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

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''Note'': The actual size of the green AoE is 50% larger than the visual suggests.
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''Note'': The actual radius of the green AoE is 50% larger than the visual suggests.
 
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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 [[File:Empowered.png|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Cerus)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Cerus) Empowered], which will be inherited by Cerus in the next phase.
+
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 [[File:Empowered.png|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Cerus)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Cerus) Empowered], which will be inherited by Cerus in the next phase - though this does not apply to the Embodiment of ''Malice''.
  
  
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While each group may prioritise avoiding certain empowered effects differently, in the author's opinion the difficulty of the empowered mechanics rank as follows (from low to high threat):
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While each group may prioritise avoiding certain empowered effects differently, in the author's opinion the difficulty of the empowered mechanics rank as follows (from high to low threat):
 +
# ''Rage'' can no longer be avoided by any means, and it hits very hard. This forces the group to either run a great distance to avoid the attack, or risk multiple people getting downed.
 +
# ''Envy'' will force a lot more movement when empowered, and also increases the chance that the group will have their boons stolen.
 +
# ''Despair'' cuts off more of the arena, which can be dangerous, and if AoEs are dropped on the boss it may be very difficult for melee classes. Much like Malice though, the mechanic isn't too dangerous as long as players are paying attention.
 +
# ''Malice'' shouldn't be any trouble if players notice that they are targeted, but if multiple [https://wiki.guildwars2.com/wiki/Malicious_Shadow Malicious Shadows] are spawned on top of Cerus his damage will increase significantly. Additionally, this mechanic occurs late in all phases, so fast groups may skip it entirely (and slower groups will still have it occur fewer times).
 +
# ''Gluttony'' is low threat as the group has a long time to react, and players can help by picking up multiple orbs. Even with several stacks of {{tooltip|Insatiable}}, the damage pressure remains low.
 
# ''Regret'' is very low threat. The group will ideally be stacking already, so three greens spawning is no more trouble than one, and the extra damage should be very easy to manage.
 
# ''Regret'' is very low threat. The group will ideally be stacking already, so three greens spawning is no more trouble than one, and the extra damage should be very easy to manage.
# ''Gluttony'' is low threat as the group has a long time to react, and players can help by picking up multiple orbs. Even with several stacks of {{tooltip|Insatiable}}, the damage pressure remains low.
 
# ''Malice'' shouldn't be any trouble if players notice that they are targeted, but if multiple [https://wiki.guildwars2.com/wiki/Malicious_Shadow Malicious Shadows] are spawned on top of Cerus his damage will increase significantly. Additionally, this mechanic occurs late in all phases, so fast groups may skip it entirely (and slower groups will still have it occur fewer times).
 
# ''Despair'' cuts off more of the arena, which can be dangerous, and if AoEs are dropped on the boss it may be very difficult for melee classes. Much like Malice though, the mechanic isn't too dangerous as long as players are paying attention.
 
# ''Envy'' will force a lot more movement when empowered, and also increases the chance that the group will have their boons stolen.
 
# ''Rage'' can no longer be avoided by any means, and it hits very hard. This forces the group to either run a great distance to avoid the attack, or risk multiple people getting downed.
 
  
  
Following this ranking, the recommendation is for groups to kill the Embodiments of ''Despair'', ''Envy'', ''Malice'' and ''Rage'', while ignoring ''Regret'' and ''Gluttony''. Conveniently this means ignoring the middle of the three large embodiments when they spawn, which may be easier to remember than the specific names.
+
Following this ranking, the recommendation is for groups to kill the Embodiments of ''Despair''/''Malice'' and ''Envy''/''Rage'', while ignoring ''Regret'' and ''Gluttony''. Conveniently this means ignoring the middle of the three large embodiments when they spawn, which may be easier to remember than the specific names.
  
 
In the second split, the pattern will then be three large embodiments on one side, with the fourth directly opposite. Once again the two outer embodiments can be killed.
 
In the second split, the pattern will then be three large embodiments on one side, with the fourth directly opposite. Once again the two outer embodiments can be killed.
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==Phase 4==
 
==Phase 4==
Upon reaching 10% health, Cerus gains a defiance bar once more as he attempts to cast '''Petrify'''. There is no split phase coming, but instead Cerus will regain 20% health (though this will be reduced to 13.4% if Cerus is {{tooltip|Poison}}ed), essentially preventing the fight from ending if the group cannot break the bar. Once broken, for the rest of the fight Cerus will spam '''Enraged Smash''', dealing heavy damage with each cast.
+
Upon reaching 10% health, Cerus gains a defiance bar once more as he attempts to cast '''Petrify'''. There is no split phase coming, but if the group cannot break the bar, Cerus will regain 20% health (though this will be reduced to 13.4% if Cerus is {{tooltip|Poison}}ed), essentially preventing the fight from ending. Once broken, for the rest of the fight Cerus will spam '''Enraged Smash''', dealing heavy damage with each cast.

Revision as of 19:02, 19 November 2023

This guide provides tips and strategies for the fourteenth strike mission and how to defeat Cerus in the Temple of Febe. 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 within five seconds to reduce the damage taken.

