Minas
[VL] Ura getting cancelled in under 3 Minutes | Condi Mechanist PoV
updated
Second Kill shortly after: https://dps.report/cPKK-20250912-231405_ura
Build: gw2skills.net/editor/?PawEQbNqMUGLLltxOxx26O2D-DyIY1om/QaRB0lMIXhgCfPEkAYP8Wo/SDqA-e
Trying a few new things with Willbenders. This time around, using two Cele Specters. They run Sorcerer Relic to cover Vulnerability and also cover Poison for the Thorns Relics on Willbenders.
Ranged rotation is all supports, but alternating between Specter and Chrono. This means that you will always have one Specter and one Chrono on the group. Toxic CC was distributed to CC whenever you pick up a shard and whenever you do the first drop of the double drop.
Willbender PoV, Mastro: youtube.com/watch?v=VOuZDJKsRJg
Amalgam stonks.
Other PoVs:
(pAmg) Airen youtu.be/qIVaoY_Wgwk
(pAmg) Dur youtu.be/x4JX8QK3j0g
(pAmg) Duse youtu.be/GqpW96xN_fY
(pAmg) Henne youtu.be/rM6TA_66Cjo
(pAmg) KarlFranzOtto youtu.be/4XEVjHfehy0
(qScr) Minas youtu.be/aAzr7-3S6S8
(pAmg) TiltedDolphin youtu.be/WwiY1abwKDs
p4, 17%: https://dps.report/K9FR-20250731-223611_ura
p4, 27%: https://dps.report/kLwZ-20250731-215430_ura
We wanted to test how well Fumarollers could be tanked by a pet and then just decided we'll do a full Ura CM kill without doing any Titanspawners. Brought a bunch of extra Stability for that to not get constantly knocked around. We also tried to move away from Fuma stars for safety whenever there was too much going on. Conclusion is that Fuma tanking is not consistent. We couldn't confirm anything Toughness based (Pet had more toughness than any other entity), but more like that the aggro is just based on their Cone of Vision and proximity. This means that it's not really easily doable to just have a pet consistently tank a lot of Fumarollers 24/7. The thought behind this whole testing was that if you can ignore all Titanspawners, you likely won't have any Legendary Ventshots spawning in Phase 4 during LM based on our current knowledge of the entity limit for Titanspawners/Fumas/Ventshots. Another possibility to try out next is to play with a squad full of Condi Willbenders, which have not only incredibly multi target cleave, but also gain additional boss dps from cleaving. Even more, you can take Stand Your Ground for a relatively small dps loss n all Willys, which might make no Titanspawners in LM doable enough.
Druid gameplay is mostly winged, since I rarely play Druid and just threw together a bunch of stuff to have good CC and some Stab/Aegis.
druid pull 1: https://dps.report/ePCQ-20250728-224710_ura
druid pull 2: https://dps.report/wOe9-20250728-230151_ura
CC DE, Asterius: youtu.be/J2cZ9DMR65A
Condi Mech, Airisu: youtu.be/k8QqFaOsQHE
CC DD, Toxxa: youtube.com/watch?v=YQ4ZJvkXoEA
Killed in 3 evenings: https://dps.report/VwgS-20250719-221809_ura
Build, Astral Ward (Resistance): gw2skills.net/editor/?PSwEwEmpMCGE7hFxMx09a71D-DSRYjR3V1HSI1ALjqrq0TBdvBEkQ5vGEsZBqA-e
Other PoVs:
Spectral Grasp for more CC (pre-Staff changes, if you want to run that nowadays, use Sword/Warhorn + Staff): youtu.be/yTQ_xTMGQOE
In-depth explanation on CCing and Cleansing Zhaitan Fear: youtu.be/0rkpweGTTzk
Staff with the Transfusion changes is awesome. Gives us plenty more boons and also decent healing. Protection uptime is trivial now, as is Regen and on top we have 3x stacks of Stab for 8s on a ~15s cd with Staff 5, which is amazing, because it's one of the two areas that Heal Scourge was lacking. The only other area Heal Scourge is still a bit lacking is Might output. You have to sacrifice either a Utility (Desiccate), Weapon (Torch), or Relic (Midnight King) for it, but even then, Scourge suffers from relatively short Might duration compared to other builds. It would be great if anet ups the duration of the Might from Abrasive grit to perhaps twice the amount, which would greatly increase Might consistency while also having to deal with mechanics.
Astral Ward: This build/pov shows Astral Ward usage for Zhaitan. The easiest way to do this is by using Heal Signet, which then frees you from having to mentally track the Blood Bond trait icd. During Zhaitan, you still need to pay attention to the Yellow Orb, in order to not accidentally proc Astral Ward to early. However, a safe to do this is to simply not use Staff 2 and/or Heal Signet, except for the Fear. After Red is placed and you port back, immediately use Heal Signet and then Staff 2, which will proc the Resistance. The nice thing about Resistance is that you can then use Staff 4 to immediately cleanse all condis (while still using your shade skills as usual).
