GW2: Entertaining Oneself… The Champion Risen Archmage

championrisenarchmage

Grrr… This guy…

Looks small, packs a punch.

It struck me that the one part I was enjoying out of Wildstar’s dungeons – besides trying to get interrupts off successfully fast enough to save the group from a dismal wipe – was the amount of movement and reflexive dodging needed and the sensation of practicing and getting better at one’s timing, plus needing to understand and analyze exactly what each mob attack was doing because it was so punishing to ignore it.

By chance, while doing my dailies in GW2, I walked by the perpetually up Champion Risen Archmage in the Cursed Shores (assuming no champion train running, that is) and decided to give him a go.

Wow.

I ended up spending an hour there, by choice, and respawned about fifteen times from the nearby waypoint, having recreated a very similar feeling to your run of the mill PUG in Stormtalon’s Lair, with the added bonus of not having to wait 15+ minutes to even begin to attempt it, or having any ‘weak link’ scapegoat excuses that someone else was to blame.

This champion has it all, on demand.

A very quick firing small lightning bolt AoE… which hurts.

A bigger lightning storm AoE circle… which hurts like hell…

A lightning projectile that also freaking hurts…

And seemingly one or two other minor attacks that I haven’t really bothered to read yet, besides knowing one of them sorta corrupts the ground and applies two conditions.

He will test your dodging skills and mastery of timing intently, and punish like crazy if you screw up.

Which I did, often.

I am neither a condition thief with the benefit of toughness and lots of dodges, nor a zerk warrior utilizing an area where there were no respawning mobs and able to unleash heaps of damage in close range while still having a big health reservoir, good health regen, an evade and a block (ie. the two successful solo videos out there,) so I may have been trying this on voluntary hard and not-very-strategic mode.

What I ended up trying was just to plink away at range with my one-hand crit scepter and try to dodge every damn tell it had, staggering reflects, blocks and signet healing to recover from the many many accidents.

(In retrospect, maybe I should have tried shelter too.)

I was keenly aware that my timing wasn’t as picture perfect as it could have been, in theory.

Soon, the standard torch I ran around with in casual open world PvE was swapped in favor of the focus and the three blocks it provided.

I ended up staring at my traits and swapping the unused Powerful Blades (after attempting melee and blinds with it, I ate a couple of its projectiles and AoEs at such close range and decided against practising that at the time) for Signet Mastery, which boosted my signet heal recharge.

I started thinking I was running out of endurance way too quickly because I was so clumsy at this, and ate a 40% endurance regen food and put on an undead slaying potion, for kicks…

Biggest progress I made was around 50% of its health bar solo so far, but not for lack of trying, and I’m still dead certain I’m not staggering stuff properly (I tend to panic and start spamming when things go wrong.)

Most amusingly though, was that this attracted one or two Orr farmers when the archmage’s health started dropping, who seemed to be game enough to give a duo or trio a go.

It was somewhat gratifying to see that I was managing to survive long enough for them to take uninterrupted potshots at the champion, up until the point where I rolled a bit too far away and lost aggro from proximity, at which point they started being the focus of attention. And tended to drop after 2-3 AoEs they failed to dodge in time.

However, one ranger was fairly helpful and we actually successfully killed it in our impromptu duo attempt, as his pet actually took aggro some of the time and he managed to roll out of the AoE around 50% of the time.

Having that attention diverted from me gave me some breathing room and for my skills to recharge, ready to take over when the ranger inevitably went down. Since running to rez him would only mean unfriendly skies lightning aoe on both of us, I just ended up solo dodging it from the opposite side of the downed ranger and let him rez up again via his pet. Between that trading off of aggro and the additional damage from him, we managed a successful archmage duo.

Some day though… pulling off a solo would be fun.

And there’s also other classes and builds to try if my casual weak sauce one just isn’t up to the task.

Guess I know what else I can do when I get bored and want to get gud at dodging.

At a couple silver per waypoint (if you really screw up and don’t just flee to reset the fight) and no repair costs, it’s a lot cheaper in money and time spent than wiping repeatedly in Wildstar.

GW2: Visual Guide to the Twisted Marionette’s AoEs

aoe aieee

Hey all,

Just a quick reference guide to the AoE attack patterns that one might face in phase 2 of the Twisted Marionette Boss fight.

(Disclaimer: Diagrams are not 100% accurate, but hopefully illustrates the idea.)