If fewer than five players are within the green, Cerus will gain five stacks of Empowered Empowered, and players will take very heavy damage and get a stack of Exposed Exposed. If five or more players are inside, they each take a moderate amount of damage. The damage can be blocked or avoided with invulnerability.


Empowered: Three players are targeted.


Note: The actual radius of the green AoE is 50% larger than the visual suggests.


Wail of Depair

Next, every player is targeted by a small AoE. After five seconds, this detonates, dealing heavy damage and leaves an pool on the ground for 60 seconds that also ticks heavy damage and Torment Torment. Players should move these away from Cerus, but it doesn't need to be too far.

These AoEs can be stacked, but players will need to dodge precisely, or have a channelled block or invulnerability to survive the damage.


Empowered: The AoEs are larger, and the pool lasts longer.


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.

The most efficient way to avoid this attack is to stand just to the left of the arrow when it appears (facing Cerus), then take a few steps to the right as it rotates.


Empowered: Two beams spawn, and Cerus gains a copy of any corrupted boons. To avoid both beams, players instead need to stand to the right of the arrow and complete a full circle around the boss.


Malicious Intent

A random player is tethered to Cerus and received a timer above their head as well as a white screen border. After five 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 Empowered.

It is recommended that targeted 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 through the stack.


Empowered: Three players are targetted.


Insatiable Hunger

Cerus pulls in a series of orbs from the edge of the arena for 10 seconds. 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 Empowered. These orbs can only be body blocked by players, and doing so with inflict the player with Insatiable Insatiable - causing them to take a small amount of ticking damage for 30 seconds.


Empowered: Two additional orbs spawn, and Insatiable Insatiable never expires.


Cry of Rage

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


Empowered: The AoE is larger, and can no longer be dodged.


Split Phase 1

At 80% health, Cerus gains a defiance bar (strength: 3600) and begins channelling Petrify. Failing to break this bar will stun the group for eight seconds.


Whether Petrify succeeds or not, Cerus will split into six Embodiments, each corresponding to one of his six attacks:

Embodiment Mechanic Location Empowered effect
Embodiment of Regret Crushing Regret East Three greens spawn
Embodiment of Despair Wail of Despair Northwest Pool AoEs are larger and last longer
Embodiment of Envy Envious Gaze Southeast Two rotating beams spawn
Embodiment of Malice Malicious Intent Southwest Three players spawn Malicious Shadows
Embodiment of Gluttony Insatiable Hunger West Two extra large orbs spawn, and Insatiable Insatiable never expires
Embodiment of Rage Cry of Rage Northeast The AoE is larger and can no longer be dodged


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 Empowered, which will be inherited by Cerus in the next phase - though this does not apply to the Embodiment of Malice.


Strategy

Each of the Embodiments will spawn in the same location each time, and the three large Embodiments will be one of two sets: Regret, Envy and Rage, or Despair, Malice and Gluttony. These sets cover the east and west halfs of the arena, respectively. The set that spawns in the first phase is random.


While each group may prioritise avoiding certain empowered effects differently, in the author's opinion the difficulty of the empowered mechanics rank as follows (from high to low threat):

  1. Rage can no longer be avoided by any means, and it hits very hard. This forces the group to either run a great distance to avoid the attack, or risk multiple people getting downed.
  2. Envy will force a lot more movement when empowered, and also increases the chance that the group will have their boons stolen.
  3. Despair cuts off more of the arena, which can be dangerous, and if AoEs are dropped on the boss it may be very difficult for melee classes. Much like Malice though, the mechanic isn't too dangerous as long as players are paying attention.
  4. Malice shouldn't be any trouble if players notice that they are targeted, but if multiple Malicious Shadows are spawned on top of Cerus his damage will increase significantly. Additionally, this mechanic occurs late in all phases, so fast groups may skip it entirely (and slower groups will still have it occur fewer times).
  5. Gluttony is low threat as the group has a long time to react, and players can help by picking up multiple orbs. Even with several stacks of Insatiable Insatiable, the damage pressure remains low.
  6. Regret is very low threat. The group will ideally be stacking already, so three greens spawning is no more trouble than one, and the extra damage should be very easy to manage.


Following this ranking, the recommendation is for groups to kill the Embodiments of Despair/Malice and Envy/Rage, while ignoring Regret and Gluttony. Conveniently this means ignoring the middle of the three large embodiments when they spawn, which may be easier to remember than the specific names.

In the second split, the pattern will then be three large embodiments on one side, with the fourth directly opposite. Once again the two outer embodiments can be killed.


While the order the Embodiments attack in seems unpredictable, the Embodiment of Gluttony will always be first. If the large orbs reach the Embodiment, Cerus will inherit the resulting Empowered Empowered stacks in the next phase. The group may wish to have some players (ideally supports) intercept these orbs.


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 coming, but if the group cannot break the bar, Cerus will regain 20% health (though this will be reduced to 13.4% if Cerus is Poison Poisoned), essentially preventing the fight from ending. Once broken, for the rest of the fight Cerus will spam Enraged Smash, dealing heavy damage with each cast.

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