Tried out some new LF Bladesworn stuff on Greer. Definitely tricky with timing sometimes regarding the boon corrupting wave and some AoEs, but works out for the most part with slight adaptations. Messed up a few timings that lead to some DTs without Peitha and/or hat to use DT5 to blink to safety instead, but well, that's the life of Bladesworn. Used a couple of Gunsaber 5s for exta cdr, prolly not needed, but I did it whenever I had the feeling that I was messing up lush forest procss slightly.
For the 10% phase, note how I noticed that the first Protoling near the boss was looking into our direction, you can sort of kite them towards you if they look in your direction, which is important to group them up neatly whenever possible. Also note how I wasn't properly stacking which lead to me getting downed. Always stack on the tag! :)
We got Triple Greens right before the last Protoling dies, which is very unfortunate cause that lost us a couple of precious seconds. You want to move closer to Greer before the last Protoling dies and if you get Green on the way, ideally already move toward Greer instead of standing still. Luckily we just about made the 30 seconds 10% check nevertheless though.
Music: youtube.com/watch?v=vYX1ZLFxs8A
EDIT: Multi-hits have been fixed in the recent patch, making this build pretty much irrelevant, because the one thing where it excelled was in multi-target situations.
No weapon swaps, only on Greatsword. This is obviously not great single target dps, however, whenever you are in a multi-target situation this build becomes really strong. Almost ~18k dps are from Split Surge, which can multihit your main target with the extra beams that are generated by additional targets within a 240 radius around your main target. Besides this, there are some Bosses in this game that have additional hitboxes close to them, which automatically triggers a second beam that hits them. This is the case in Harvest Temple (Dragonvoid), Aetherblade Hideout, Sabir and probably some more. Furthermore, this build can excel whenever you can generate multiple Split Surge beams from enemies and hit your main target, which is e.g. Deimos and Ura. Finally, having 2 (or 3) targets stacked on top of each other also is incredible, because then the two Split Surge beams hit both targets twice. Once for the initial beam targeted at them and a second time because of the beam that targets the other target, but goes through there hitbox. An example from this is the Kodan Bros strike: youtu.be/N0-x8alos80
If you cannot make use of extra Split Surge beams in a fight, don't play this build.
EDIT: Multi-hits from secondary beams are no longer cleaving. For Kodans, Split Surge has been hitting 4 times. Two times against both the Kodan bears cause they are stacked and then another two timers because the generated beams went through each others hitbox. Therefore, Split Surge hit 4 times as much compared to single target. The recent made it such that only the primary beam cleaves, but no longer the secondary. This brings the amount of hits down from 4 to 3 times as much, which in this run is about a ~15k dps log. This means Power Mirage Greatsword is still pretty decent on this fight in particular, but basically useless everywhere else in instanced contents.
Wasted some Mirrors, can go higher.
EDIT: Multi hits from Split Surges have been fixed in the recent patch, so dps like in this run does not exist anymore for Power Mirage.
So tldr: Why is Power Mirage broken in HT?
Dragonvoid has a second invisible hitbox that gets hit by Split Surge. This makes the Greatsword ambush do double damage in Harvest Temple and therefore breaking any barrier that ever existed before. If this issue is not dealt with, no other spec will come close to Mirage on Portal, alacdps, or dps spots. Here is hoping that anet can fix the core issue, with is the second invisible hitbox, and not just outright remove Greatsword as viable weapon.
Build: https://optimizer.discretize.eu/build/?m=raids&v=3&data=XQAAAAKhAAAAAAAAAABuAADCvB9OlqHlhsb0lNgssXFT8T7Zlmd8anzIpLO3nw_Kj0AYhKmUgoLsnai6lurtvPOVE5WzuNagGvwERzxGyQgmFZeY466WIMW7-Nv_YhcIRkUiihHdDwPfjFKXH-1uBF-iDZAYfubTgKfp1LokyQeGjObQUkgiaasj6-9qT27Okb5DdRnCP07upAnZFY_XCe4rs7pDgBvbX__4I_IA
DISCLAIMER: This was just a funny side project when we noticed you can attack Ura from 1500 range and Ura not using any abilities. This is clearly not intended behaviour though and it has been reported already.
Shoutout to Vuu who had to play Quickness for the first time and was sad about not being able to dps.
Thanks to REMagic, who participated every run except for the evening we killed.
Two bugs are at play here:
1) When Ura uses Propel and self-interrupts at 70%, Ura can bug out and not cast Return.
