1 Harvest Temple CM Complete Guide Table of Contents 2 ● Introduction page 3 ● Fight Breakdown page 4 ○ Recurring Attacks page 6 ○ Purification 1 page 13 ○ Jormag page 22 ○ Primordus page 31 ○ Kralkatorrik page 39 ○ Purification 2 page 47 ○ Mordremoth page 56 ○ Zhaitan page 63 ○ Purification 3 page 74 ○ Soo-Won 1 page 85 ○ Purification 4 page 102 ○ Soo-Won 2 page 105 ● Useful Information page 121 ○ Getting Started page 122 ○ Discord Strats page 123 ○ Orb Pushing page 124 ○ Mitigation page 126 ○ Flanking page 127 ○ Stealth page 128 ○ Boon Strip page 129 ○ Stacking Sigil page 130 ○ Bursting page 131 ● Commander Advice page 135 ○ First Step page 136 ○ Team Composition page 137 ○ Calls page 138 ○ Phasing and Skips page 139 ○ Bug/animation Cancelling page 140 ○ Bug/continuing Attacks page 141 ○ Other Bugs page 142 ● Acknowledgments page 143 Introduction Welcome to the complete guide of the Harvest Temple strike Challenge Mode. If you have any questions about the fight, you are in the right place, the answer is here somewhere! If you are a new player that hasn’t tried HT CM yet, and are looking for a quick guide for the fight - this is not it! You can still find useful information to prepare your character here, then just go try the fight, and later you can refer back here if you have any specific questions, such as: ● What killed me? ● How can I avoid this mechanic? ● Where should i place my portal? ● How can I lead a group? It is a lot of information on every single aspect of this encounter. It is not intended to be read as a book, but more to be used as an encyclopedia where you can go look any chapter that interest you to learn about the fight piece by piece. Of course you can also read it entirely if you wish to do so, but some informations will only be understandable in parallel with your own experience of the fight. And if you still have question, if the guide wasn’t able to answer yours, just contact me directly on discord at Mimi#0351, and I’ll improve that guide to answer your question. Currently there are three categories, The longest is an in-depth fight breakdown, that will give information on each phases, every single champion and mobs, every skills they can use. Every single enemy, skill and attack will be detailed in the guide to make you able to understand what killed you, and how to avoid or mitigate it. Other useful information includes how to deal with different transition bugs during the fight, some advice on group composition, and a few advanced details on specific phases (Zhaitan fear, Mordremoth stability, stealth management). 3 Fight Breakdown 4 How To Read Me Description: The fight breakdown section will cover every mechanic of the fight chronologically. Most pages cover the different attacks of the bosses. It follows the same pattern each time, with the name of the attack and a few parameters on the top left. The damage and effect of the attack with ways to mitigate it on the top right. Pictures and AoEs are displayed on the bottom left, with a short description containing any additional details to totally understand the skill. (top picture) The section starts with the recurring attacks that are common to most of the fight and then will explain each phases chronologically. Each phase start with a page around the dragon void or Void amalgamate you are facing. A timeline to see all the mechanics and when they will appears, link to quickly reach the one you are looking for. Finally this page is completed with information on when to phase the boss to avoid bugs. (middle picture) Additionally each boss has 2 pages for explaining all his mechanics and strategy recommendations. (bottom picture) You can use the table of content to quickly reach the section that interest you. 5 6 Recurring Attacks Actual Name: Void Pool Aggro: 2 players closest to middle Tick: Every second Cast Time: 6.5 sec Red Description: This high damage AoE will target the two players closest to the middle of the platform. It is not based on distance towards the Dragonvoid. These two players will have 6 seconds to move towards a correct location until the red drops onto their position. It will then proceed to deal damage every second. The player dropping the red has one second to move out of the radius to avoid the damage. It is also possible to dodge the damage, so you have to time your dodge to land 1 second after the drop. The easiest way to safely leave a red is to start walking forwards a few steps and then proceed to dodge out. With swiftness it is also possible to just walk out of the red before the first tick, but this is not recommended. Note that invulnerability doesn’t work on this specific AoE, and since there are usually two stacked together it is especially deadly to walk into them. The role of the kiters is to bait this attack and drop them on specific positions. 