User:Rhetorical/sandbox

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sandbox

Downscaling[edit]

Scaling (in lower leveled zones) is generally limited to your base attribute scores only. All equipment and trait bonuses apply in full - for the most part. There is actually a hard cap on the stats you can get from gear. TODO: add notes about downscaling to Dynamic level adjustment.

Info from Crone and surrounding discussion in RA:

  • When you are downscaled. the amount of stats you can have from gear has a hard cap
  • Each stat has its own cap, no limit on total number of stats
    • "power is the only one youll be able to hit", "its a pretty rare scenario"
  • No formula for cap(?), "and its different for each level"
  • its only power from gear/consumables; traits/signets/might/etc are unaffected by this cap
    • gear includes runes and sigils (Crone swaps to eagle runes in hotw due to power cap; can choose to use cruelty sigil (fero) instead of bloodlust (power) if ur hitting power cap)

Incidentally, % modifiers like %crit chance from sigil or traits is completely unaffected by scaling. e.g. guardian does well in dungeons because it gets a lot of crit chance modifiers from traits and fury

Asc vs Exotics with exact caps for dungeons: https://www.reddit.com/r/Guildwars2/comments/2mgibt/why_ascended_gear_is_a_big_joke_in_pve/

references:

Gorseval[edit]

Ghostly Rampage attack pattern

1: center -> center -> middle -> outer -> center -> full room (arcdps replay looks like center center middle outer middle?)

2: center -> middle -> middle -> outer -> outer -> full room

3: middle -> outer -> center -> middle+outer x2 (arcdps replay old log looks like middle outer center center+middlex2?)

Core Mechanics[edit]

Updrafts: During the fight, there are 4 updrafts surrounding the arena, which require gliding updraft mastery for players to use them. When a player uses an updraft, it will remain for about 10 more seconds [confirmation needed] before disappearing forever for the remainder of the fight. Thus, if a squad plans to use an updraft together, it is highly recommended that all players jump off the arena and use the updraft at approximately the same time.

Barriers: When the fight starts, barriers become erected around the arena. They are targetable with a very large hitbox, and can be destroyed which allows access to the updrafts outside of them.

Phase 100 - 66[edit]

The fight begins when players either attack Gorseval or approach Gorseval within a range of about 900 (being in Stealth can allow one to approach Gorseval closer before beginning the fight, however). Gorseval will target the player with the highest toughness and erect breakable barriers around the edges of the arena.

Gorseval’s attack pattern consist of: (i dont actually know, some combination of swipes and knockback slams) the knockback can be mitigated with blocks, evades, stability, and invulnerability.

About 15 seconds into the fight, Gorseval teleports to the center, gains a defiance bar, and begins his Ghostly Rampage attack. This spawns a sequence of black goo patterns around him. If a player is standing on the black when it explodes, they are dealt damage and gain 25 stacks of vulnerability. During this attack, he also gains the buff Vivid Echo, which functions similarly to retaliation in the sense that they deal flat damage back to the player when a player hits Gorseval with physical damage. This buff cannot be stripped or converted. Gorseval will continue his Ghostly Rampage attack and maintain his Vivid Echo buff until either his defiance bar is broken or he reaches 66% health, at which point he phases automatically.

Breaking Gorseval’s defiance bar will cause him to become knocked down for a few seconds, before he begins his attacks again.

After this attack finishes, Gorseval will summon four Angered, Deranged and/or an Enraged Spirit. They deal damage, apply conditions, and can knock back players, so it is recommended to pull in and cleave the adds down.

About 20 seconds after his defiance bar is broken, Gorseval begins his World Eater attack. This attack is marked by an expanding orange AoE circle around him, which takes about 10 seconds to fully fill up. A few seconds after the orange AoE circle fully expands, he will instantly kill all players within the arena a few seconds later. Players can break a barrier on the edge of the arena and take the updraft outside in order to be outside of the arena when his attack finishes.

Returning to the arena continues the 100-66 burn phase like before. He will restart his attack pattern, including the Ghostly Rampage attack again.

