Talk:Grand Court of Sebelkeh

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damn this mission is -------- hard :'( --The preceding unsigned comment was added by 86.87.171.211 (talk) at 09:41, 15 October 2007 (UTC).

Wiki and PuG[edit]

If I get one more PuG that kills the blasphemy right away "because the wiki says so", this article is in for some bad times ... --Xeeron 22:11, 19 October 2007 (UTC)

Hence why I've stopped attempting to find a PUG group here, and do it with hench/heroes :) User-brains12-scale-sig.png brains12- - 22:20, 19 October 2007 (UTC)
I hate this mission... my best time is like 10 minutes >.< Ale_Jrb (talk) 22:29, 21 October 2007 (UTC)
If I remember correctly, my best was around 6:30 :) User-brains12-scale-sig.png brains12- - 22:35, 21 October 2007 (UTC)
In HM, I got 8:30 and Expert's. So Master's isn't 12>. It's probably 8>, then 10>, then 12>. Calor - talk 00:54, 2 November 2007 (UTC)

This mission is not so hard: I succeed it in master level with only heroes and henchies; and after only few solo attempts...

You just have to focus on NOT killing the Blasphemy before the Altar is about 85% red. Don't forget to fully capture the Altar once you have killed the Blasphemy.

Make also sure that the Torment Rift is fully capture before moving to next one.

No need to split team nor flag the Torment Rifts: just bring the whole team with you.

Good game Lna 23:28, 12 November 2007 (UTC)


Tips for Masters[edit]

This mission is very easy to get Masters on with Heroes and Henchmen in normal mode and it can be done in hard mode as well with H&H. I notice that many people try to set up talhk as a healing build. Set her up as a prot build since a well tuned hero is much better than ZB kihm (I use dismiss condition, SOA, shielding hands, protective spirit, signet of removal, Aegis, a hex removal, and a res). This allows you to micro who gets buffed when and where. Either take an SS and a MM hero or take twin SF eles (with meteor shower for the torment claws). Now take mhelno, eve, odurra, and somebody else depending on what you need. Devona is quite stable and Herta does a lot of damage. Now, when you load, step forward to trigger first wave towards the alter. Strafe to the right and grab the group on the right and pull them to you. Then move towards the altar but do not get onto it. This means that pretty much everything (except the second patrol from the right position) will be in front of you allowing you to set up a front line. Target reapers, then sorcerers and then clerics. After that just play whack-a-mole and take things down one at a time. Once the waves are cleared the blasphemy will start spawning. His one pip on the center alter is inconsequential for the most part so you can ignore him until he's almost done capping it. Now, take your full party of 8 and pick a torment rift. It does not matter which one. If you brought MM and SS pull with a longbow and stay away from the torment claw until the other things are dead. If you brought the twin SF, drop two meteor showers on the torment claws and then nuke the other things. Cap the alter. By now the Blasphemy has taken a good chunk out of the central alter. Make sure you have neutralized the alter you are on before proceeding, or leave a hero behind to finish the job (not the MM if you have one). Kill the blasphemy and quickly destroy the energies. COMPLETELY RECAP THE CENTER ALTER! This is where most people fail. If you do not completely retake the center alter you will be under a lot of pressure to get back and kill the blasphemy when it re-spawns. Now pick another altar and repeat what you just did, killing the blasphemy on your way to the third alter. After capping the third alter, kill the blasphemy again, and then set your 3 heroes to avoid combat and set one on each alter while keeping yourself and the 4 henchmen on the center alter. In about 20 seconds tops the cinematic will start and you win. If the blasphemy shows up yet again, don't release your heroes. Simply have the 4 henchies kill it, and then focus fire on one energy at a time.

Note: If the blasphemy spawns from an alter you are trying to capture, either ignore it and let it go, or kill it and then immediately take out the energies. Also note that this assumes you are using a damage build. Monks and restoration rits may wish to drop Mhelno and bring another DPS hench. Kelvin Greyheart 15:30, 10 December 2007 (UTC)

