Saturday, 19 August 2017

Cairn Guide for DIE


Cairn the Indomitable

Cairns the Indomitable is the first boss of Wing 4 raid.



Cairn is a boss that stays mainly in the middle of a raised circular arena and this boss is not a dps race boss like Gorseval so we can have 3 healers to be safe. We may have two condi groups OR a condi + a power group depending what we have in the squad. However, we prefer condition team for both groups if possible as Cairn is a boss with highest toughness among all raid bosses and condition damage will work better on him.

There is a special action Skill (Celestial Dash) which you can use to teleport you around. The cool down for this special action skill is 5 seconds so you may need to time or keep it right to use for certain mechanic.


(a) Cairn's Arena 


(b) Special Action Skill - Celestial Dash

MECHANICS

Refer to the screenshot for Cairn's Arena above:

Basically, everyone stack at the green arrow location, our kiter will kite around the red arrow location opposite of the other players.

The person who gets Shared agony debuff (with red circle around him) will need to stand around blue arrow outside the yellow circle away from other players but not too far so he can still receive healing and party support buffs.

- It is very important that no one use reflect in this boss. Check your traits, skills and all, make sure no reflects.

- If you get knockout of platform, you will die instantly.

The mechanics for Cairn are meteor swarm, shared agony debuff, red teleporting circles, green circles, sword attack, and centric waves, which are explained in the following.

1) Meteor Swarm - Shards

(1.1) Meteor swarm / shards targeting Kiter

Cairn casts meteor swarm which is few number of shards that go from him to the edge of the platform. This attack target the player that is furthest to him and the shards cover a bit more than one quarter of the Arena. We usually have a kiter that stand near the edge of the platform so to divert the shards from all other players. This job is very risky because if you get hit by the shard, you get a small knockback, but enough to knock you out of platform if you are at the edge of the platform.
Meteor swam will not hit players that are close enough to the boss. But if someone uses reflect when the boss is casting meteor swarm, the shards will hit everyone stacking near the boss which result to knockback and deal significant damage as well. As such, it is very important for players at boss NOT to use reflect. Check your traits and skills to make sure no reflect traits/skills.

2) Shared Agony 


(2.1) Shared agony debuff on player

The furthest player away from the boss will get "shared agony" debuff indicated by a red circle around him. In the initial phase, one person gets it, then two then three. The shared agony debuff that affect a player will disappear after some time and next person furthest away from boss will get it, the cycle of each shared agony debuff to expire is around 20 seconds. When you have this Shared agony debuff, make sure you stand around the blue arrow and ensure the red circle around you not touching any players because it can deal significant damage to them or kill them.


3) Red Teleporting Circles


(3.1) three phases of red teleporting circles


Similar to VG's black circle, the red circles spawns at random location under Cairn - if you pay attention, its spawns randomly between the inner circle and second inner circle of the arena (between green and yellow circles indicated in the screenshot above for Cairn's Arena). There are only three red teleporting circles spawn at a time. These red circles has three phases as shown in the screenshots above, if you stay on the red circle when the white light occur (3rd phase), you will get teleport to the outer platform of the arena. If it happens to spawn on where you are you have approximately 3 second to move out of it or dodge out if need. If you get teleported (you shouldn't), you can use the Celestial Dash (special action skill) to bring yourself back to the middle of arena. You don't want to be teleported too often especially if you are the dps person because if you constantly get teleported, you will likely get the agony debuff and wont be doing great dps.

4) Protection Greens



(4.1) Green circle with 2 spheres floating above

From time to time, Cairn will cast an aoe that will pull players up into the air and drop them down back to the arena, if you get hit by this aoe 3 times you will get petrified for a period of time. To avoid this aoe, players need to stand on the green circle that appear on the platform. There are number of spheres appear on top of the green circle indicating how many players minimum are required to stand on it enough to activate the protection to Cairn's aoe. Screenshot above shows a green circle with two floating sphere above it meaning minimum of two players are needed to stand on it for the protection to work. For greens without sphere on it, any player stand on it will get protection, in other words green circle without sphere on top of it has no set required number of players to be on it to activate protection.

5) Sword & Swing Attack

 

This attack from Cairns is cruel. People called it Cairn's penis attack. Ze dos called it Pissa attack. If you get hit by this attack you get knockback, you can get knockback twice depends on where you are standing. A double knockback can knock you out of the platform and kill you. A long red arrow will indicate where this penis attack will begin, after the red arrow disappear Cairns will extend his hand on where the arrow is shown and swing counter clockwise swiping players on its path. You can dodge this sword attack or use special action skill to dash to the opposite direction and avoided this attack.

