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Bastion of the Pentinent encounters guide

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This thread is a guide for the encounters in the Bastion of the Pentinent raid. It only covers the encounters.

Additional information can be found on the official gw2 wiki.

Each explanation is also accompanied by a video, which anyone interested in joining should watch.
 

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First encounter: Cairn the Indomitable

 

Cairn is the first boss in this raid. You reach him by just following the path when entering the raid instance.

He is one of the easiest encounters in the gw2 raids and should not be a problem for any group with a decent understanding of the games' mechanics and their roles.

 

Positioning

Generally the commander of the raid will place markers, similar to the following picture. The circular drawing is the "compass-esque" engraving in the middle of the arena.

ZET71wZ.png

 

The green arrow shows where the first green circle will spawn. At the start of the fight, your aim is to get in this circle, as discribed below.

The group then always stacks on the heart.

If you get the spectral agony red circle on you (as explained below), move to one of the 3 other symbols where no other player with agony is already standing as soon as possible.

At all times when not in position, just use the special action key to teleport into position.

 

A fight overview with mechanics

1. During the entire fight, we get stacks of unseen burden, mostly from walking around. This is a debuff that slows our movement down.
However, we also have a special action skill that teleports us to a certain location, with a very short cooldown.
Therefore it is best to use this skill and dodges to move around when possible.

2. At the start of each fight, we must glide towards a green circle and stand in it. Cairn will use a knockback to throw us out. Just use the special action to get back in the circle.

3. We always try to stack in front of the boss, at a marked spot (heart in the drawing)

More green circles will appear througout the fight but we will ignore these. Instead we will rely on our heal firebrands to give us "stand your ground", a stability buff, to prevent the knockbacks.
In the worst scenario we get thrown around, just use the special action to get back in position.

4. Cairn will commonly use a "shotgun" projectiles attack that knocks people away. If you stand close enough to him (on the marked spot), this attack will go over your head and miss you.
If you do happen to get hit, just special action back.
It might be necessary to avoid using reflect skills or you might reflect this attack into the group, clarification needed.

5. small red circles will constantly appear and teleport everyone on top of them away randomly. Try to avoid these circles.
If you get teleported anyways, special action back.

6. Sporadically, cairn will stretch his arm and do a big counter-clockwise spin, hitting everything in the arena with his arm and knocking everyone back.
When his arm is about to pass you, just dodge left to avoid it.
If you fail this dodge, just use the special action to get back in position.

7. TO SIMPLIFY: IF YOU GET OUT OF POSITION FOR ANY REASON WHATSOEVER, SPECIAL ACTION BACK.

8. THE MOST IMPORTANT MECHANIC: Every 20 seconds, a big red circle (spectral agony) will appear around 1 player and stick to this person. This is normally the person that is the furthest away from the boss.
This does little damage to the targetted person, but does a lot of damage to all other people inside the circle.
This circle last 60 seconds, thus there will constantly be 3 people with this circle around them.
The people with this circle must go to 1 of the 3 other marked spots (see video for reference) as soon as possible to avoid clipping other people. If you get the circle, just move to whichever of the 3 spots that has nobody on it.

When a big red circle appears in the stack of players, move around a bit to see whether it is on you.
If the person with the circle does not move out of the stack fast enough, he/she might kill the entire team.

The druid can also choose to stand behind the main group instead of stacking with the rest. This way the druid will get the agony most of the time, which is not a problem, and keeps the marked spots open.

 

guides:

wiki guide: https://wiki.guildwars2.com/wiki/Bastion_of_the_Penitent#Cairn_the_Indomitable

video guide:

https://www.youtube.com/watch?v=SjzG0qEi20o

 

Edited by aethelwyna
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Second encounter: Mursaat Overseer

This is the second boss in the raid wing. After defeating cairn, you must first talk to the npc. Then glide down into the area and follow the path into a small prison block. Find the non-broken shovel a bit further down the hall, then go back to the rubble next to the broken shovel and dig a few times untill the path opens. The boss room is behind this rubble.

 

This fight is relatively easy, but requires us to do some mechanics correctly. Please also watch the video guide below.

 

The area looks like a big square consisting of 16 smaller squares in a 4x4 pattern. This is important for some of the mechanics.

There will also be 3 objects on the floor, powers which we need in the instance. Do NOT pick these up unless it is your role to do so.
The fight starts when all 3 objects are taken.

