Difference between revisions of "Temple of Febe Strike Mission Strategy Guide"
Line 98: | Line 98: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | !Embodiment !! Mechanic !! Empowered effect | + | !Embodiment !! Mechanic !! Location !! Empowered effect |
|- | |- | ||
− | |Embodiment of Regret || '''Crushing Regret''' || Three greens spawn | + | |Embodiment of Regret || '''Crushing Regret''' || East || Three greens spawn |
|- | |- | ||
− | |Embodiment of Despair || '''Wail of Despair''' || Pool AoEs are larger and last longer | + | |Embodiment of Despair || '''Wail of Despair''' || Northwest || Pool AoEs are larger and last longer |
|- | |- | ||
− | |Embodiment of Envy || '''Envious Gaze''' || Two rotating beams spawn | + | |Embodiment of Envy || '''Envious Gaze''' || Southeast || Two rotating beams spawn |
|- | |- | ||
− | |Embodiment of Malice || '''Malicious Intent''' || Three players spawn [https://wiki.guildwars2.com/wiki/Malicious_Shadow Malicious Shadows] | + | |Embodiment of Malice || '''Malicious Intent''' || Southwest || Three players spawn [https://wiki.guildwars2.com/wiki/Malicious_Shadow Malicious Shadows] |
|- | |- | ||
− | |Embodiment of Gluttony || '''Insatiable Hunger''' || Two extra large orbs spawn, and {{tooltip|Insatiable}} never expires | + | |Embodiment of Gluttony || '''Insatiable Hunger''' || West || Two extra large orbs spawn, and {{tooltip|Insatiable}} never expires |
|- | |- | ||
− | |Embodiment of Rage || '''Cry of Rage''' || The AoE is larger and can no longer be dodged | + | |Embodiment of Rage || '''Cry of Rage''' || Northeast || The AoE is larger and can no longer be dodged |
|} | |} | ||
Line 120: | Line 120: | ||
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. | ||
+ | |||
+ | |||
+ | ===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, there are some recommendations: | ||
+ | * 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 corrupted. | ||
+ | * 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. | ||
Revision as of 03:04, 6 November 2023
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
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, and players will take very heavy damage and get a stack of 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 size of the green AoE is 50% larger than the visual suggests.
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. 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.
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.
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.
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.
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. 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.
Empowered: Two additional orbs spawn, and Insatiable never expires.
Cerus charges up a large AoE attack that deals very heavy damage and applies 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 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, which will be inherited by Cerus in the next phase.
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, there are some recommendations:
- 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 Insatiable, the damage pressure remains low.
- 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).
- 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 corrupted.
- 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.
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 instead Cerus will regain 20% health (though this will be reduced to 13.4% if Cerus is Poisoned), 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.
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
We are seeking an experienced Build Admin for Throne and Liberty with a deep understanding of the meta across most weapons and game modes. Get in touch with Galaxian on Discord if you're a good fit for the role or know someone else who is. This is a paid position.