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

(Created page with "<div class="alert alert-success" style="margin-top: 15px;">This guide provides tips and strategies for the fourteenth strike mission and how to defeat Ceus in the Temple of Ph...")
 
 
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<div class="alert alert-success" style="margin-top: 15px;">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 [[Guide:Introduction to Raiding|Introduction to Raiding]] will apply here as well. Check out the [[Guide:PvE_Glossary|glossary]] page if you're not familiar with a term used in this guide and make sure to run an optimal [[Raid_Builds|build]] from our list of recommended builds for this encounter.</div>
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{{#seo:
 +
|title=Temple of Febe Strike Mission Guide - GW2 - MetaBattle
 +
|description=Detailed Walkthrough Guide for the Temple of Febe Strike Mission in Guild Wars 2.
 +
}}{{Guide
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| title = Cerus (Temple of Febe)
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| description = Guide for Temple of Febe normal mode
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| mode = PvE
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| section = Strike Missions
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| icon = Mini Cerus.png
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}}
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<div class="alert alert-success" style="margin-top: 15px;">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 [[Guide:Introduction to Raiding|Introduction to Raiding]] will apply here as well. Check out the [[Guide:PvE_Glossary|glossary]] page if you're not familiar with a term used in this guide and make sure to run an optimal [[Raid_Builds|build]] from our list of recommended builds for this encounter.</div>
  
 
__TOC__
 
__TOC__
 
==Introduction==
 
==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.
+
Entering the white AoE near the start of the map will bring up a dialogue box to proceed, but the fight won't start until players reach the platform. Shortly afterward, 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.
+
This encounter has a unique feature whereby the group can target specific abilities to prevent a more powerful version from occurring. This allows teams to reduce the threat from the mechanics they struggle with most.
 +
 
 +
 
 +
This encounter features a [[Guide:What_are_CC_and_Breakbars|defiance bar]] (strength 3600) that needs to be broken within 10 seconds for the fight to progress. This should not be difficult for the average squad, but some extra CC may need to be taken if there is an abundance of low-CC classes in the group.
  
  
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Crushing Regret'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Crushing Regret'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Shooting Stars.mp4|420px]]</div>
+
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crushing Regret.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Shortly after spawning, a random player is targeted by a green AoE as Cerus prepares to slam a claw down on the target. Players should stack inside the green to reduce the damage taken.
+
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 [[File:Empowered.png|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Cerus)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Cerus) Empowered], and players will take very heavy damage and get a stack of {{tooltip|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.
 
</div></div>
 
</div></div>
  
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Wail of Depair'''</div>
+
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Wail of Despair'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Spinning Nebula.mp4|420px]]</div>
+
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Wail of Despair.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Next, every player is targeted by a small AoE. After a few seconds, this detonates and leaves an AoE on the ground. 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 five seconds, this detonates, dealing heavy damage and leaving a pool on the ground for 60 seconds that also ticks heavy damage and {{tooltip|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 channeled block or invulnerability to survive the damage.
 +
 
 +
 
 +
'''Empowered''': The AoEs are larger, and the pool lasts longer.
 
</div></div>
 
</div></div>
  
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Envious Gaze'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Envious Gaze'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Demonic Blast.mp4|420px]]</div>
+
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Envious Gaze.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
 
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.
 
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.
 
</div></div>
 
</div></div>
  
  
The Tormented that spawn during this attack appear near the stack and will often be cleaved down before people even notice them. The other two effects are more serious: {{tooltip|Debilitated}} lowers the player's damage by 25% for 60 seconds, and {{tooltip|Residual Anxiety}} can turn players against their allies if they reach 10 stacks (see below for more details).
+
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Malicious Intent'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Malicious Intent.mp4|gif|420px]]</div>
 +
<div class="col-md" style="padding:1rem;">
 +
A random player is tethered to Cerus and receives a timer above their head as well as a white screen border. After five seconds, a [https://wiki.guildwars2.com/wiki/Malicious_Shadow Malicious Shadow] spawns at their location and begins slowly walking towards Cerus. The Shadow is immune to [[Guide:What_are_CC_and_Breakbars|hard CC]] but can be soft CC'd. If it reaches Cerus, he gains five stacks of [[File:Empowered.png|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Cerus)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Cerus) Empowered].
 +
 
 +
It is recommended that targeted players move backward 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 targeted.
 +
</div></div>
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Demonic Fever'''</div>
+
 
 +
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Insatiable Hunger'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Demonic Fever.mp4|420px]]</div>
+
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Insatiable Hunger.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Below 90% health, seven players are targeted with a medium-sized AoE that will explode after five seconds, dealing 20% of the targeted player's max health as damage to anyone inside. Players hit by multiple AoEs will take a further 200% of their max health as damage, downing them.
+
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 [https://wiki.guildwars2.com/wiki/Block#Projectile_destruction projectile destruction].
</div></div>
 
  
 +
In addition to the small orbs, three larger ones spawn that will provide the boss with a stack of [[File:Empowered.png|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Cerus)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Cerus) Empowered]. These orbs can only be body-blocked by players, and doing so with inflict the player with {{tooltip|Insatiable}} - causing them to take a small amount of ticking damage for 30 seconds.
  