5:40!! I haven't done this one in ages, but this strategy still works like a charm! --75.86.32.188 15:51, 30 October 2021 (UTC)
This plan works beautifully! Thanks!--75.86.37.121 21:32, 9 December 2020 (UTC)
You don't have to set one hero to each altar in the end. Simply capture all altars to win. --Xeeron 15:45, 10 December 2007 (UTC)
Yes that worked in hard mode but for some reason it wasn't when I went through long ago in normal mode. Could it have been changed at some point? --The preceding unsigned comment was added by Kelvin Greyheart (talk) at 23:12, 10 December 2007 (UTC).
I don't think it changed. I have done that mission many times, the most recent about a month ago and I never flaged my heroes to all shrines. --Xeeron 23:27, 10 December 2007 (UTC)
Just did it in 5:25 after abit of struggling, was thanks to Kelvin's guide... I brought two SF Heroes and set Tahlk to prot and just followed what he said... hope that helped. --The preceding unsigned comment was added by 202.156.14.74 (talk) at 13:42, 31 March 2008 (UTC).
Just did this with heroes and henchies, got 4:32. I did not worry about the capturing the rifts, Just killed all enemies until about 3 left and then flagged 2 heroes at two rifts while killing the remaining enemies. --The preceding unsigned comment was added by Spineripper (talk) at 19:03, 8 February 2009 (UTC).
Ye can also just take 2X discord heroes, and let 1 defend while other caps first, then split up and both take 1 of the remaining rifts. This one is so a walk in the park. 82.95.65.117 05:53, 13 April 2010 (UTC)
That Protection build helped. Managed to pull off 5:50 in HM with my Onslaught build, a healer monk, protection monk, SoS rit, healing N/Rt, MM, a panic mesmer, and a Psychic Instability interrupt mesmer. I could have cut that time down, but I sort of blundered on the first rift. For those who don't know, even a novice interrupter can make the torment claws totally useless. --Sahjiarah 14:26, 25 July 2011 (UTC)

Redirect[edit]

I am redirecting Grand Court of Sebelkeh (explorable area) here because this mission has no explorable area. Shard 05:08, 7 January 2008 (UTC)

What is it with Shard redirecting pages that don't exist to missions. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 12:27, 12 August 2008 (UTC)

Hard Mode[edit]

Just to say that this mission was a walk over with a time of 7 minutes 20s with heroes/hench. Used an eviscerate warrior with LB signet, Unyielding aura Tahlkora to rez instantly, Interupter ranger, N/Rt sabway healer, Khim, Cynn, Herta & Aidan. So long as you're prepared for some minor deaths with the first load of margonites that come to the Altar you should be fine. Just to note that the order for HM attacking is: Claws of Torment, Cleric, Reaper, the eles are not much of an issue. Watch out for corrupt enchantment on the Warlocks. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 12:25, 12 August 2008 (UTC)

I just did this 7 minutes 22 seconds. Seems easier with the extra time window. 000.00.00.00 19:49, 8 May 2009 (UTC)


Is very easy in HM as long as you got a good team, and know what to do. I did it with me: N/Mo with Life Transfer and LB Gaze, Talkohra as healer with UA (thanks to your tip), Jora with Hundred Blades and some interrupt skills, and N/Rt Sabway Healer, and as Henchmen, Cynn, Herta, Kihm and Odurra. At the start of the mission flag everyone to the altar and then just do as the walkthrough says. --Timus (6) 17:03, 11 October 2009 (UTC)

A Little Help[edit]

This mission can be difficult. The important thing I found is to be able to drop the torment claws quickly. Go to the middle altar and take out the cleric that approaches from the first waves (spell breaker will slow you down). Kill the first waves and then kill the second waves, again take the cleric out first. It is is impotant that the nukers do most of the damage to the clerics BEFORE they get spell breaker up. After that the melee can finish them off. Once the waves are dealt with it's time to capture a rift. Drop the claw quickly. I recommend Firestorm, then lightbringer gaze, then fireball, you can also follow up with a phoenix if you like for good measure. DO NOT worry about the peolpe hitting you, standard kiting and a 2 monks, (1 heal 1 pro/bond) can keep you safe. AS SOON as the claw drops flag near the back of the rift. If you have a MM with you then you can keep the recapture going. In the mean time now you should focus on the pesky margonites. A necro with a well of power can help replenish your monks and nukers spell points.

By now you may have noticed the blasphemy heading towards the cntre shrine. Leave him there until you have captured the rift. Once you have captured the first rift head toward the centre shrine and drop the blashemy and resulting energy things. (The same way the claws where dropped works fine). Now head towards the second rift and basically do as you did before. Ignore the margonites garding it and drop the claw as quickly as possible. Once it's down flag at the back begin capturing the rift. By now your MM should have a small army. Once it's captured kill the blasphemy. Make sure the centre altar is completely uncaptured before heading towards the final rift.

