GW2. A guide to the Harvest Temple Strike Mission from End of Dragons.
Use the Asura Portals in Lions Arch to reach Arborstone. Speak to Lyra in Arborstone and say you’d like to enter a Strike Mission, then clarify an End of Dragons Strike mission.
Aegis can block many of the most dangerous mechanics in this encounter, making chronomancers and guardians great for your comp.
Ranged Damage will help to clear enemies and to push the Heart of the Void while the area around it is not safe. These are your pushers.
Projectile Reflect – During the Void Amalgamate phase there will be constant projectiles, and reflecting the projectiles will reduce damage taken drastically.
AoE CC can help to pull together or disable the many enemies you’ll face in the encounter.
Otherwise take a normal composition providing heals, quickness, alacrity, and might in each sub group.
The encounter consists of many phases of fighting each Elder Dragon with some phases handling the void and extra enemies in between
Influence of the Void – Throughout the encounter there will be black orbs located either in the center of the platform or at all four corners. These will leave an expanding void field on the ground indicated by a subtle red circle around them which over time can leave you with little space to avoid it. Players in the void area will take heavy damage and will gain stacks of Influence of the Void. At 10 stacks they will become hostile to other players, meaning they cannot damage the boss, only heal it, and they cannot support other players, only hurt them. They can go to their party and get downed to remove the mind control effect.
Heart of the Void – Much of the encounter will involve a large orb which will change in color depending on the phase. It reflects each Elder Dragon and the void. The main objective is to push this orb into the white circle on the platform to expose the void in it. The orb can not be pushed by CCs, but will move in a direction opposite players who hit the orb. Fast multi-hitting attacks will push the orb faster, but the orb has a large amount of inertia, meaning it can be hard to get it moving in one direction or to change its direction, and will generally keep moving if you stop hitting it. Ranged players are good to assign to moving the Heart because they have better control of the positioning and if too many players are hitting the Heart it can get out of control due to the high momentum.
Every time the Heart of the Void reaches a white circle it will change in attunement to another Elder Dragon, and the black Influence of the Void orbs will spawn voidlings which will attempt to reach the Heart. If any voidlings reach the Heart or the Heart reaches the edge of the platform, a large AoE will expand from it, dealing heavy damage to the squad. This damage can be avoided by porting through the wave. Only have the assigned pushers on the Heart while the other players try to kill and CC the voidlings before they reach the Heart. Once the Heart has been attuned three times, it will gain a break bar which you can CC to expose the void to attacks.
Once the void is exposed, the Dragonvoid can be damaged and the squad should regroup and stack at the south end of the platform to buff and DPS the boss.
Red Circles – Red Circles will appear around two players. Once these fill, an area will be placed on the ground that will damage players and reduce the amount of playable space. These two players should move out of the stack far enough that not only will it give players space to move around the boss, but a bit further because the next mechanic will require splitting further.
Orange Circles – These will appear underneath every single player, like every other similar mechanic like this, you should split up to avoid stacking these together which will damage the players who stack them. Some players should not move because there is plenty of space near the boss to damage it and still not overlap the circles. Support players should move out while the DPS players should spread lightly around the boss.
Seers and Beams – The ground will be littered with damaging areas due to Jormag’s Breath and Icebrood Seers summoning magic, and the platform may also become icy which will make it slippery and hard to move out of the damaging areas. Much of this damage can be avoided with positioning, but avoiding all of it is not convenient, so the healers should burst heals during this part to allow players to stay near the boss when possible. The Seers can be pulled in to cleave them and prevent their constant pressure.
Once Jormag’s Dragonvoid has been finished, Primordus begins and a ton of destroyers will spawn. Run out to meet them half way into the platform and use wide AoEs to cleave them and any remaining Icebrood Seers. Avoid staying near the boss because it will begin with the next mechanic first.
Bite – A large area will appear shortly after the destroyers spawn. Primordus will open his jaws and bite the area, dealing massive damage and leaving behind a damaging fire in the area. You must get out of the area and spread out, but be careful not to panic and run at your allies because the orange circles will detonate shortly before the bite. Regroup after the bite and buff up to prepare to reengage on Primordus after the fire dissipates.
Smash – A smaller orange radius around the boss will appear, and shortly after Primordus will smash the area. You can easily move out of this, or block it by sharing Aegis to each party member. Standing at the far left or far right side of the platform near the Dragonvoid will require much less movement to avoid this attack due to the circular shape.