  
==Split Phase 1==
+
'''Empowered''': Two additional orbs spawn, and {{tooltip|Insatiable}} never expires.
At 75% health, Dagda becomes untargetable, repeats <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71082" title="Demonic Blast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (maybe) and starts pushing players toward the edge of the arena while filling the middle with a large red AoE that ticks for 20% of a player's max health. The red AoE takes a long time to start dealing damage, and the split will frequently coincide with other mechanics so prioritize handling other mechanics correctly.
+
</div></div>
  
  
Groups with a lot of condi damage may wish to start moving towards the edge when Dagda hits 76%, to make mechanic overlaps easier to handle.
+
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Cry of Rage'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Cry of Rage.mp4|gif|420px]]</div>
 +
<div class="col-md" style="padding:1rem;">
 +
Cerus charges up a large AoE attack that deals very heavy damage and applies {{tooltip|Exposed}} to each player hit after five seconds. The attack can be dodged but is otherwise unavoidable.
  
  
Two [https://wiki.guildwars2.com/wiki/The_Tormented Tormented] spawn near to each other at a random spot near the arena's edge. Kill them both to start the next phase.
+
'''Empowered''': The AoE is larger, and can no longer be dodged.
 +
</div></div>
  
  
  
==Phase 2==
+
==Split Phase 1==
Phase 2 is very similar to Phase 1, with the addition of one new mechanic:
+
At 80% health, Cerus gains a defiance bar (strength: 3600) and begins channeling '''Petrify'''. If the group cannot break the bar within 10 seconds, Cerus will regain 20% health (though this will be reduced to 13.4% if Cerus is {{tooltip|Poison}}ed), essentially preventing the fight from progressing. Failing to break the bar will also stun the group for eight seconds.
  
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Soul Feast'''</div>
+
Whether '''Petrify''' succeeds or not, Cerus will split into six Embodiments, each corresponding to one of his six attacks:
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Soul Feast.mp4|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
Approximately 30 seconds into the phase, a random player becomes the target of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, and receives the on-screen message: "You are targeted by Soul Feast. Run!"
 
  
A targetable, but undamageable, red puddle spawns on the player and follows them around for 15 seconds, dealing a small amount of damage and applying a stack of {{tooltip|Residual Anxiety}} and {{tooltip|Infirmity}} to each player hit.
+
{| class="wikitable"
 +
!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 [https://wiki.guildwars2.com/wiki/Malicious_Shadow Malicious Shadows]
 +
|-
 +
|Embodiment of Gluttony || '''Insatiable Hunger''' || West || Two extra large orbs spawn, and {{tooltip|Insatiable}} never expires
 +
|-
 +
|Embodiment of Rage || '''Cry of Rage''' || Northeast || The AoE is larger and can no longer be dodged
 +
|}
  
At the same time, two small white AoEs spawn nearby, and any player can run into them to receive a [https://wiki.guildwars2.com/wiki/Special_action_skill Special Action Key] called [[File:Purifying Light (Dagda).webp|25px|link=https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda)|Purifying Light]] [https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda) Purifying Light]. This ability is a single-use attack that will destroy the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> if it hits. Be aware that the attack can be body-blocked by Dadga, so aim carefully.
 
  
The puddle is difficult to see, and the targeted player only receives a text notification that they have been targeted. As the attack is also very dangerous, everyone should be alert for this mechanic.
+
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).
</div></div>
 
  
 +
As such, groups will want to choose two of the large Embodiments to kill.
  
The <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> mechanic in this encounter applies stacks of {{tooltip|Residual Anxiety}}, which last for three minutes. This debuff has no inherent effect, but if a player reaches 10 stacks they will switch sides and become hostile to the group. While hostile, players retain control of their movement but will be repeatedly {{tooltip|Taunt}}ed onto other players. The hostility will end early if the player is downed, and it appears that the effect can be condi-cleansed. Stunbreaking the {{tooltip|Taunt}} will prevent the forced attacks, but the player will remain hostile and be {{tooltip|Taunt}}ed again after a short duration.
 
  
 +
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''.
  
<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>s that have been hit by [[File:Purifying Light (Dagda).webp|25px|link=https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda)|Purifying Light]] [https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda) Purifying Light] will remain visible until they expire, but no longer have any effect.
 
  
 +
===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 halves of the arena, respectively. The set that spawns in the first phase is random.
  