It's all or bust now! Head straight for the final rift, drop the claw flag the heroes at the back and begin recapturing the rift as you kill the margonites. The cut scene will probably kick in before you kill them all.

Not sure about hard mode but it works on normal in little over 4 minutes.

Party build: (With important spells listed).

  • Talkhora: Healing monk - Healing burst (E)
  • Livia: MM - Aura of the Lich (E).
  • Vekk and Zedd: Nukers - Searing Flames (E), Fireball.
  • Koss: Smiting Hammer Melee - Sybolic Strike (Plus lots of monk signets).
  • Me: Flame Necro - Well of Power (E) Fireball, Lightbringer Gaze, Firestorm.
  • M.O.X: Protector/Bonder- Protective Sprit, Life Bond, Aegis, Pious Renewal (E).
  • Other Human Player: Warrior Dervish- Eternal Aura, Lightbringer Gaze. --Stu 17:31, 28 March 2009 (UTC)

did it first try H/H, (super easy)[edit]

I ran tahlk with a sig of removal bar like kelvin's, then sabway mm, and sabway ss. Then brought Mhenlo, Odurra, Herta, and Devona. The only hard part is the first group. Here's some tips for the rest:

  • Wipe 4 or 5 of them in the start before the altar is capped
  • Flag your whole party onto the altar, kill the rest and recap.
  • Ignore the blasphemy and clear one of the torment rifts. Once it's cleared he should be a little more than halfway capped.
  • Kill blasphemy/orbs that spawn, recap center.
  • Cap rift #2
  • Kill blasphemy/orbs and recap center.
  • Cap rift #3

I ran an echo RoJ monk so 2 roj's wiped the torment claw and his buddies with r8 lightbringer. The blasphemy might spawn at a rift as you're clearing it. Focus on him last and you should be ok. I did it in 6:03 first try so it's more than doable in 12 mins. --adrin User adrin ecto sig.png 11:31, 7 April 2009 (UTC)

oh shit, you beat a pve mission? grats dude. -Auron >8< 11:35, 7 April 2009 (UTC)
rrrrrrrrrrr trolling adrin is fun! --adrin User adrin ecto sig.png 11:44, 7 April 2009 (UTC)
I strongly recommend flagging heroes/henchies and running humans near the altar immediately - I believe you can draw extra aggro from the left or right by casting too close to their portals. For instance, when I cast Ebon Vanguard Assassin Support on the Cleric as soon as he was in range I believe I pulled the entire left side - we were wiped so quickly I didn't realize what happened until afterward (I've done this many times since, always flagging to the middle and had no issues). --Falseprophet 18:29, 15 July 2009 (UTC)

Rifts[edit]

I think the rifts are not reopened without the Blasphemy using Summon Torment. As soon as the Blasphemy reaches the altar, it uses Summon Torment, but never before. So killing it before it reaches the altar will keep closed rifts closed. 138.246.7.121 15:45, 16 April 2009 (UTC)

Actually i saw some Blasphemys using Summon Torment when they spawned at a rift i already captured and then again at the altar. But i agree with you on the fact that the rifts don't re-open automatically.--84.192.6.24 17:14, 10 July 2009 (UTC)
I wish everytime I try to do the mission the first thing every Blasphemy does is Sumon Torment --The preceding unsigned comment was added by 68.58.194.211 (talk) at 22:14, 8 December 2010 (UTC).


For New Players: One thing I found unclear was that a Rift can be 1/3 to 1/2 red (at least) on the possession bar and you still get credit for it for victory conditions; I wasted alot of time my first few attempts trying to keep those bars zeroed out.