 

The objects

There are 3 objects to pickup on the floor: claim, dispell and protect.

They have the following properties:

Claim can be used to remove the damaging heat effect from one of the squares of the arena.
The person with Claim also gets the aggro of the main boss. Note that this boss does not actually fight, this aggro is only important for the positioning of the group.

Dispel is used to remove the orange shield of jade scouts and knights. If not removed, these adds remain invulnerable.

Protect is used to cast a bubble which gives complete damage immunity for 5 seconds to everyone inside, but this has a very long cooldown. It can only be used once in the fight.
The person with protect will also get the aggro from the jade knights, which is also important for positioning.


The jades

When the fight starts, 4 jade scouts will spawn on the back side of the arena and slowly move in a straight line across the area.
They essentially work like pawns in chess: when they reach the other side, they power up and become jade knights.

These jade scouts can not be killed, however, when their hp reaches 0 they become stunned for a while untill they recover.
This can be used to stagger them, so they do not all reach the other side at the same time.
Any squares that the jades pass will become heated up and deal damage over time to everyone standing on it. This can be dispelled with the "claim" power.

When the jade squares turn into jade knights, they will move to and attack the person with the "protect" power. They also have area of effects around them which deal constant damage and conditions. These jade knights must be killed as soon as they reach the group.
When they die, they also explode after a few seconds. Therefore everyone must move out of this explosion AoE. The jade knights will also still turn the ground squares into heated squares.


The spikes

On top of being heated by jades, each square of the floor can also spawn spikes that will instantly kill anyone on top of them when triggered. This is an instant kill that can not be blocked or avoided, and does not result in a downed state.
However, it is very obvious when it is about to happen. The yellow spiketips will show up on the floor long before they extend into the big spikes. It should be clear if you watch the video.
These spikes must be avoided at all costs.

The squares follow a pattern in regards to the spikes. The only important part to remember of this pattern is that there will ALWAYS be at least 1 square of the center 4 squares that will not get the spikes, except for 1 time in the pattern.
In this 1 time, all squares will be spiked except the 4 cornors of the map.

If the damage of the group is sufficiently high, this pattern will not appear. Otherwise the protect-power must be kept for this moment, to create a safe space to stand.
 

The strategy

The mursaat overseer himself is nothing but a statue. He just follows the person with the claim power and soaks up damage untill he breaks. The difficulty of this raid encounter consists entirely out of the side mechanics.

The "tank" role (that takes the claim power) still has an important role to play. This person must always position the mursaat overseer in the middle of the room, in a way that the group can stand on one of the 4 center squares that does not get triggered by the spikes. This person must also claim the these squares against the heat effect.
In short, his/her duty is to always provide a safe square for the group to stand on.

We do not stagger the jade scouts. It is more efficient to just let them pass. 1 will get cleaved by the group when it passes by us anyways, the other 3 will reach the end and become knights at the same time.

However, the person with the dispell-power (usually one of the dps roles) must still make sure that the jade scouts and knights do not have this protection-shield active. Always dispell a shield immediately when it appears.

The person with the protect power, usually a healer, must position on the side of the square of the group,usually in the middle under the boss. Ideally this makes it that the jade knights do not come on top of the  square with the party and thus not create the heat effect on the square with the group.
This is typically a healer since this role does not need to stack as closely to the boss as the rest of the group.
This person will use his/her protect-power to tank the jade knight explosion for us, like discribed above.

When the jade knights arrive at the party, all the dps roles must focus on bursting them down together with aoe attacks and cleaves. The jades must die at about the same time so the protect can prevent all their explosions.

The 4th jade knight will come later and his explosion should just be dodged.


Party composition (subject to change)

Mandatory:
1 'tank' (any class can tank this boss, it is about positioning).
1 druid healer

Very nice to have:
Another healer (to make up for mistakes of people and compensate the heat rooms and jade aoe's), like a heal firebrand
Sources of quickness (1 per subgroup), like hfb's, qfb's or chronos

Some hybrid dps/support like qfb, alac, bs

The rest of the slots go to dps.
Ideally we want some of the dps to have ranged weapons available, to stagger the jade scouts on the sides.