Unlike Phase 1, Dadga's attack patterns are fairly reliable in this phase:
 
  
: '''Auto Chain''' x2 {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} '''Auto Chain''' x2 {{to}} '''Spinning Nebula''' {{to}} '''Soul Feast''' {{to}} '''Auto Chain''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71047" title="Demonic Fever" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} Repeat
+
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.
  
  
 +
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.
  
==Split Phase 2==
+
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.
At 50% health, Dagda becomes untargetable again and repeats the split phase as before, only this time four [https://wiki.guildwars2.com/wiki/The_Tormented Tormented] spawn. As they spawn across a large area, it may be worthwhile sending half the group to one side of the arena, and the other half to the opposite side.
 
  
  
 +
While the order in which the Embodiments attack seems unpredictable, the Embodiment of ''Gluttony'' will always be first. If the large orbs reach the Embodiment, Cerus will inherit the resulting [[File:Empowered.png|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Cerus)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Cerus) Empowered] stacks in the next phase. The group may wish to have some players (ideally supports) intercept these orbs.
  
==Phase 3==
 
Phase 3 begins much the same as Phase 2, though <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> spawns at around 25 seconds.
 
  
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Rain of Comets'''</div>
+
==Phase 2==
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
+
Phase 2 is the same as Phase 1, with the exception that some of his attacks will be empowered.
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Rain of Comets.mp4|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
Approximately 30 seconds into the phase, Dagda raises an arm above her head and summons a '''Rain of Comets''' to pelt half of the arena for five seconds, indicated by a large red AoE. For the entire duration, this area ticks for 25% of a player's max health.
 
</div></div>
 
  
  
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Planet Crash'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Planet Crash.mp4|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
Approximately 45 seconds into the phase, Dagda raises her sword high and summons a massive orb of energy. The group has 10 seconds to break her defiance bar (strength:3600) or she will slam the orb into the ground, dealing 90% of each player's max health across the entire arena.
 
  
Breaking the bar will instead cause the orb to shatter, raining down energy around Dagda, but only dealing minor damage. Dagda will be {{tooltip|Exposed}} for 6.5s after being broken.
+
==Split Phase 2==
</div></div>
+
At 50% health, Cerus once again gains a defiance bar as he attempts to cast '''Petrify'''.
  
  
In this phase, her attack pattern is:
+
Upon breaking, the group will once again be faced with the six Embodiments. Assuming two large Embodiments were killed in the first split phase, these two will be small and invulnerable. All the remaining Embodiments will be large.
  
: '''Auto Chain''' x2 {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} '''Auto Chain''' {{to}} '''Spinning Nebula''' {{to}} '''Soul Feast''' {{to}} '''Auto Chain''' x2  {{to}} '''Rain of Comets''' {{to}} '''Auto Chain''' x2 {{to}} '''Planet Crash''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (only if not stunned) {{to}} '''Auto Chain''' x3 {{to}} '''Spinning Nebula''' {{to}} '''Rain of Comets''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71047" title="Demonic Fever" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} Repeat
 
  
  
 +
==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:
  
==Split Phase 3==
+
: '''Crushing Regret''' {{to}} '''Envious Gaze''' {{to}} '''Insatiable Hunger''' {{to}} '''Cry of Rage''' {{to}} '''Malicious Intent''' {{to}} '''Wail of Despair''' {{to}} repeat
At 25% health, Dagda becomes untargetable again and repeats the split phase as before, only this time six [https://wiki.guildwars2.com/wiki/The_Tormented Tormented] spawn. As they spawn across a large area, it may be worthwhile sending half the group to one side of the arena, and the other half to the opposite side.
 
  
  
  
 
==Phase 4==
 
==Phase 4==
The final phase is identical to Phase 3.
+
Upon reaching 10% health, Cerus gains a defiance bar once more as he attempts to cast '''Petrify''', though there is no split phase coming. Once broken, for the rest of the fight Cerus will spam '''Enraged Smash''', dealing heavy damage with each cast.

Latest revision as of 20:27, 29 March 2024

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 start until players reach the platform. Shortly afterward, 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 from occurring. This allows teams to reduce the threat from the mechanics they struggle with most.


This encounter features a defiance bar (strength 3600) that needs to be broken within 10 seconds for the fight to progress. This should not be difficult for the average squad, but some extra CC may need to be taken if there is an abundance of low-CC classes in the group.


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 Despair

Next, every player is targeted by a small AoE. After five seconds, this detonates, dealing heavy damage and leaving a 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 channeled 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 receives 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 backward 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 targeted.


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 channeling Petrify. If the group cannot break the bar within 10 seconds, Cerus will regain 20% health (though this will be reduced to 13.4% if Cerus is Poison Poisoned), essentially preventing the fight from progressing. Failing to break the bar will also 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 halves 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 in which the Embodiments attack 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 killed 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, though there is no split phase coming. Once broken, for the rest of the fight Cerus will spam Enraged Smash, dealing heavy damage with each cast.

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