Easy Mission[edit]

This mission was damned easy. I did it with only heroes and henchmen, didn't get the master's because I kept forgetting to close the rifts, and only died once, then I want back, got masters and did it perfectly. A minion master works well, becaue the minions will stay back and take out or delay any Margonites trying to capture the alttar.I had Olias (AoTL MM), Tahlkora(Protector build), myself (Damge paragon),Acolyte Sousuke (Searing Flames nuker), Devona, Cynn, Eve and Mhenlo. -74.103.1.162 20:57, 3 January 2010 (UTC)

Possible Bug?[edit]

I may well have just misunderstood the specifics of the requirements but if not I think I've found a bug. The mission ended for me whilst all 3 rifts and the altar had some red in their bars. There were no enemies on the map at all and I'd just flagged heros to claim the rifts while I re-took the altar (having just killed the Blasphemy again) but we hadn't fully claimed any of them. Is that how it's supposed to work or did I get lucky? 86.178.73.206 17:00, 4 February 2010 (UTC)

Rit does it right in HM[edit]

My wife (Barrage ranger) and I (Warrior/Hundred Blades) had a bit of a puzzle with this mission at the outset, perhaps because of problems unique to us. For example, YMLAD is a staple in both of our builds, especially to inflict a condition when using Discordway, but also because of its interrupting capacity and insta-80 damage to finish off a stubborn foe. However, the Margonite Warlock's Well of Silence effectively negated that. Also, we found that staking the heroes at the center altar, as suggested above, too often tethered them in the middle of a well and our healers couldn't keep up with the degen (-5 at 20 Curses in HM). Additionally, we just didn't understand how a rift could be captured when the bar for that rift showed any red -- see Possible Bug supra (I, at first, actually expected it to fill with blue as in some other missions and was nonplussed when it did not). I would camp on a rift, wasting valuable time, while cursing at the glitch. A closer reading of the walkthrough, however, revealed that the red-bar "glitch" was actually a by-product of Summon Torment. We finally settled on my wife running Sabway with AotL and Foul Feast on the minion master and I took Koss, Tahlkora (with a Healing/Protection build) and Xandra. Both of us, of course, brought Lightbringer's Gaze. We experimented with Vekk before replacing him with Xandra. The Searing Flames build noted above has its possibilities, but the well-known problems with AoE spells in HM as well as the fact that the Reapers and Executioners were like heat-seeking missiles on our back line perhaps limited his offensive contribution.

We went immediately to the right, taking out the Executioner first who raced past our frontline and made that particular choice easy. We then worked our way around to the various other groups around the altar and the transient approach seemed to diminish the effects of Well of Silence (although we had had three at one time in an earlier foray, which made them almost impossible to avoid). Meanwhile, Xandra's spirits kept up their heavy pounding of foes in every direction. The Reapers could chase her all they wanted and her spirits just kept pounding. Occasionally, though, the spirits might be shooting into a wall of the central altar. Unfortunately, the minions and spirits took out the first Blasphemy to appear at the altar, but eh, no big deal (although it might be prudent to avoid heading toward a rift from which a new Blashemy has just spawned to avoid further such infelicities). An advantage of spirits is that you can plant them again when taking a rift and beyond the aggro range of the first bunch of spirits, effectively having duplicate sets of spirits guarding multiple key points (Pain lasts two minutes, e.g.). Take the first rift, re-capture the altar, and repeat. Over in 6:15.

Grand Court of Sebelkeh has become one of our new favorite Zaishen missions (along with Abaddon's Gate and Augury Rock) with minimal investment of time, but big bucks payouts. Sjhshh 13:50, 5 February 2010 (UTC)

Did it 5:43 in HM with H/H, failing the closing of the rift to the left of the start point. AP Caller, modified discords, Tease ruptbot, Smite/prot monk, SoS utility rit and a Resto rit. Not too difficult, trying to get under 5:30 tomorrow. 91.154.212.254 17:17, 15 March 2011 (UTC)

Capturing A Rift[edit]

For those who like me are very slow in understanding things, "to capture a rift" means you have to go and stand on the green ring -use ALT key. Moebius the Malign 15:49, 14 April 2010 (UTC)

Haha, thank you! All the BS on this page and the very last comment was the most valuable. Again, thanks. --The preceding unsigned comment was added by 174.20.132.59 (talk) at 04:34, 5 July 2010 (UTC).