2) Ura has a 1500 aggro range, but since some skills can hit just a tad bit further, you can hit Ura while Ura isn't doing anything.
What we learned from this funny project:
1) 70% Return is always cast, even when no one is in Ura's aggro range
2) The transition at 40% doesn't do anything (which was kinda expected, because nothing special happens there except Ura starting to cast bubbles, but as no one is in range, Ura doesn't do that)
3) At 1%, the first Titanspawner always spawns, even if no one is in range. It is a separate skill from the usual Create Titanspawn Geyser cast form Ura.
Squad:
(Slb) Airen: youtu.be/TcTNzU0y-Lw
(Slb) Jokuc: youtu.be/F2aYPxekpDQ
(Slb) Rickz
(DE) Asterius: youtu.be/uhoky-pQofI
(DE) Airisu: youtu.be/b-4FKD-dQ0Q
(qDE) Rainer
(qDE) Vuu
(hChr) Bear: youtu.be/69TwuVnXnbw
(hChr) Henne
(hChr) Minas: youtu.be/b6vtTGhwEqY
I think the meta is slowly converging toward having split dps for Titanspawner/Boss. That is to have dedicated 2-3 Power dps that will switch to Titanspawn Geysers (+ whoever has the melee Bloodstone Shard at that point) and burst it quickly down. This works very well because Titanspawn Geysers have lower armor (construct) and only ~450k hp. In this PoV, I am one of those Power dps so it might be a useful showcase.
Scrapper itself is a pretty good pick, because it has lots of cleave and good self-barrier/stab, which allows to essentially ignore most mechanics that you should otherwise evade on more squishy classes (Titanspawn, Jumps, autoattacks).
Used my default slightly more defensive build with some Trailblazer pieces and to be able to use peppercorn (roughly ~1k dps loss): gw2skills.net/editor/?PSABo+tjlhyyYgsPWLWqX1xfA-DSRYkBtYGf0HSXqg4EC5KpU4xggIyobQ8D51ogHMQFA-e, but with Thorns relic; because I don't have an extra Gear tab for the normal dps build.
Notable things: While in Shroud you cannot pick up Bloodstone Shard, which is a current bug that affects other shrouds as well (Specter, Reaper) and in general a few more transformation skills. This means that in practice you either have to intentionally stop using those abilities in some parts, or you make sure the squad can do the shards without you.
For this pull, we also kept Condi dps on the boss the whole time and we had 3x Power dps that were dealing with the Titanspawner (+ whoever had the Bloodstone Shard at the time a Titanspawner spawns and also whenever there are Bubbles). This works well, because Titanspawners are constructs and have lower armor, so Power dps is more effective and also has no ramp-up, while also keeping boss dps high throughout the fight.
On Harbinger, what is nice is again to make use of Shroud 4 to simultaneously evade enemy attacks.
Used my default slightly more defensive build with some Trailblazer pieces and to be able to use peppercorn (roughly ~1k dps loss): gw2skills.net/editor/?PSABo+tjlhyyYgsPWLWqX1xfA-DSRYkBtYGf0HSXqg4EC5KpU4xggIyobQ8D51ogHMQFA-e, but with Thorns relic; because I don't have an extra Gear tab for the normal dps build.
Playing cozy strat, so no dedicated tank. Not the best Protoling rng, so took quite a long time with the 10% phase. Used CPC instead of signet because of the big value that projectile block can have at Greer. What's nice is that you can make use of Shroud 4 to also evade attacks and reposition efficiently.
Ran this build for some extra survivability, which costs around 1k dps: gw2skills.net/editor/?PSABo+tjlhyyYgsPWLWqX1xfA-DSRYkBtYGf0HSXqg4EC5KpU4xggIyobQ8D51ogHMQFA-e (which gives roughly ~1.8k hp, 331 toughness and allows to use Peppercorn)
The (NA) update is basically at 40% for everyone to take Mesmer Portal back after Rage and having a Scourge Portal to be taken after a ~2 seconds to flower into, followed by a Mesmer Portal for the second drops. It adds a few seconds of additional dps uptime. Notably, if you get Malice at 40%, you need to immediately turn around and run to the Circle marker.
Also, you can still play it safe if you want and not take first Mesmer Portal back after Rage and just afk on the outside; so essentially the older version of this strat.
Heal Scourge PoV: youtube.com/watch?v=3L7PAsiv2oA
Heal Chrono PoV: youtube.com/watch?v=8ngCBx8BGQw
Greer with "cozy", or no-tank strat. Fractal relic cause lazy, Thorns would be more dps.
Contemplated during 10% if I should ress or keep dpsing. The logic behind dpsing was that willbender multitarget cleave is so good, that it's better if other ppl ress and willbenders keep attacking. Luckily, worked out in the end.