6) Centric waves

(6.1) Centric waves from second inner circle

This attack is a circular earth waves go from second inner circle of the platform (yellow circle shown in Cairn's Arena screenshot above) to the edge of the platform. This attack does several knock back to players and can knock players out of platform if you are standing outside the second inner circle (yellow circle in the screenshot for Cairn's Arena). If you stand in between the green and yellow circle you will not get affected by these waves. You can use special action key to teleport your character to the middle of the platform before you get knock out.


VIDEO GUIDE by someone



One of my run with pug





Sunday, 23 July 2017

Vale Guardian Guide for DIE

Next Vale Guardian - 26 August 2017 9.20AM server time



There are many guides out there for Vale Guardian. This is the very first raid boss and has a lot of mechanics which is one of the best boss for raid training.


1. Vale Guardian Arena





Basically we will be fighting only inside this arena (see screen above). The arena is divided into three (3) equal sections. Vale Guardian (VG) spawn in the middle of the arena and he follows our Tank. Tank is the person with highest toughness in the squad, in our case it is one of our Chronomancer. VG is basically the main boss that we need to defeat. There's nothing special about this boss, we basically just need to DPS it down and CC him ASAP when the CC bar appear, so he will be responsive to our Tank especially when our Tank needs to move him to the next section of arena. If VG has the CC bar not cc-ed he will just stand there not moving at all. If he is standing on the section where the electric field going to be spawning, the green circle will spawn in the electric field which will cause party wipe. So it is very important that we CC vg ASAP.
Note that, VG has 22 million hp. While "dps-ing" VG, we have to counter various mechanics that occur at the same time. They are such as: the green circle, dark blue circle, red orb seeker, white orbs and electric fields.

(i) Green Circle
GREEN circle spawns every 15 seconds in a random location inside the same arena sector as the VG. If VG is in the blue arena section (which is where we will start), the green circle will spawn in the blue arena sector - the same sector as where the VG is. We assign 4 players to go to green circle plus one to backup. Those who assigned to do green circle, you have limited time to run and stay inside the green circle. If we don’t have 4 players standing in the green circle (down players inside circle don't count), the whole team will take this total mass destruction damage, which may result in a full party wipe. The timer of how long you have to run to the green circle before the mass damage occur is indicated by the bright green circle. When the bright green circle decreases in size from outer circle into the center of the green circle (see picture below), that is when the mass damage occur and if we do not have 4 people inside the circle, everyone in the squad take the massive damage. sometimes, druid can burst heal through the damage depending and Chrono can distort this damage for his group members.




NOTE: The green circle may spawn near boss or far away inside the same sector where the boss is. It is important that everyone keep alert to the green because sometimes that critical moment you need to drop everything you are doing and go to green to make sure we have minimum four people at green. We can't have everyone go to green because it is dps loss.

(ii) Dark Blue circle
Multiple dark blue circles spawn every 9 seconds on players near VG. You have 2 seconds (or less if you  have higher ping) to get out of the circle either by dodging out or just step out slightly. If you stay inside the blue circle, it will teleport you to a random location, which is very scary. If you get teleported there will be dps loss and/or you may die if you get teleported into the electrified field during specific phase.



(iii) Red orbs - Seeker
Red orb seekers spawn every 20 seconds. It moves towards players and deal terrifying damage. You can immobilize, knockback, chill, cripple and fear (except blind) the seekers from the players and stop them approaching the players.

(iv) White orbs
White orbs only appear during the split phases (explained below). You need to move around a little (not too much from zerg) to avoid getting hit by this white orbs as they do quite a bit of damage.

(v) Electric fields
There are 3 arena sections as mentioned before, electric field covers arena section/s during Phase 2 and Phase 3. In Phase 2, only one arena section is covered by electric filed but in Phase 3, we will have two arena sections cover by electric fields leaving us with only one section that is cleared of electric field. The electric field last for 20 seconds before moving clockwise to the next section.

Phase 2 Electric field (cover one arena section)
Phase 3 Electric field (cover two area sections)

 


2. Boss Phases
There are three (3) main Phases of Vale Guardian and in between boss phases we have split phases where VG goes away and 3 of his split guardians are spawn correspondence to specific section of arena - blue, green and red guardians. Split phases triggers when VG at 66% and 33% hp. We need to complete all these phases within limited time (8 minutes) or VG boss will become enraged. When the boss enrage, we will all DIE (welcome to DIE guild). The boss deal more damage to us during the enrage stage so it is unlikely that we will last.  