Due to the World Eater mechanic killing everyone in the arena, there are two common strategies to fighting Gorseval:

  • Updrafts: Recommended for squads with low dps. This strategy involves breaking a barrier and taking an updraft while Gorseval launches his World Eater attack. Right after Gorseval’s defiance bar is broken, the tank should move next to a barrier, with Gorseval following the tank, so that the squad can damage both Gorseval and the barrier at the same time. Since an updraft disappears for the remainder of the fight several seconds after a player uses it, it is recommended that players wait until a few seconds before the World Eater attack kills everyone before they leap off together to use the same updraft. Then, players use the same updraft before returning to the arena. The tank can take Gorseval back to the center after the World Eater attack concludes.
  • No Updrafts: Recommended for squads with medium to high dps. Players will hope to damage Gorseval enough to phase him to 66% before he completes his World Eater attack. Since World Eater begins a set amount of time after his defiance bar is broken, players can delay how fast the bar is broken to get more damage in. i.e. Squads with medium dps may say to “slow break” (delay cc for several seconds or more) to get more damage in, while squads with high dps can “instant break” the bar while still having enough time and dps to phase Gorseval before he completes his World Eater attack.

For comparison purposes, if Gorseval’s defiance bar is immediately broken, players need a squadwide dps of about 116k to phase him to 66% before his World Eater attack kills everyone. As a result, it can be beneficial to delay breaking his bar to get more damage in if squad dps is below that number.

66% split phase[edit]

Gorseval teleports back to the center of an arena and gains a barrier making him invulnerable, while also spawning 4 Charged Souls around 4 corners of the arena. If any of the Charged Souls reaches Gorseval, Gorseval will immediately begin his World Eater attack while remaining invulnerable, and all updrafts around the arena will disappear, so it will mean certain death for the squad.

Players can choose how they want to manage the spirits. Some groups choose to have all players stay together and kill spirits one at a time, some groups split into two subgroups taking on two spirits each, and some groups predivide all of their players into 4 subgroups to individually take on one spirit each.

Spirits cannot be hard CC’d (e.g. stun, daze), but they can be crippled or immobilized. One common method of immobilizing them is for a Druid to use entangle, {ca5}, and {staff4} to keep multiple spirits immobilized for a long period of time.

Phase 66-33[edit]

Once the 4 spirits are killed, Gorseval becomes vulnerable and begins his attack sequence again. All of the mechanics from phase 1 remain for this phase.

In addition, blue orbs begin to spawn around the arena during this phase. These orbs have an expanding blue field around them, which will cause any player standing within their fields to have 10 stacks of Spectral Darkness. This debuff severely reduces damage output and increases incoming damage, and lasts for the remainder of the fight, so it is highly recommended that players avoid standing in the blue fields as much as possible. Orbs can be damaged, and killing them spawns a few small golden orbs on the ground. Each golden orb removes 5 stacks of Spectral Darkness, so debuffed players should aim to collect golden orbs to cleanse their debuff if possible.

Split[edit]

same

Phase 33-0[edit]

Gorseval becomes vulnerable after the spirits are killed and resumes his attacks. All of the mechanics from phase 1 and 2 continue for this phase.

In addition, Gorseval will have a new mechanic here. After every one of his knockback slams, small orange expanding AoEs will spawn under every player. Standing in any of these AoEs when they finish expanding will cause the player to be trapped within a blue egg. The mechanic cannot be evaded or blocked - players must be completely off of the circles to avoid getting “egged”. Players inside the egg cannot move and will lose all of their skills, and will only have a skill in slot 1 to damage the egg. Players can be freed by damaging the egg enough to break it (both attacks from within as well as from other players outside will count for the purpose of damaging the egg).

Some of the blue fields will have expanded to become rather large, so players should take care not to step or get knocked back into the fields.

Since it is possible that some players will have gained the damage debuff, or lost dps due to being egged, it is common for squads to have lower dps during this phase than during the first two phases. As such, players should monitor their dps and Gorseval’s health, and make a decision as to whether they will need to use an updraft for this phase or not. Many squads also choose to delay breaking Gorseval’s bar during this time to squeeze in more damage before his World Eater attack.


Further wiki improvements:

  • diagram of the arena with barrier locations and updraft locations
  • goop spawn pattern in each phase