Primordus will do 1 Bite then 3 Smashes, but since a Smash will occur right after the fire field of the Bite dissipates it is easy to avoid. This means you can have your party wait for the first Smash and then block the second and third Smash with Aegis, then go out for the Bite again.
Branded Devourers will spawn when Primordus has been defeated. These mobs have break bars and attack from range, so it can be hard to clear them out before focusing on the boss. Move out halfway towards the middle of the platform and clear out as many Devourers as is convenient then restack on the boss. Any excess Devourers can be finished later.
Void Brand – A rectangle or two will appear across the platform then Kralkatorrik will brand the area with void. Any players in this area will take massive pulsing damage. The boss will alternate between branding two sides with space in the middle or branding the middle.
Because you know that the branding alternates between the middle and the side pattern, as soon as the branding disappears you should start moving to the next safe area. Better to move early than to move late. However, it can also benefit you to alternate between which side you go to when avoiding the middle pattern. This is because Red Circles will also spawn on two players during this phase, reducing the amount of space you have if multiple sets are placed on the same side. Make sure to follow the commander to not split up.
To avoid the brand mechanic efficiently here is the movement pattern:
Mid > Left > Mid > Right > Mid > Left, etc.
Heart of the Void
After Kralkatorrik’s Dragonvoid is finished, the Heart of the Void will return and the squad must expose Mordremoth and Zhaitan’s Heart. While it is Mordremoth’s Heart, swarms of bugs will leave it and deal minimal damage to players. Zhaitan’s Heart will leave behind a dark green puddle which will deal moderate damage to players standing in it. It is best to have ranged players move the Heart because of this.
Mordrem Time Caster – During this phase a Champion Void Time Caster will appear. Break the defiance bar and avoid the Black Hole that spawns inside it. It is best to take out the Time Caster before pushing the Heart because it will simplify the phase and prevent the Champion from persisting through the phases.
The Heart of Mordremoth won’t move so long as no one touches it, and the voidlings that try to reach the Heart will only appear after the Heart reaches the White Circle. Depending on your squad’s DPS and efficiency, delaying the Heart mechanic to focus on the Champion is less risky. CC the Heart of Zhaitan once the final White Circle has been reached to expose it and begin damaging the Dragonvoid again.
After exposing the dragonvoid, stack to DPS Mordremoth’s void. Besides spewing some moderate AoE around the platform, there is only one new mechanic to handle with this phase, but due to it’s interaction with previous mechanics and how punishing it is, this is the most dangerous phase.
Shockwave – A thin orange circle will expand from the center of the platform, signaling a shockwave is coming soon. Modremoth will smash the center of the platform three times sending out a shockwave that will deal heavy damage and knock you back which potentially will knock you off the platform. These shockwaves can be dodged, jumped over, blocked, or even ported through. Use both your dodges if need be to roll through the waves and bring one utility skill such as Aegis, an invulnerability, or a port, to survive all three of these if you aren’t confident in your jump timing.
What makes this mechanic difficult is that the shockwave always happens at the same time as the orange circles around every player and the red circles will reduce space further. You must split up, making it harder to receive support from your allies and there is not much space to dodge or you’ll go on top of an ally and down them. The orange circles will detonate after the first shockwave, meaning you should not dodge the first shockwave if it means you’ll be on top of another.
Three Risen Giants will spawn at the beginning of this phase which will pressure your party extremely with knockbacks, fears, and leave green puddles on the floor. Ignoring them to attack Zhaitan is possible with a sturdy composition, but it is risky. Kite the Risen Giants away from the boss to lure them to stack up and to get them out of the green puddles they create. Use ranged damage to pressure them and go in to melee damage them once they have been moved out of the green puddles. Dodge the stomps as they have a very wide range and can knock you back and deal heavy damage. Stability is preferred during this.
Fear – A large radius will appear around Zhaitan and once it is filled everyone inside will become feared, potentially sending them into the Influence of the Void or into the Zhaitan’s Reach snakes that will deal decent damage with their attacks. Stability and Aegis can prevent the fear, or you can dodge it if you look back to see the exact timing of the radius. Don’t worry about killing the snake heads because they will despawn and respawn anyway.
Heart of the Void
Another Heart of the Void will spawn along with a Saltspray dragon. As before, focus on finishing the Champion before doing the Heart unless you have plenty of DPS and can afford to split the party. Avoid the many AoEs and orbs floating around the room. CC the Heart after two White Circles.