Phase 1 - This is the DPS phase while also having to manage the green circle, dark blue circles and and approaching seekers. Nothing special about this phase, we just need to dps the boss down to 66% hp to trigger the split phase.

Split Phase 1 - This phase happen when VG health drop to 66%. This is the first split phase where VG goes away and mini guardians spawn at each Arena sections at associated coloured pillars (see screenshot above).

Blue and green guardians take direct damage, red guardian takes only condition damage. The blue guardian gets a buff every 10 sec that makes him invulnerable. Chrono will need to use auto sword attack to remove the boon. Note that blue guardian triggers green circle mechanic while green guardian triggers dark blue teleporting circles, which you will need to manage. At zero guardian hp, we need to CC the guardian to completely kill it.

At the start of the split phase, condition guys go to red pillar, power dps guys and druid go to blue pillar and I will go to green guardian alone. I will pull the green guardian to blue guardian so we can all dps both at the same time. Just be careful with dark blue circles and green circle. Everyone at green and blue guardians goes to green circle so the guardians will follow and we can continue to dps while doing green circle mechanic. As for condi guy, do your very best to kill red guardian. It's a race - which group get their boss killed first they get candy. Once all guardians are dead, next VG boss phase will commence.

Phase 2 - Similar to Phase 1 but one section of the arena is now electrified for 20sec, starting from green section of the arena going clockwise around the arena (green, blue then red arena etc). If you stay in the electric field you will take damage and may go down and dieeee. When we have to traverse through the electric field to move to tank or VG, make sure we go as a zerg so healer can mass heal everyone. Make sure you save dodge for seeker. Dodge through seeker inside electric field.

We need to CC VG when his cc bar is on. This is because VG will not move with our Tank if he has cc bar on. Continue to dps until boss reach 33% hp where next phase will begin.

Split Phase 2 - Everything the same as Split Phase 1. 

Phase 3 - This phase is the most intense phase and is the most fun. :) Instead of having one arena filled with electrified field, we now have two sections of Arena filled with electrified field.

Another thing we need to be critical in this phase is that we must CC VG asap when the cc bar is up. The Tank needs to move VG to the next arena section asap before the electrified field catch up from behind. Remember that green circle spawn at arena section the same section as where the VG is, we want the green circle to spawn in non-electrified section of arena so we really want to move him into the next arena section ASAP. We only have one arena section clean from electric field. If he has CC bar on, he will not move with our Tank. This may result to having green circle spawns in the electrified field behind. 





Please watch this quick walkthrough video.



Escort Guide for DIE

Escort - [date, time]





In escort, the goal is to escort Glenna to the inner gates of the stronghold. We will have four (4) players assigned to manage the White Mantle's Towers and the rest of you stay on ground to escort Glenna to the end. The tower group need to secure the tower from white mantle. Tower that is not secured will continue to attack the ground with aoe which prevent the escort to move forward. Once the tower is secured, the ground will be cleared and safe for Glenna to advance forward to the next check point. After Glenna claim the next check point, the leyline gliding line will be activated for those on the tower to glide to the next tower so to secure the next tower for Glenna to move further and so on until Glenna is escorted to the end. There are a few mechanic which you need to be aware of when you are at the bottom squad.

Glenna - If Glenna die, it will be an immediate fail. RIP Glenna and all.  :p

Mines - There are mines spawn in the middle of the path, we need volunteer to go near the mine, activate it and destroy it. After the mine is destroyed, the path is clear for a while before the mine will respawn again.  If you hit the mine, you die instantly and can only be revived at the end. We need volunteer to clear mines so Glenna is safe to move forward to capture the next check point.

Wargs - There will be two wargs spawning at the same time. One at the beginning and the other from the front. Both wargs will move towards Glenna. If Glenna get hit by the warg, she will die result to immediate fail. We will have a viper necro to solo the back warg. The front warg everyone else with Glenna in the front will try to kill it before it reach Glenna. Chill and cripple will help to slow the warg and dps it down.


Below video contains walkthrough which provide you more in detail. If you have not done escort, I'll need you to watch it.  
Get some snack and beer before you sit down to watch it, it is a 30 min video. :) 



-------------------------  What you need to do    ---------------------------

Tower group
For the first tower, Chrono will place a portal near the first tower (next to the stairs) on the ground for tower group people to get up. We are hoping Chrono and Druid to work together to speed capture the tower. Chrono can use curtain to pull the mob to the mid, while druid will use Glyph of Tide to push the white mantle to the wall, the tower should be secured before having to clear mobs. While clearing the tower mob, it is important not to kill all the mob on the tower leaving one alive so the white mantle group don't respawn. Chrono can use the cannon on the tower to help those on the ground. depending on situation sometimes I (druid) might go down to help.



