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Difference between revisions of "Temple of Febe Strike Mission Strategy Guide"

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If fewer than [??] players are within the green, Cerus will gain five stacks of [empowered] and players will get a stack of {{tooltip|Exposed}}.
 
If fewer than [??] players are within the green, Cerus will gain five stacks of [empowered] and players will get a stack of {{tooltip|Exposed}}.
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Blockable??
 
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Next, every player is targeted by a small AoE. After a few seconds, this detonates and leaves an AoE on the ground that ticks heavy damage and {{tooltip|Torment}}. Players should move these away from Cerus, but it doesn't need to be too far.
 
Next, every player is targeted by a small AoE. After a few seconds, this detonates and leaves an AoE on the ground that ticks heavy damage and {{tooltip|Torment}}. Players should move these away from Cerus, but it doesn't need to be too far.
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Any special effects for stacking them?
 
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Revision as of 18:22, 27 October 2023

This guide provides tips and strategies for the fourteenth strike mission and how to defeat Ceus in the Temple of Phoebe. If your group is struggling, the guidelines in the Introduction to Raiding will apply here as well. Check out the glossary page if you're not familiar with a term used in this guide and make sure to run an optimal build from our list of recommended builds for this encounter.

Introduction

Entering the white AoE near the start of the map will bring up a dialogue box to proceed, but the fight won't actually start until players reach the platform. Shortly afterwards, Cerus will leap to the center of the arena and the fight begins.


This encounter has a unique feature whereby the group can target specific abilities to prevent a more powerful version occuring. This allows teams to reduce the threat from the mechanics they struggle with most.


Strategy

Crushing Regret

Shortly after spawning, a random player is targeted by a green AoE as Cerus prepares to slam a claw down on the target, dealing very heavy damage. Players should stack inside the green to reduce the damage taken.

If fewer than [??] players are within the green, Cerus will gain five stacks of [empowered] and players will get a stack of Exposed Exposed.

Blockable??


Wail of Depair

Next, every player is targeted by a small AoE. After a few seconds, this detonates and leaves an AoE on the ground that ticks heavy damage and Torment Torment. Players should move these away from Cerus, but it doesn't need to be too far.

Any special effects for stacking them?


Envious Gaze

A large arrow indicator appears on the group and a short while later, Cerus fires a demonic beam that rotates anti-clockwise around him, dealing very heavy damage and corrupting three boons on players it hits.


Malicious Intent

A random player is tethered to Cerus and received a timer above their head as well as a white screen border. After [??] seconds, a [Malicious Shadow] spawns at their location and begins slowly walking towards Cerus. The Shadow is immune to [hard CC] but can be soft CC'd. If it reaches Cerus, he gains five stacks of [empowered].


It is recommended that affected players move backwards from the group a short distance. The [Malicious Shadows] do not have a lot of health and therefore shouldn't survive walking throught the stack.


Insatiable Hunger

Cerus pulls in a series of orbs from the edge of the arena. Each one that reaches Cerus will provide him a small amount of barrier, but they can be body blocked by players. More conveniently, they can also be blocked by [projectile destruction].

In addition to the small orbs, three larger ones spawn that will provide the boss with a stack of [empowered]. These orbs can only be body blocked by players, and doing so with inflict the player with [insatiable] - causing them to take a small amount of ticking damage for 30 seconds.


Cry of Rage

Cerus charges up a large AoE attack that deals very heavy damage and applies Exposed Exposed to each player hit. The attack can be dodged, but otherwise is unavoidable.


Split Phase 1

At 80% health, Cerus gains a defiance bar [strength: ??] and begins channelling [Petrify]. Failing to break this bar will restore 20% of health to Cerus, as well as stunning the group for [??] seconds.


If broken, Cerus will split into six Embodiments, each corresponding to one of his six attacks:

  • Embodiment of Regret: Crushing Regret
  • Embodiment of Despair: Wail of Despair
  • Embodiment of Envy: Envious Gaze
  • Embodiment of Malice: Malicious Intent
  • Embodiment of Gluttony: Insatiable Hunger
  • ???


The split phase ends when two of the Embodiments have been defeated. There are three large and three small Embodiments, all of which have the same health. Killing the large Embodiments will prevent Cerus from gaining the Empowered version of their related skill, but killing the small Embodiments has no effect (other than ending the split phase).

As such, groups will want to choose two of the large Embodiments to kill.


Additionally, the large Embodiments will cast empowered versions of their related skill. Failing to deal with these mechanics as normal will give the embodiment stacks of [empowered], which will be inherited by Cerus in the next phase.


Phase 2

Phase 2 is the same as Phase 1, with the exception that some of his attacks will be empowered.


Split Phase 2

At 50% health, Cerus once again gains a defiance bar as he attempts to cast Petrify.


Upon breaking, the group will once again be faced with the six Embodiments. Assuming two large Embodiments were killing in the first split phase, these two will be small and invulnerable. All the remaining Embodiments will be large.


Phase 3

Phase 3 is similar to Phases 1 and 2. Two more of the boss's mechanics will now be empowered, and his attack pattern is slightly different:

Crushing Regret Envious Gaze Insatiable Hunger Cry of Rage Malicious Intent Wail of Despair repeat


Phase 4

Upon reaching 10% health, Cerus gains a defiance bar once more as he attempts to cast Petrify. There is no split phase upon breaking though, instead for the rest of the fight, Cerus will spam Enraged Smash, dealing heavy damage with each cast.

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