Two-Man Tactic[edit]

Did this mission a few times with a Guildy today with heroes and it went rather smoothly.
The party was as follows:

  • Player (In my case, Assassin)
    • Vekk (Fire AoE/Resto)
    • Zhed (Water Snare)
    • Gwen (SoS/Rupt) -can be tweaked
  • Player 2 (Me as Panic Mesmer)
    • Tahlkora (Protection)
    • Dunkoro (Healer)
    • Master of Whispers (MM/Heals)

Starting off, we both pinned all heroes to the very center shrine and fought off all enemies. Afterwards, we moved onto the first rift keeping my heroes (Prot, Heal, MM) still pinned in the middle while she flagged her heroes to each rift. I moved the monks closer to the Rift we were in to provide heals for both us fighting and Master defending the shrine with his minions. When able, the player or I would use Gaze on the Blasphemy and follow up to kill it, leaving the Unbound Energy to Master while we moved to the next Rift.
When comes time for the final rift, all heroes were flagged immediately into the rift except for the MM who I flagged halfway into the Rift to both help fight as well as prevent the Blasphemy from breaking through to the Shrine. This was also prevented by macroing Zhed's snare skills. Other than that, kill, kill, kill.

We completed the mission in about 4 minutes NM and 9 minutes HM. --Spigs 01:52, 28 November 2010 (UTC)

Anomaly?[edit]

"When completing this mission for the second time (in Hard Mode) it will notice you that you have gained a new Hero (General Morgahn) even though you have already acquired him through Normal Mode." I've never encountered this, has anyone else? --Ceru talk contribs 18:58, 11 January 2011 (UTC)

Yes, it said hero unlocked when I did the ZM in HM today (had already beaten in NM a long time ago). 24.118.99.65 05:34, 5 March 2011 (UTC)
For me too --The preceding unsigned comment was added by 213.93.88.102 (talk) at 15:22, 6 March 2011 (UTC).

Bug in HM for Masters[edit]

I just got done doing this in HM. When I finished, it said I did it in 11:03, but it only awarded me the expert's reward. I'm thinking a bug was introduced. What do you think? Jatara Blackheart 07:12, 5 March 2011 (UTC)

I just got this bug too. The whole mission seems to be bugged currently.--71.185.41.90 17:52, 12 February 2012 (UTC)

Possible Spawning/Respawning Bug?[edit]

I'm going to mention this on a support ticket, but wanted to see if anyone else has observed this. I've noticed that no matter how many rifts you've closed, the Blasphemy respawns like clockwork every 15 seconds. Furthermore, I've noticed that several of the Margonites (but curiously, not all of them) seem to be respawning every so often, though I haven't figured out a timestamp for those. Anyone else noticing this? Cheez Whiz F T W 07:03, 11 September 2011 (UTC)

I'm noticing this, and it's weird. Not at all the way the mission is described in the wiki, and not at all the way it used to function. The Blasphemy just keeps appearing and re-appearing, and Margos appear even in rifts that were supposed to have been closed already. Seriously annoying.--71.185.41.90 17:13, 12 February 2012 (UTC)
The Blasphemy has always respawned at regular intervals, at least since the first time I played this mission. I don't see new margonites spawning at a rift unless it's retaken, which can happen if the Blasphemy triggers Summon Torment four times (fewer if unbounds end up near a rift, more if characters managed to reduce the redbars in between torments). I've updated the article to make it easier to realize this possibility. – Tennessee Ernie Ford (TEF) 17:37, 16 February 2012 (UTC)
Shame on you. The mission does not end after capturing all 3 altars and with central on blue. --The preceding unsigned comment was added by 81.141.104.173 (talk • contribs) at 10:12, 16 April 2012 (UTC).
The mission ends after all three rifts are captured, the central altar is non-red, and there's no Blasphemy or unbound on the map. (There's also a brief delay while the game checks for the presence of these foes.) 75.36.177.167 17:57, 21 April 2012 (UTC)
Just looked at this mission again because of the Z bounty, and the Blasphemy seems to be respawing and then casting Summon Torment more frequently than in the past. It's now virtually impossible to finish the mission in HM without having to go back and re-close a rift that I had previously taken care of. That wasn't a problem before. And I do see Margonites spawning out of rifts that, at least according to the red bars, should still be closed. The rifts seem to re-open even if the red bar isn't completely full.--71.185.41.90 21:17, 21 April 2012 (UTC)

Tip for New Players[edit]

If you're new to the game and don't have a lot of good skills unlocked for your heroes, you'll be better of bringing henchmen instead of heroes. Especially if Nightfall is the first campaign you are playing. My wife and I were beating our heads against this mission for an hour with our heroes. Then I kicked all heroes and brought all henchmen and completed it in 4:35. Henchmen are automatically setup to match the content, whereas heroes will require some diversion from the main path to acquire proper skills and some research to get good builds. If you haven't been doing that and are just casually playing through the main story, then your heroes are going to be sub-par. --The preceding unsigned comment was added by 173.25.42.90 (talk) at 05:00, 12 January 2012 (UTC).

