Feedback:User/MularcTemplare/New Fractal Designs/Summoners Fractal

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Summoners' Fractal[edit]


In this fractal, players will venture into a chain of floating islands, to free the trapped summoner inside.

Objectives

- Investigate the distabilising element.
- Quiet the summoners to allow access.
-> Subdue the Wildcaller.
-> Isolate the Forsaken Compatriot.
-> Break the Forgebreaker.
- Save the Tormented Riftseeker.


Walkthrough[edit]


This bonus fractal is basically three mini-bosses and the final boss. Players will need to complete the mini-boss challenges in order to clear thier way to the final boss.

Players will begin on a floating island, with a rope bridge in front of them. To begin, players will need to move forward until they see the center island with it's large groups of enemies. Dessa will appear and alert players to the other bosses, motioning that players should continue to the west, getting rid of all three summoners to proceed. The individual strategies for each are below.


-> Subdue the Wildcaller.

Once players make their way over to the first island, they will notice it not only overgrown, but the half-circle of standing stones (7 in all, 3 colored) at the back of the island. In the center of this half-circle will be a feral looking human; the Wildcaller. Once players approach the Wildcaller, the stones will light up various colors, and will fire projectiles around the island. Whenever a projectile lands, a create will be summoned depending on the color of the light.

Once at least one of each type has been summoned, the Wildcaller himself will awaken. The key with this fight is that the summons and the Wildcaller are intertwined; the more creatures are summoned over a certain type, the more damage or longer effect each of his three attacks do. The Wildcaller cannot move at all, so feel free to stand in melee range. Upon using each attack, the corrosponding stone will seem to flare up with colored fire of that stone, giving a handy visual aid.

The corrosponding colors, summons and attacks are as follows; [Color] - [Summon type]; [condition] {scales}

Yellow - Griffon; lightning strike damages and knocks foes back. {Damage bolt does} Green - Spider; swarm of insects travels from enemy to enemy. {Duration swarm stays alive} Purple - Wind Rider; material removes boons from the players. {Area of effect}

Note, One summon od the color of the attack is killed whenever the Wildcaller uses an attack.

Once the Wildcaller is defeated a chest will spawn and you will be directed to move towards the south via jumping puzzle, and the Forsaken Compatriot.


-> Isolate the Forsaken Compatriot.

Once players make their way onto the island, they will notice the landscape is much darker then anything they have encountered, almost grayscale. In the center of the Island they will see the Forsaken Compatriot, and setting foot on the island will begin the fight.

Much like the other fights, the Forsaken Compatriot and his summons are linked. In this fight, the boss will continue to summon demons and draw them closer to him. For each within a small radius, he will resist portions of damage. They key to this fight is to draw the demons away from him by damaging them enough they violently attack players. This is made problematic by two things; the boss will occassionally make one of the demons invulnerable, and he will continually summon more of these demons. Note, that if he has no demons at all in this area he will continually lose health and won't use special attacks until there is a demon in range. As with all the bosses, using his special attacks will kill a nearby Demon. This will deal more damage then players will normally deal over the same period, thus is the best way to defeat the boss.

Other then this tatic, the boss will use a mix of both melee and ranged attacks. Notably, he will burst into black flames and blind all players in a small area when in melee range. When using his ranged weapon the boss will throw arrows in all directions which immobilise players that they hit. He can also call all the demons on the island towards him, but damaging them again after they have started to run towards the boss will cause them to return to the players.

The demons themselves are relatively harmless and come in three verieties; Fleshreavers, who act like others players will encounter across Tyria. Oni, who can shadowstep between players, and Gloom, which will focus on locking down players. Focus on them in the reverse order they are presented here; Gloom first, Oni second and Fleshreavers last.

Once he is defeated a chest will spawn and you will be directed east via jumping puzzle towards the Chaos Seeker.


-> Break the Forgebreaker.

Once players make their way up to the island, they will notice it looks mich more artificial then the previous ones; they will find the Forgebreaker standing on a ledge near the back of the island. As before, stepping on the island will begin the fight.

