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

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Workshop Fractal[edit]


In this fractal, players will infiltrate a Charr Workshop, attempting to sabotage the weapons inside before the Flame Legion can assualt the Black Citadel.

Objectives

- Talk to Grash Shadowstrike to begin the mission
- Steal the Flame Legion Blueprints
- (1) Sabotage the Sheild Testing Grounds
- (2) Sabotage the Flame Capsual Production Line
- Lock-down the Guard Post.
- (1) Dismantle the Grand Effigy.
- (2) Stop the High Shaman.


Walkthrough[edit]


This fractal is about stealth; if players have the ability to sneak around a fight, do so. At any point, if the players are spotted, Charr will begin to continually spawn and flood the room the players are in, until they move to the next room and lock the gate to the previous one behind them.

If players break stealth, they will find allied NPC's at various points. These NPC's will grant the party a new stealth buff for a short time.

Players will begin the fractal near the entrance of the facility, next to an NPC who is working with the Order of Whispers; this NPC will grant you your first stealth buff, which will last for 10 minutes.


- Steal the Flame Legion Blueprints

Once players are stealthed, they will be able to move past the guards at the open front door. Be careful of the convoys which will be slowly making thier way into the facility.

Inside, players will find themselves in a corridor. Here, they have two options. Players may either sneak up to Flame Legion Overseers, who will be carrying the plans and "pickpocket" them (simply interacting with them.) This method will cause the Overseer to look in the direction of the player who pickpocketed them. If the player moves whilst being watched, they will be spotted and their stealth will fail. If they do not move for a moment (3 seconds), the Overseer will turn back to their task and players may proceed.

The other option players have is tailing the Overseers, who will slowly walk towards their offices off to the right of the hall players begin in. They will place the blueprints down on desks, and walk back out to the crowd. Players may then easily steal the blueprints off the desk.

Once the players have a blueprint each, an allied NPC will spawn and wander to the door exiting this section; players simply have to move towards this door and onto the next section.

The corridor players will be lead into will be akin to a T intersection. Each "arm" will lead to a large door, with one or the other blocked by a crowd of Flame Legion Charr. Players will need to take the opposite side, leading them to either the Shield Testing Room, or the Flame Capsual Production Line.

One last thing to note about this section. Players will likely lose their stealth buff at some point during this section, but all is not lost. Players who are hiding behind the various boxes or implements beign moved or standing in the corridor will still be blocked from line of sight, and line of sight is what will allow morre Charr to spawn.


- (1) Sabotage the Shield Testing Grounds

In this section, players will see several charr standing in front of a variety of Charr weapons; turrets, tanks, catapults ect. These devices will each fire at the Foes who are testing the shields in a rythemic fashion. Likewise, the Charr will be carrying small shields attached to generators on the ground; they will raise these shields when being fired upon.

Like the section before, players have two choices when sabotaging the shields. They may either find and destroy the generators (each of these will be located not far from the Charr using the sheild, but are connected via quite visable wires. Use these to follow the sheild back to each machine.) or tamper with the devices firing at the Charr. This section option is done by sneaking behind each machine and interacting with it, which will cause it to overload and fire much more quickly. Both of these options are made harder by players no longer having the stealth buff.

Once again, there are a couple of ways players will be able to outwit the Charr here; amoungst the debris littering the area are small items called "Shadow Potions". Clicking these will give players a 30 second stealth buff. Players may also destroy sensors or other peices of equipment to get one of the Charr to move away from their posistions, however do this too much and some of the Charr Engineers around the area will begin to actively search for players. The third option is to disable the firing machines players can reach without being seen, then hunt down the remaining sheild generators to proceed.

If players are spotted in this area, any remaning Charr Testers will enagage them in combat, however won't leave a certain area. Be mindful that once they put up their sheilds they are completely impervious to all damage, but the shield does not last very long. Focus on spiking these enemies down, and deal with any other Charr spawned as you move to the door at the back of the range.

Once you make it through the door, it will shut behind players and they will need to make their way to the gatehouse.


- (2) Sabotage the Flame Capsule Production Line

In this section, players will see clear production lines of Charr putting the pieces of the flame tanks the Flame Legion Igniters wear together. Much like the task above, players have several ways they may sabotage the production lines.

The most direct way is to damage the gates which are feeding the initial parts of the tanks to the production line. This is achieved relatively easily on paper; players must move to the vents and shut them. This requires a player either side of the grate, but multiple grates can be shut at the same time. In order for this to proceed smoothly, players will need to create distractions as above. players who look up will notice peices of machinary hanging from chains. The easiest distractions are simply damaging these chains enough that both break, which will cause the peice to fall to the ground, directing the Charr's attention to it.

The other way to sabotage the production line is to blow up the tanks. This is done via damage (everything except for poisen and bleeding will work on these) however players will need to be effective in choosing when and how badly they damage the tanks; they will need to be destroyed as close to the Charr working on them as possible. It is also important to note that the health of the tanks will go down on it's own as it gets moved from station to station, requiring less effort, but having less Charr to hit at the end of the line. It is difficult, but not impossible, to find the right place to attack these tanks; there are several sections of the production line where the tanks will move out of sight of the workers (such as when the line turns or moves into another line).

If players are spotted, the worker Charr will grab the closest tank and equip it, affording them long range fire attacks. Be mindful whilst fighting them that the area is not easy to navigate, and the guard NPC's that spawn have fairly sweeping attacks (such as using Whirlwind, which within the fire jet will set all hit in the area on fire.)