First time trying Heal Willbender on Ura and just slotted in lots of stab and Aegis. Willbender also has plenty of cleanses and decent burst heal whenever needed, so felt quite decent on the stack heal spot.
Just a normal kill, mainly updating just to have a current strat reference pointer for ranged dps.
Not particularly clean (kek @ that 10% revivew), but scourge comp feels pretty good if you wanna get the achievement as safe as possible. Only remark is that picking 1, or 2 high dps classes can make the dps check a bit easier, like what we have down here.
5th kill overall (4th without Chinese), but first kill since the April patch where condi Mech and Thorns relic was nerfed. Boss feels a bit harder than pre-patch, because the additional minute that you gain in P4 now does not make up for the dps lost due to the nerfs and having to play without big mistakes for 11 minutes is obviously more straining than 10 minutes. Also, after every pull, you have to go into the tunnels to get stacks now, since the hot pool was fixed. Here's hoping ANet next removes stacking sigils entirely from instanced content, or clears any stacks at the start of a raid/strike fight, so we finally don't have to bother with it at all (while also adjusting boss HP accordingly of course). Future Power Creep will make this boss quite a bit easier though, since additional dps allows to run full 3 healers, so you constantly have a healer on stack.
Strategy notes:
We used Vindi (or specifically very strong Power dps), because it made dealing with titanspawns pretty easy, cause titanspawners are constructs and have low armor. So there is basically never a situation where you get a second Champ spawn, because they die in a matter of just a few seconds if the 3 Vindis are on top of it. Also, one Vindi was playing Ventari with a Staff in the offset. Ventari bubble makes dealing with the projectile block in P4 so much more chill compared to a the Firebrand's Wall of Reflection that was used in the kills pre-patch. Staff on the Venti was taken for boss CC, because we also timed the swap off from turning bubble off, with CCing the boss, so the Venti was always able to swap off Ventari and use Shiro Elite + Staff 5 for good CC, while immediately swapping back to Ventari off cooldown.
The Condi Mechs were tunnelling the boss and not going to the titanspawners in general. This helped us keep boss dps high, while also wasting not wasting applied Conditions on the Titanspawners.
Another important aspect of our strat was that we had only the two Heal chronos, and scourge doing most of the Toxics, while having one of the condi Mechs jumping in for just a few spawns as well. This also helped keep boss dps high. For this it was necessary to do double Toxics on Heal Chronos for most of them. We also utilised CS in a few specific places to make dealing with double Toxics + CCing 2x Toxics by only one Chrono as easy as possible, which e.g. meant that we had only one Chrono needed to run to the far away Toxic Geysers.
Another notable thing that changed to kills pre-patch is that with lower dps and the longer P4, you have to deal with more Toxic Geysers. Therefore, we cleaned a lot of Toxics still in P4, which didn't have to be cleared pre-patch. But this was also pretty nice, because it meant it's not as cramped and you have actually quite a bit of space for mechanics. One additional note: We had to deal with the Toxic Geyser that spawns in melee range of the boss very late into the fight, which we did by making sure that the Scourge has a Bloodstone shard and that one of the Heal Chronos can pick up the shard. We ranged CC the Geysers, both took the portal, the Heal Chrono picked up the shard and ported back. This worked nicely, because when you take the portal, you have a downtime of a second before you can take it again, so just spamming F made sure that the Bloodstone Shard was immediately picked up and that the portal was taken back asap. We had planned to use Distort for this sequence in order to not die by random projectiles, but I kinda forgot to press the button there :3 Thankfully it worked out though. Finally, The second melee Toxic Geyser actually spawned toward the very end of the boss, but it was just AoE CCd to make the AoE disappear.
Squad:
(Vindi) Asterion: youtu.be/aPo7DxdCUAM
(Vindi) Parnie: youtu.be/RTSKctjXjfY
(Venti) Jan: youtu.be/XdbnUzk2knc
(cMech) Alex: youtu.be/-C8RKl_mlm8
(cMech) Asterius: youtu.be/MxRcVy4A8vc
(cMech) Rainer:
(qFb) Jokuc: youtu.be/J5zNxbxZInI
(celeScg) Bear: youtu.be/0skBqF5KlFA
(hChr) Henne: youtu.be/xwhIjdZv0SY
(hChr) Minas: youtu.be/HEz9N3Ivb_o
Big Thanks to Airisu for backing up so often during prog post-patch!
Also big thanks to everyone who was there during the initial grind pre-patch: Qreame, Airen, Florian, Seekin, REMagic, Adam!
Timestamps:
00:00 Tunnelling
03:18 Phase 1 (100--70%)
05:15 Phase 2 (70--40%)
07:28 Phase 3 (40--1%)
10:24 Phase 4 (HP Reset; 41--0%)
Kill starts at 43:15


