option tango.png Continue.
"But at least I'm doing something. And if it comes to it, I'll stab myself and my friends to stop us from becoming Icebrood."
Talk end option tango.png Would that have helped, I wonder?
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Personal things should remain personal.

Paper 6:

A torn up page with blood on it.
Talk more option tango.png Let's read it anyway.
"I see it every day. I see them everyday. And every night, too."
Talk more option tango.png Continue.
"I could have prevented it. I should have. But I can make things right. Do what they told me to. What I told them to."
Talk more option tango.png Continue.
"I his words every day. Rid the world of the Dragons. Rid the world of the Dragons. Rid the world of the Drag_ns."
Talk more option tango.png Continue.
"I will. I will re_ay you Wa__as_er."
Talk more option tango.png Continue.
"Th_y _i_l pay. _he _ra_ons w__l di_."
Talk more option tango.png Continue.
"___ t_en the Co______r."
Talk end option tango.png This must've been part of the Righteous' journal.
Talk end option tango.png Back away slowly.
Talk end option tango.png Blood covering letters? I'm out.
Talk end option tango.png Let's stop there.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Let's not read that.

Paper 7:

A concerned letter from Telli.
Talk more option tango.png Read it.
"Arch, surely you've seen it? Don't play dumb."
Talk more option tango.png Continue.
"I don't care how he copes. What matters is our forces and our mission. You know how important it is for Tyria, and to me."
Talk more option tango.png Continue.
"Harald might be willing to die a glorious death, but I am not, and neither are most of our followers."
Talk more option tango.png Continue.
"All I can deliver are empty promises and reassurances, which I'm starting to doubt myself."
Talk more option tango.png Continue.
"He grows unstable by the day and I'm not sure how long it'll be before he loses his mind!"
Talk more option tango.png Continue.
"I'd say let's talk about it after killing the Ice Dragon, but after that he's basically as strong as your Balthazar. Message me. Now!"
Talk end option tango.png Guess they should've had that talk earlier.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.
Talk end option tango.png Leave.

Final words[edit]

Gameplay: I tried to create one of each type of boss: one boss reliant on a gimmick (Gandr), one encounter which would be hopefully more interesting than a bunch of adds (Squad) and lastly a boss which solely depends on the boss itself and individual skill (Ignus). I also tried to somewhat break the condi-meta by including Defiance Bars which have to broken quickly, creating interesting adds which have to be bursted down (or not even focused) and mechanics which couldn't be removed by a simple Epidemic. Overall, whether this worked remains to be seen. But I tried to create bosses which wouldn't be seen as DPS-golems, and I hope I succeeded in that aspect.

Lore: Honestly I had great fun creating the lore for this raid. Every raid so far has had a tie-in with the original Guild Wars and I tried to avoid that, instead broadening the lore that is created now. I wanted to create a splinter-faction of the Pact who did lose faith in Sylvari, who cannot accept the Dragons as beings which need protection. It also doesn't focus on the Dragons as antagonists, but rather pieces of the world which are constantly in motion. I always thought it was a shame that, of all the world, we basically only see Braham as antagonistic against us, even though it'd be very reasonable to have many more people share that same view. I tried to increase that scope here and to create more depth in that worldview-aspect against both Sylvari and the Elder Dragons as a whole. At the end, it would also confirm that the lost Spirits are actually dead, although this specific plot point could of course be altered if necessary.

Overall this was just a lot of fun to do and if you read everything, I love you for going through it all and you can message me in-game for an in-game cookie.