User:Yshyii/Spirit Woods (Gorse Pre)

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Spirit Woods (Gorse Pre)[edit]

Use the Gorseval the Multifarious walkthrough for an in depth guide on the mechanics.

How Not To Kill Your Squad[edit]

You cannot directly wipe the squad.

Short Guide[edit]

  • Part 1: stand in capture zones or they explode.
  • Part 2: kill a few mobs.
  • Part 3: stand in capture zones or they explode and attack the walls or they block the way. Do it fast enough so the death cloud does not catch up to you.
  • Part 4: stand on all five pressure plates at the same time.

Brief discussion of mechanics[edit]

Part 1[edit]

Capture zones can appear in five different places. Standing in it will work toward toward making it disappear. If not captured in time, it will turn red and eventually explode. Capture zones spawn on a timer, but only a maximum of two can be active at the same time. The adds that spawn have to be dealt with because they can deal a good bit of damage, knock players down, or give cripple.

Part 2[edit]

Kill a few adds to make sure the gate opens.

Part 3[edit]

Outrun a fog that instantly kills. On the way are capture zones which explode if not captured in time, and walls that need to be destroyed or they block the path. Adds make this experience more difficult.

Part 4[edit]

Five pressure plates have to be stood on at the same time to open the gate to Gorseval. The locations never change. Some are harder to get to than others.

Common strategies[edit]

The first two parts along with the fourth part do not really have any special strategies worth discussing. Only one big difference is of note in part 3, where the actual long run takes place.

  • 'Capture all zones': At the last part of part 3, there are three capture zones. All of them are captured.
  • 'Portal to wall': At the last part of part 3, there are three capture zones. Only the first is captured, with 9 players staying in it and one mesmer blinking to the wall and opening a portal. The two other capture zones are ignored, and the wall is destroyed before the capture zones can explode.

Profession role discussion[edit]

Part 1:[edit]

Mesmer: Bring portal, mimic and blink. Use a portal + double blink to make portals between the point highest up and the two points at the bottom. It's possible to place more portals by using adrenal mushrooms, but make sure you always have portals available in case the squad has to move between two far points.

Others: Bring stability against the knockdown (eg revenant switches to dwarf stance for roads).

Part 3:[edit]

Mesmer: If 'Portal to wall' is the chosen strategy, grab portal, mimic and blink. On the last part of the run, drop a portal in the first capture zone, mimic and double blink to the wall. The squad will have captured the first zone by the time they can take the portal.

Others: Bring stability against the knockdown (eg revenant switches to dwarf stance for roads).

General layout of the fight[edit]