User:Yshyii/Mursaat Overseer

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Mursaat Overseer[edit]

Use the Mursaat Overseer walkthrough for a more comprehensive guide.

Shortest guide[edit]

Don't stand on spikes
Don't stand on orange squares

Short guide[edit]

Orange squares deal damage over time.
Spikes pop up periodically on some squares and will shoot upward after a small delay. People standing on them while they activate will instantly die.
Three special actions are available to one person each and have to be used to be able to win the fight.
Kill board pieces when they get near you, before they kill you.

Extra information[edit]

The board has a size of four by four squares.
Four small board pieces called scouts will spawn in each of the rows on the other side of the room, and move from that side of the room to the other. If they enter a new square, the square will turn orange. If they reach the end of the board, they will turn into soldiers and home in on the squad, while still claiming squares if they enter a new one.

There are three special actions available. Three people will need to take one of the actions.

  • Claim can be used on a square to claim it and remove the orange damage tick. The overseer will also aggro on the person who takes this. A chronomancer usually takes this because of their alacrity. The damage the Overseer deals is mostly irrelevant. It does not really matter who takes this.
  • Protection can be used to make everyone invulnerable to damage (e.g. spikes and orange squares). A small blue orb will appear when it is used. Everyone has to stand in it to be invulnerable. It has a long cooldown, which means it allows for one or a maximum of two uses per fight. If everyone does their job well, protection will probably never get used. It does not really matter who takes this.
  • Dispel can be used to remove the yellow shield from board pieces to allow them to be damaged. This skill should be used off cooldown with a priority on the closest shielded board piece or soldiers. Target a board piece and use the special action. A chronomancer can take this because of their alacrity. It does not really matter who takes this.

The claimer will usually try to claim all four middle squares. This allows the squad to kill the two middle scouts and at least one of the four middle squares will always be free of spikes. The other two scouts will eventually reach the end of the board, turn into soldiers, and move toward the squad. Dispel should be used to make sure they do not have a shield when they reach the squad. Healers should be ready to outheal all damage when they get to the squad. Soldiers explode on death, dealing a decent amount of damage. If there is any time where protection is relevant, it is probably at that time.