Once you have successfully sabotaged the production line (reguardless of if you have been spotted), players will need to head out the door to the north, which will need to be locked behind them.


- Lock-down the Guard Post.

This section takes place within the guard headquarters not far from whichever door players exited the previous section from. They will be met by an allied NPC near the front door who will stealth the players for 5 minutes.

Much like the initial section, players will be dealing with Charr Overseers, however this time they have a simple objective; to kill them. As with most of this fractal, there is two ways to do this. Players may go guns blazing, and simply make their way to the first overseer and kill him. This will cause panic and foes will swarm the players, but this has the advantage of the Overseers coming to the players. After the players have killed an amount of enemies, the Overseers will be drawn into the fray and can be killed easily. Once all three of them are dead, players will need to escape the section ajnd lock the door behind them; the defence system will kill the remaining Charr in the guardhouse.

The second method is to simply trip the defence mechanisms. This requires destroying the sensors spread in various rooms of the guard house, and will require all five players to quickly spike down the target, as if it is left for most then 20 seconds, the sensor will set the alarm early, causing players to have to use the run-and-gun aproach as above. Once a sensor is killed, players will have their stealth buff re-instated with the time they had remaning before they left stealth as the remaining time on the buff. If all three sensors are damaged this way, players will need to make their way back to the front and talk to the allied Charr; he will create a fake attack which will activate the defence systems and kill all the Charr inside.

Once the lock-down has been initiated, players will need to move past the building to the newly opened door at the rear of the facility.

A note about the next two paths. The selection below is not random; if they players have sabotaged the shields, they will deal with the Grand Effigy. Likewise, if they've sabotaged the tanks, they will be dealing with the High Shaman. The two fights are quite different in their completion, as outlined below.


- (1) Dismantle the Grand Effigy.

The Grand Effigy is a towering construct, and will be accompanied by groups of Flame Legion Shamans, Igniters and Smoke Shamans. These enemies will have the same skills they have outside of the area, byt the Effigy itself is quite different.

First off, the Effigy will only burn players close to it when it's fire is completely lit, but the more the Effigy is lit, the more stacks of burning will be applied to players. At full light this will but 25 stacks of burning on all players in melee range, this will cause the Effigy's stacks of Inner Fire to drop by 5 for each person hit. This buff can also be removed by getting any condition to 10 stacks; this will remove 1 stack of Inner Fire. Once the stacks drop below 5, the Effigy's allies will begin to use fire skills on the Effigy, bringing this buff's atacks up by 2 each second they are hitting it.

The Effigy will attack by throwing large fire projectiles at the players, all of which will cause varying size fire feilds. These projectiles can be blocked, avoided or otherwise mitigated, but the feilds will appear below where the projectile has been stopped. It's other main attack is to target a group of it's own allies, setting them on fire but causing them to do double damage until that fire is put out. (This will appear as a buff called Flame's Strength). Any Charr who die with Flame's Strength still active will explode in flames, damaging anyone around the area.

Once the Effigy reaches 50% health, it will gain a new ability. It will reach down and smash an area of the ground with it's fist, downing anyone caught under it, and causing burning to whoever too close. At 25%, the Effigy will be able to grab any remaining Charr and kill them, bringing it's level of Inner Fire to full and causing an arena-wide burst of flame to occur to the whoe arena. Once players defeat the Effigy, it will collapse and the fractal will stablise.


- (2) Stop the High Shaman.

The High Shaman is a Champion Charr, and will spend most of the fight up the back of the area, flinging spells at the players. Between him and the players will be several groups of CHarr, mostly made up of Flame Legion Stalkers and Blademasters, with 10 Flame Legion Sheildbearers thrown into the mix.

Once the fight begins, the High Shaman will create a line of fire between the Charr and the players, and the Sheild Bearers will activate their sheilds. Whilst the Shields are active, they will absorb any projectile which is fired at them, and for each will fire a projectile fireball back at the players. This fireball will do splash damage in the area it hits, with slightly more damage if a player is hit on target. These shields will cycle, and players will need to take advantage of when they fail for a moment.

At any point, the Bladestorms will vault across the line, attack the players. Use the time whilst the shields are up to fell them, as they will retreat once the sheilds fail. Use this time to press the advantage, and attempt to deal as much damage to the shield bearers as you can. You should aim to try and get at least one Shieldbearer down with each time the firewall comes down. Once the second Shieldbearer is down, the High Shaman will jump into the fray and the Shieldbearers will re-arrange to protect the Shaman.

At this point, players will need to go on the offensive. The High Shaman will begin to attack players using spells, and these won't be able to cast them through the shields. Once the shields drop, the Shaman will mainly fire multiple projectiles towards the players as quickly as it can; attacking the shieldbearers enough will cause them to turn their shields on to avoid damage, and will reflect the High Shaman's skills back at the Charr.

Once the Shaman reaches 50% health, he will kill the remaining Charr and attack players more directly. This last section of the fight requires players to spread out, as the Shaman will be able to turn the shields on to protect himself, but only one at a time. From this point, he will remain in place, and will use three attacks. One, he will cause fire to rain down, reating areas the players will need to stay out of. Two, he will pull up three of the shields, and throw fireballs in the directions he doesn't and three, he will cause an area around him to become lava, damaging any players in the area.

As he is unable to use his ranged attack when players are close, it is advised players move towards him in this section, attacking as much as they can.

Once the High Shaman reaches 5% health, he will stop attacking and throw up all the shields. The shields will this time malfunction, blowing up. This will kill the High Shaman and stablise the fractal.


Achievement

Poltergeist - Do not get spotted until the final boss fight.