Maybe your heroes had too many superior runes? User Yoshida Keiji Signature.jpg Yoshida Keiji talk 09:39, 16 February 2012 (UTC)
Actually, I think the IP's tip is solid advice for new players. The game was designed so that players could succeed using newbie heroes and the full-spec'd henchmen. In other words, a full hench team is a good place for newbies to start, especially to those following the storyline. (Obviously, folks who want more efficient teams can grab Rits from EotN, skills from Factions, etc.) – Tennessee Ernie Ford (TEF) 17:10, 16 February 2012 (UTC)

Tried all henchies since I was getting nowhere (HM)....wiped in less than 30 seconds. Gotta be some kinda record! Dio (talk) 16:41, 18 August 2013 (UTC)Dio

Builds[edit]

I beat this mission with the following heroes and builds; Simon of Aragon - OQUTMyoK1B8BVmKCF4YQRpgCAA

  1. Koss - OQATEXqWVpv8LALweLuKoUcA
  2. Tahlkora - OwYUoq26W4N115h/gjYPcrFjYCA
  3. Norgu - OQBDAqojOngbaOwJM9gCEBUA
  4. Dunkoro - Owgj4oQK4O+M7x8Ai0F/mzzYCA
  5. Master of Whispers - OAhjUoHK4ODvv5ZDaaHoCHVrAA
  6. Olias - OAhkQgFpRGqjV4oSFMDZCBx48iB
  7. Melonni - OgCjkqqLrOy3pr4u6Og3vl3vLA

After running about the circle killing the demons, that were mostly targeting the necros and monks, I flagged 1-3 at the center the rest following me to each point. I didn't master it but I was not trying. I think I could have done better if I had the Lightbringer title. I don't have EotN so none of my skills come from there. I am not bragging and whatnot just wanted to share it in case someone needs a team build that made it through this alive. Simon of Aragon - talk 15:24, 14 March 2014 (UTC)

Help?[edit]

What does this mean: #Olias - OAhkQgFpRGqjV4oSFMDZCBx48iB? --194.59.251.245 17:26, 8 November 2019 (UTC)

That's the way Anet encodes a build template, including attributes and skills. You can paste it into this wiki widget for a preview, or paste it into your character/heroes build while in-game. Greener (talk) 17:45, 8 November 2019 (UTC)
I forgot to thank you! Your help has saved me like you will ever know!--199.116.115.135 21:50, 24 May 2020 (UTC)

Some notes from researching in NM[edit]

Some notes:

  • Torment claws do not respawn
  • The 3 stationary Margonites respawn when their corpses disappear. Corpses disappear iff their rift is open.
    • Leaving one alive will not alter their respawn pattern.
  • If a rift has been captured by you, you cannot decrease the meter until it has been fully recaptured and the rift is open again.
  • The Blasphemy will always give the altar meter one pip, regardless of how many enemies or allies are trying to capture.
  • The Blasphemy only spawn from open rifts.
  • Wiki claim that The Blasphemy's spell Summon Torment captures 1/4th of the meter. It is actually 1/6th.
  • The Blasphemy might cast Summon Torment when it spawns.
    • This seems to only affect the rifts. It needs to stand on the altar to affect the altar meter.
  • The Blasphemy will only cast Summon Torment once after it reach the altar.
  • If body blocked on its way to the altar, The Blasphemy will self-destruct.
  • Last Rites of Torment (hex from death of The Blasphemy) seem to have spirit range.
  • Last Rites of Torment deal 60, not 50, armor ignoring damage.
  • There can be a max of 7 unbound energies at once.
  • Unbound energies are immune to knockdown.
  • Unbound energies deal neither physical nor elemental damage, but are not armor ignoring.
    • Does not trigger Essence Bond.
  • The capture areas for the rifts extend to approximately where the down slope starts.
  • The capture area for the altar extends to the edges of the inner octagon's blue floor tiles.
  • All capture areas are circles and seem to be similar to aggro bubble in size.

31.208.145.73 14:32, 30 December 2023 (UTC)