 

Guides
Wiki guide: https://wiki.guildwars2.com/wiki/Bastion_of_the_Penitent#Mursaat_Overseer
Video guide:

 

 

Edited by aethelwyna
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Third encounter: Samarog, the warden

Samarog, also known as Sammy, is the third boss in the Bastion of the Pentinent raid.

You reach him by following the path after the mursaat overseer boss untill you reach a door. Interacting with this door will give you the "gift of true sight buff" and allows you to search rubble for keys.

The raid group needs to find 4 keys to open the door, or a thief can just lockpick it.

The arena of Samarog is a big rectangle with spiked walls. The boss will use a lot of knockbacks, which will instantly kill you if you hit the spikes. Stability can be used to prevent this, but it is best to dodge the attacks yourself.

 

The mechanics

 

basic attack pattern

Sammy has a basic attack patternthat  consists of 2 attacks:

The main attack is a big overhead slam which causes a shockwave. This shockwave will knock you back, potentially killing you on the spikes of the edges of the arena.

The attack is very telegraphed and you can easily just jump over or dodge through the shockwave.

He will also occsaionally do a big, double horizontal swipe which can knock you back twice. You can simply dodge to the back of the boss to avoid this.

 

The spears

Occasionally big orange circles will appear in the arena, soon followed by a big spear dropping from the sky into this circle. This causes a strong, condition-applying AoE to spawn on this circle untill the spear is destroyed.

Starting at the second phrase,  the boss will occasionally do an attack in which he pulls all the spears of the arena to himself, doing a lot of damage to any players standing in the path of the spears.

This attack is easy to avoid, so the spears can be mostly ignored when they are not in a position that hinders the fight. Otherwise they can easily be destroyed with ranged weapons.

 

boss aggro and positioning

His aggro is on a 'random' player and changes at every 10% hp interval. This aggro isn't actually random, he targets the person the furthest away. We don't pay attention to this though. Just look at who has a purple icon above his/her head.)

All his attacks are slow and telegraphed so being the tank does not really matter.

The people without the target should try to stay behind the boss to have an easier time dodging the attacks.

However, after 10% of his hp is lost, the boss becomes invulnerable to damage and conditions and pins the fixated person in place. This person will be stunned and can not move or cast skills, and will take a constant stream of damage from the boss. The boss must be CC'd to make this stop before the pinned person dies, as this attack will not result in a downed phrase but instead instantly kill the player when his/her health runs out.

Note that the boss has a fairly strong CC-bar (4500) and due to his condition immunity, soft CC like blind will not work. The group needs to have enough hard CC to save the fixated player in time.

A breakdown of hard cc skills can be found here: https://guildwarshub.com/hard-cc-skill-reference-guide/

 

The adds

every 66% and 33%, the boss will retreat behind an orange shield and spawn 2 adds, a small one and a big one.

When these adds are close to each other, their damage will increase a lot.

Damaging the big add will damage the small add instead, the small add can initially not be damaged directly.

If the small add dies (by damaging the big add) while the small add is under the shield of the boss, the big add becomes vulnerable to damage untill the small add respawns.

The strategy is to push the small add under the shield and use immobilises and pushes to keep him there. Do not go into the shield yourself since it will do a lot of damage to players.

Focus dps on the big add while the small add is under the shield to kill the small add and damage the big add. Repeat a few times untill both adds are dead.

After the adds die, the next phrase of the fight starts. It is mostly the same as the first phrase, but each phrase addsan extra mechanic.

 

The circles

Starting at the second phrase, so after the first adds have been killed at 66%, the circles mechanic will appear.

2 players will get a circle under their feet, 1 big orange one and 1 small green one. These players need to stand on top of each other and away from the group (outside orange circle range) or the circles will detonate for a lot of damage.

Generally the person with the big orange circle positions to a safe location, and the person with the green circle follows this person and stacks on top of him/her.

Keep in mind that this mechanic continues untill the end of the fight, so also during the 33% adds phrase.

 

Bludgeon

In the last phrase of the fight, so after the second minions have been killed at 33%, the boss will gain a new attack.

This attack is called "bludgeon"  It is basically the same as his normal shockwave attack, but faster and stronger.

It is easily avoided by standing close to the boss.

 

guides

wiki guide: https://wiki.guildwars2.com/wiki/Bastion_of_the_Penitent#Samarog

video guide: 

 

Edited by aethelwyna
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