Swipe – Stay out of the middle of the platform where Soo-Won will often swipe her tail, and periodically she will swipe near her. Dodge or position out of these.
Tidal Wave – Soo Won’s tail smash in the center of the room will create a Tdial Wave. When she rises into the air with a quick expanding orange circle and drops down it will also create a Tidal Wave closer to her. Dodge or jump through this to avoid being lifted away into a more dangerous place.
Final Heart of the Void
Once Soo-Won reaches 50%, the Heart of the Void will combine into an Amalgamate. The squad must DPS it now, but the orb will still be pushed by hitting it. Avoid using multi-hitting attacks as they will push it faster. When the Heart starts moving in one direction stop DPS in that direction to allow it to be pushed back towards the center. Ideally the squad will split up evenly around the Heart to keep it in place, but balance is difficult and you may need to swap sides regularly to change the momentum of the Heart.
The smaller orbs released from the Heart can do heavy damage if you stand in their path, so dodge through them when trying to reposition. Projectile reflects can also be placed on the Heart, making this phase much easier.
After the Amalgamate is finished, a Destroyer Champion Obliterator will spawn which can litter the place with fire AoEs. Depending on your squad’s DPS you can just focus Soo-Won’s last 33% health or if you don’t want to risk it you can finish the Champion away from Soo-Won then transition to the boss.
There is no time limit, so a more defensive approach will be preferred to survive this long encounter reliably. However, there is a soft enrage timer because the Influence of the Void grows larger over time every phase, leaving less space and eventually mind controlling players when they cannot avoid it.
Have your assigned Heart pushers manage the positioning of the Heart of the Void while the supports keep an eye on everyone and the remaining DPS spread out between the four corners to kill the voidlings that spawn each time the Heart reaches the White Circle.
Jormag Phase has nothing difficult to it, just stack and heal eachother while the players with Red Circles move slightly out of the stack, but since there are no other real mechanics they can drop the Red Circles off nearby.
When Primordus Phase begins, aggressively cleave all the destroyers and any remaining Icebrood in the center of the platform, then move north to avoid Primodus’ first bite. Regroup and head back in to stack and DPS on Primordus after the first smash. Share Aegis for the next two smashes, or move back slightly if no Aegis, and get out once the Bite animation begins.
Kralkatorrik Phase starts the same way, go out near the center to meet and cleave the branded devourers. After enough of them have been cleared and the void brand appears in the middle, the entire squad should move to one side and continue the Mid > Left > Mid > Right > Mid > Left pattern to avoid the brand, but when in doubt just follow your commander so you don’t get split up.
Repeat the Heart of the Void while finishing the Champion off first or having pushers go early if they can peel voidlings off of the Heart as well. When Mordremoth Phase begins, stack very tightly to ensure buffs go out to everyone. Give aegis while stacked in preparation for the shockwave. Have support players run out furthest and DPS players stay closest to the boss during shockwaves and orange circles, but spread out and jump over or dodge the wave. Downing to the first wave will likely mean you die to getting hit by the second and third waves, so do everything you can to avoid at least the first shockwave so that your allies can revive you even if you down to the second or third. Make sure to stack tightly after the shockwaves to DPS the boss, panicking can prolong the phase which is the last thing you want to do. Power through it with DPS and even if you lose one or two players, this is a good bottleneck to get through.
Zhaitan Phase also presents three dangerous giants. Do not split up during this part. Stack together and lure the giants out of their AoE. Give stability and Aegis and focus down one giant at a time rather than trying to cleave all three and eating all of their attacks. Once these are down, just dodge the large AoE that fears or cleanse others who have been feared.
Take out the Saltspray before or during the Heart of the Void pushers split off. After begins the Soo-Won Phase. Stay together near the boss and support each other while cleaving down all the void minions and avoiding the orbs and Tidal Waves.
When the Void Amalgamate appears, DO NOT use your full DPS rotations. Go easy and use high damage but low hitting attacks. As soon as you see the Amalgamate moving in one direction stop DPS because the inertia will keep it going, wait until you can dodge to the other side it is headed towards to resume DPS. Stowing pets and using projectile reflects can give more control to keeping the Amalgamate in the center. Afterwards, burst down the last 33% of the Dragonvoid or clear the Champion to be safe.
-work in progress-