They should hopefully give an idea of where the danger zones and safe spots are, and help with your situational decisions per fight.

Chain 1 – The Warden With the Big Arrow Pointing To Whoever Has Aggro

chain-1-animation

Marionette will stomp in sequence from first platform to the last, producing each orange circle in sequence.

Keep an eye out for her leg stomping on other platforms to predict when she’ll step on yours and prepare to dodge.

Suggested strategy: Dodge if/when the orange circle appears over you. Person with aggro faces mob away from the others. Others attack from the back.

In case of stubborn pets pinning the warden against the edge, check if the sides can be hit still.

Chain 2 – Mine-Laying Warden

chain 2

Marionette will attack a small rectangular strip that is almost dead center, but slightly nearer one side of the platform.

Suggested strategy: Kite warden into mines. (ie. Keep a mine between you and the warden.) Attack when it is stunned by mines and vulnerable. Stay in safe areas or dodge when the strip appears and you happen to be in it.

Chain 3 – Bomb Throwing Warden

Update: You can thank a failed overflow for this one. And my great platform who rezzed each other and finished the kill fast, plus the platform that didn’t – prolonging the fight long enough for me to document a hint of a pattern.

chain-3-animation

Marionette will start from the last platform and strike each platform one by one with an outstretched hand throwing green lightning as circular patches of AoE.

chain-3-screenshots-2

Use that like the leg in chain 1 to predict when the AoE will reach your platform. (Which is still easier said than done when there’s close-range bombs to watch for, but yeah…)

The placement of circular AoEs still seems a little different for each circuit of the arm, and since you can’t predict which platform you’ll turn up on, assume it to be random for now.

Another layout in the sample screenshot below:

chain 3 screen

See image at the top of the guide for yet one more layout.

Twisted warden produces bombs that do not have an AoE marker.

chain 3 bomb

Bombs go boom after a few seconds. Stay away from the bombs.

Suggested strategy: Ranged DPS and stay mobile. Have good reaction time on dodges. Melee only if you’re pro.

Much easier said than done, I know. Plenty of room for unlucky things to happen in this fight, including loadscreening into bombs.

Rez downed teammates wherever possible. Having a rez skill slotted might help.

Chain 4 – Cone Shriek Warden With Lots of AoEs

chain 4

Marionette will do a sweeping sword attack that arcs around all the platforms, covering a good part of each arena.

The warden has three kinds of attacks:

phase 4 shriek

It will do a cone shriek towards the player with aggro. Dodge away or receive stacks of confusion. Auto-attacking with confusion is bad. (Click away from any valid targets to detarget / turn off autoattack / holster weapon are all ways to stop attacking when confused.)

Note the shriek does not reach the edges of the platform.

phase 4 center

Warden produces a patch of circular AoEs in the center. (Diagram is approximate, I didn’t -actually- count how many AoEs there are.)

When the warning marker disappears, they leave behind a black patch that causes torment. Moving with torment causes double damage. Be able to condition clear.

phase 4 outer

Warden will produce a circular ring of AoEs on the outermost perimeter of the platform, leaving behind the same black patches that cause torment.

There is a small safe zone in between the two AoEs, approximately 3/4 of the way from the center, nearer to the edge.

Suggested strategy: Ranged dps. Keep near the edges of the platform, moving and dodging as required to avoid AoEs and the cone shriek. Melee only if you’re pro.

Have condition clears. Don’t run around wildly with torment on or attack blindly with confusion on to avoid taking extra damage.

For achievement, what worked for me was staying in the safe spot at the power generator and ranged dps’ing. The cone shriek should not be able to reach you. You avoid the center aoe and only have to worry about the outer aoe (or just eat the torment and stay still.)

Chain 5 – Multiplying Warden

chain 4

Marionette produces patches of small circular AoEs that will essentially cover the above areas of the platform, with gaps in between. The area near the power generator appears to be safe.

Suggested strategy: Stack on the power generator and DPS down the multiplying warden(s) with melee cleaves/AoEs.

A big thank you to my references:

Knigaesera’s video of the cutscenes and each of the champion phases is great for seeing an example fight in motion.

Dulfy’s guide to the Twisted Marionette is, of course, a good foundation to start with.

GenocideOPS has another comprehensive one stickied on the GW2 forums.

Shortlinks to this guide:

http://wp.me/p2sQ6r-RG

or

http://tinyurl.com/phase2aoes