Glenna group



As mentioned earlier, there are mines that spawn in the middle of the path. See picture above for example of how mine looks like - outer white and inner red circle. The mine cannot be targeted nor destroyed unless it is activated, to activate the mine you need to go near it touching the white circle, and once it is activated, the tempest can then place one lava font on it to clear it. Note that, you can't touch the inner red circle, you die instantly if you do.
Anyone can help to clear the mines. Bare in mind, these mines will respawn at the same location a while later. If you happen to stand on the spawn location while it spawns on you, you have very little time to get out and/or you will die immediately. So try not to stay in the middle of the path all the time, keep eyes on mines while maintain stacking with the group is important too.
Your duty in Glenna group is basically, clear mines, kill white mantles push forward fast and more aggressively when tower is secured, and so Glenna can move forward to activate next check point. also kill front warg - chill & cripple then dps it down.

One Tempest - We need you to drop FGS at the first well. Watch this video up to 10 seconds at least. Please drop the FGS on the well at the cave entrance eg in the screen below. Ze dos need your FGS to solo cave.
Condi rangers - Take skirmishing trait "Trapper's Expertise" so all your traps in your utility skills has cripple. it will help to cripple the front warg if you place the trap on them.

All others generally

I will need all to do your best in dps. Stack as much as you can so you get all the buff to boost your dps. Once tower is secured, we want Glenna to push forward to the next check points as fast as we could, move forward and mobs will follow. Clear mines and kill and keep moving forward and stop right next to the unsecured tower and wait for it to be captured. Please don't stay behind to kill a single mob when there is room to move forward because the longer it is the more pressure later on as more waves of white mantle will push us from the front.

Specially assigned duties:

Viper Necro (Back warg duty)
Please prepare your necro with typical viper necro build and take Flesh Golem - scepter/dagger (check qT build). Your duty is to stay behind where the warg spawn and solo kill it. There will be 4 wargs in total. After Glenna reaches the final check point, you can run to the front to join the others for the final phase and kill the final boss. You can either use leyline to glide there or run physically if you do not have the leyline glider mastery. 

Basically doing normal rotations for viper necro plus golem's auto attack will permanently slow the warg down. Note: do not activate flesh golem charge skill because it is golem normal attack that cripple the warg, you want the golem to attack the warg normally only.


Chrono (Solo cave & tower duty)
Please check out this video for Chrono solo cave. 



Saturday, 22 July 2017

DIE Raid Trainning Introduction

Hello Guildwars 2 [DIE] members,

Our tentative Guild raid training is Saturday 9.00am Server time - starting from 5 August 2017. We need 10 people to turn up on the day, if someone not turn up, raid will cancel. If you happen to be not able to attend, it is very important that you let me know, so I can find replacement a day before. :)

GROUP COMPOSITION:

Generally we will divide players into two groups. Typically each group will have a Chrono, PS War, Druid and two DPSs. Below are general role and responsibility expected the least :) At times we might adjust the group and role to suit different raid bosses and encounters.

Chrono - provide quickness, alacrity and distort to his group.
PS war - ensure 25 might at all time, banners & reasonable DPS.
Druid - provide Land of Grace, spirits buff & keep group's hp up.
DPS - solid DPS (understand the skills rotations to maximise overall dps)
dps class includes power tempest, condi tempest, condi ranger, thief, viper necro, guardian (first 3 are most sought after but we can adjust to fit what you can do). You will be informed.

We might not be perfect but at least try to know your role please and the skills rotations.

GAME MECHANICs:

It is very important you know the game mechanic and your role before the raid. This will help to make the raid training easier. :) Ask either Ze dos cavalos or me, if you have any questions. It's always easier if you talk to someone.

You will be notified ahead before the raid training what you need to prepare. We will try our best to include everyone in raid training, so at least you get some experience to advance if you wish. :)

Hope we have a great day and hf in game.

COMPILATION OF RAID GUIDE AVAILABLE
https://forum-en.guildwars2.com/forum/game/dungeons/Raid-Guide-Collection

META BUILD & GEAR
http://qtfy.eu/builds/

PLEASE DO NOT TURN UP RAIDS TELLING US YOU HAVE NO IDEA WHAT IS ESCORT AND VALE GUARDIAN :)