As with the other bosses, the Forgebreaker is tied to his summons. Unlike the other bosses however he can interact with his summons directly. Throughout the fight he will summon various enchanted weapons or headgear which will attack the players. At any point, if an item is in range he can pluck it out the air and use it as a weapon. This changes his tatics appropriately. For each weapon he will have one extra skill. The table below shows the weapons are, what skill he will use for an autoattack with that weapon (which matches the normal enemies, but with double the damage) and what the extra skill is.

Sentient Bow - Fires an arrow at a players, calls a shower of arrows akin to an arrow cart. Sentient Hammer - Hits all players in a circle, leaps and knocks down foes in an area. Sentient Sword - Bleeds the enemy targeted, puts bleeding poison and cripple on a player. Sentient Mask - Beam of stone (akin to Basilisk) at a player, immobilises players in view of the boss. Sentient Crown - Bolt of Frost at a foe, chill all players on the island. Sentient Goggles - Beams of Fire at a foe, spin and hit all players in range.

A couple of things to note; each weapon has slightly less health then you would find in the normal world, but he will summon many of them. Whenever he grabs a weapon, it will last until he uses the special skill twice or until he lets it go, which will cause it to die.

Once players get defeat the boss a chest will spawn and they will be lead north-west via jumping puzzle to the final boss.


- Save the Tormented Riftseeker

For this end boss, players will have two goals; they need to attempt to keep the Riftseeker alive, but also defeat her opponent. Luckily, she will pack a punch and give players buffs to help them defeat the summoner boss.

The boss in this case is the Heretical Traitor. Like all the bosses, she is tied to her summons, however she will be the only one that will summon intelligent species to do her bidding. Whenever she summons a creature it will have the skills you would encounter in the wider world of Tyria, but beyond that the type of summons aren't as important as in the other bosses. The number of them however is as the boss' base damage will increase slightly for each summon alive. Unlike other bosses in the fractal she will kill all of her summons

For this fight, the boss will largely ignore the players, instead focussing on the Tormented Riftseeker. The main damage players recieve from the boss will be in the form of splash damage, which all of her attacks do (to varying degrees; this increases as she loses health and gains skills). She has 5 attacks beyond her auto-attack, but she will initially only use the one with each new attack unlocking once the boss reaches 75%, 50%, 25% and 5% health respectively.The attacks are as follows;

1. Essence Strike - She will punch at the Riftseeker, knocking her and all players in the area down.

2. Unreal Ground - She will motion upwards and create an area that applies all conditions to foes (the players and the Riftseeker) within it centered on the Riftseeker.

3. Sundering Heal - She will heal herself slightly, but not attack for a moment after this. (healing scales with summons killed by the skill)

4. Tapping the Rift - She will summon an extra amount of creatures equal to half those she has summoned, and then attack the Riftseeker causing massive damage. (the extra summons will be killed)

5. Channeled Gambit - Her summons will revive after being killed. This effect only lasts a few seconds.


To help counter this, the Tormented Riftseeker has 5 skills of her own. They will activate in the same manner as the boss's skils.

1. ???? (Blue Icon) - She will punch the boss, dealing a large amount of damage.

2. ???? (Yellow Icon) - She will cast a shield which will block the next attack by the boss at her.

3. ???? (Red Icon) - She will heal those in an area around her and remove 3 conditions from players and herself.

4. ???? (Purple Icon) - She will punch down on the boss and daze her for a moment.

5. ???? (Black and White Icon) - She will kill all the summons on the island.

Note, that whilst the Riftseeker and Boss will deal the most damage to each other, players will need to also damage the boss. The summons will not only attack the players, but the Riftseeker as well. If the Riftseeker is defeated players will be downed and respawn on the platform before they entered the island. The boss will only regenerate to it's last highest skill, and the Riftseeker will respawn at this percentage as well. (So if the boss is at 46% it will regain health to 50% and the Riftseeker will respawn with 50% health.)

Once the boss has been defeated, the Riftseeker will kill the summons left and bow to the players, teleporting away. With that, the fractal will be stabilised.


Achievement

Army of One - Defeat one of the bosses in the Summoners' fractal whilst it has no summons alive.