Feedback:User/MularcTemplare/New Fractal Designs/Mountain Pass Fractal

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Mountain Pass Fractal[edit]


In this fractal, players will move through the Ash Legion homelands and quell the minor Legions uprising.


Objectives

- Make your way through the outpost
- Escort the shipment through the pass
- Fend off the Siege Devourer
- Navigate the Narrows
- Defeat Rusk Skyspoiler


Walkthrough[edit]


Players will initially find themselves just outside a charr outpost at midnight; moving into the edge of the outpost starts the fractal.


- Make your way through the outpost

This section is the easiest of the fractal; players will need to navigate the streets to the front of the outpost. There is little combat, except for the occasional fight between two caravaners which will break out as players walk past.

Once players pass the overturned caravan they will be at the gates to the pass. Players will need to speak to the Lead Caravaner. This NPC will hassle you until you do however.


- Escort the shipment through the pass

The majority of the fractal plays out as an escort mission. The NPC's players are escorting will self-resurrect once they are downed. They are elites, so can hold their own, but will get overwhelmed without support.

For the first escort section players will zig-zag up some sharp inclines. Even with a speed buff, going will be slow. Once the caravan reaches each new plateu, a group of three Charr Sabotaurs will appear of mixed classes (Necromancers, Theives and Mesmers.) The caravan will continue on with or without the players, each member of the caravan being slowed only if they are hit. Make sure each group is dealt with before moving on, as they can easily overwhelm unprepared players.

As players round the last bend, a much larger group of Saboteurs will spawn. Deal with these as quickly as possible; if one or more are left by the time the caravan reaches the top of the pass, the remaining enemies will become invulnerable. For each of these enemies that gets away, the Devourer will spawn closer to the group, leaving less time to prepare. If all of the group is dealt with, players will get roughly 15 seconds before the Siege Devourer will reach the caravan.


- Fend off the Siege Devourer

Like the Grawl champion in the Volcanic fractal, players will be unable to fully defeat the Devourer, as it will flee when it reaches 10% health.

The fight itself is mostly about players watching their footing and DPSing the Devourer. The Devourer will attack players directly in three ways; It will fire several projectiles at an area, which will deal damage and knock players back, it will attack a player in melee range for a large amount of health, and it will swipe all players who are relatively close (a range of 600 inclusively) knocking them down and causing damage. At 25% intervals the Devourer will turn towards one of the adjacent walls for a moment, and begin pelting it with rocks. For the next 30 seconds, the area around that side will be peppered with falling rocks, which knock down players.

There is only two other tricks to be mindful of. At 50%, the Devourer will appear to back up before charging directly at the players. Any players caught in the blast will be defeated instantly. Also, whenever a player is defeated (not downed) the Devourer will move towards their corpse and gain 10% of it's health, before moving back to the mouth of the pass.

Once the Devourer flees, the caravan will quickly make it's way along the path.


- Navigate the Narrows

For most of the remaining time within the fractal, one player will need to lead the caravan. This is achieved by simply talking to the Caravan Holdout, who will place a buff on the player. It is advised this be someone who attack at range, as the caravan will follow them without regard to being in combat or not.

The Narrows itself is a maze. Players will need to move single file. The maze itself has three possible configurations. Players will mostly find themselves alone within this section, except for two circumstances; several Lost Saboteurs will be wandering alone around the maze, and whenever a player moves into a dead end, five of these Saboteurs will spawn in the passages around. The key here is to take your time and move slowly; none of the foes in this area are particularly dangerous, but in groups they can be nasty.

Once players reach the exit, the Caravan Holdout will shout about the port, and run off in that direction.


- Defeat Rusk Skyspoiler

Once players leave the Narrows, they will need to make their way down to the port, which is a short distance downhill. One the way players will need to dispatch several Sabatours, but nothing like they have encountered thus far.

Once players reach the Port, the boss fight begins. Unlike a lot of other bosses in the fractals, this boss will follow them players around. They will have two competing goals; players will need to move the caravan to the docks, and will need to down the boss. The bosses health servers to slow the players down; his minions will block the way completely unless various amounts of health (25% initially, but more blocks going up as you go up fractal levels). These minions will also spawn constantly, although will only be normal enemies easy enough to defeat.

The boss itself is more tricky then most. His auto-attacks will blind anyone in the area of effect, and he uses this as often as he can. The boss himself has three special attacks he can use at any time. One, he will leap towards a player, knocking and blinding those within the area of effect, also stealthing his allies. Two, he will stealth for 10 seconds, the only indication being footprints which will billow smoke. If he is not revealed within this time, he will attack and kill the closest player. Thirdly, he will attack a player in melee, giving them a debuff called "Alone.." for 5 seconds. (This goes up with the fractal level). Whilst players have this debuff, they will be unable to see other players in their feild of view.

Once players knock his health down by 25%, he will summon 9 copies of himself, and cloak them all. Only one will actually do any damage to players, but if three of them manage to attack players, he will attack each player, leaving behind a smoke at their location which blinds them each second. If the players have not moved the caravan into the next section of the port at each 25% interval, he will gain 15% of his health back.

As players reach the docks, he will stop and call down a rain of ash. Random areas will become fields of dust, which will blind players constantly. Unlike the previous areas, these will also block spell-casting, effectively knocking a player's damage out of the fight. Note as well, these areas will block projectiles moving through them, so players will need to move constantly to keep him in sight. To stabilize the fractal, players simply need to down the boss.


Achievement

Handled with Care - During the Mountain Pass fractal, do not allow any of the caravan to be downed.