7 Actual Name: Share the Void Requirement: 2 players per green (x3) Cast time: 5 seconds Green Description: One of the main mechanics of this fight, and strikes in general. Green circles appear, and detonate after 5 seconds. Here they will always come in sets of 3, and each of them require 2 players inside them to succeed. You need to stand inside them until the green explodes (sound + visual), don’t move out too early, as the visual disappears early!! Each green that has too few players will explode, any explosion is an instant down for the whole squad. This can be mitigated with invulnerability, but failing one or more greens also applies 1 stack of debilitated to every player - even if they used invulnerability, making the idea of ignoring green not worth it. People are typically pre-assigned to each green, which players depends on the strategy used. 8 Actual Name: Targeted Expulsion Aggro: 7 players closest to middle Cast time: 5 seconds Orange / Spread Description: A common recurrence in strikes - spread mechanics. One circle will always deal 20% of your max health, so make sure you are healthy enough, or have some barrier to shield you. Damage reduction such as protection has no effect. The danger comes from being hit by 2 or more of these at once, as an overlap of two circles deals 200% of your max HP - instantly downing you. The invulnerability from getting downed protects you from more hits if you stack more than 2 of them. Invulnerability or heal on damage skills can shield you from the damage and be used in certain strategies. It is recommend to assign splitting position to every player at the start of the fight to avoid mistakes during the fight. Players that are not assigned should stack close to the edge of the platform. 9 Actual Name: Influence of the Void Tick: once per second Expansion: once every 3 seconds Expanding Void AoE Description: This expanding AoE will cover the entire arena in exactly 3 minutes. It gets larger every 3 seconds. Anyone walking inside it during a tick of damage will receive a stack of Influence of the Void, some torment and a random boon corrupted, this can easily kill a player with stability that suddenly gets feared off the edge. Be extra careful when you are about to kill a boss if the Void AoE is almost at the edge, do not give stability. Invulnerability skills only block the conditions applied from the AoE, but not the boon corrupt, damage or stack of Influence of the Void. It is different on the purification phases, where invulnerability works perfectly. Upon phasing a boss the AoE is still dangerous for a few seconds. Wait until the next champion appears to enter the AoE safely. It’s different for the purification phases, as soon as you CC the orb you can walk into visible Void AoE with no risk. 10 Actual Name: Void Explosion Cast time after death: 1 second Last Laugh Description: Upon dying, every single mob of the fight will explode, similar to Last Laugh instability in Fractals. This explosion will deal different damage based on the mob that dies, it also has a larger radius for champions. Even small mobs will deal heavy damage and stun you, so avoid those AoEs as much as possible. Circles from champions can almost one shot any player that stands inside those AoE. It is important to kill mobs away from the group to avoid them coming into melee and forcing everyone to move out or taking unnecessary damage. If the mob is stunned when dying it won’t explodes. 11 Fight Specific Debuffs Throughout the fight you may get affected by a few debuffs. Debilitated and Infirmity will reduce your overall damage and healing making most of the fight harder, the attacks giving these debuffs must be avoided as much as possible. The only one you won’t be able to avoid would be Infirmity on Zhaitan fear. The debuffs also affect pets, and it is sometime worth it to recall your mech to remove the damage debuff they get during Mordremoth waves (for example). The latter (Influence of the Void) will mostly affect the kiters or if the platform is entirely covered by the void AoE. Influence of the Void is a really long lasting debuff, that is only dangerous on the 10th stack making you hostile and causing you to attack your team, then your teammates need to down you to remove stacks from you. Apart from that there is no way to remove stack, just waiting long enough. 12 Name Duration Effect When Debilitated 30s Reduce outgoing damage by 25% (stackable) Purif 1: Kralk Cracks Jormag: Debilitating Laser Mordremoth: Waves Green Infirmity 30s Reduce incoming healing by 25% (stackable) Kralkatorrik: Branding Beam Mordremoth: Waves Mordremoth: Poison Zhaitan: Fear Influence of the void 180s Reaching 10 stacks: ● player turn hostile and get affected by taunt ● Revive instantly if downed by void AoE Expanding Void AoE 13 Purification 1 Void Amalgamate Mobs: Skills: Frost Lightning (Jormag) Fire Ball (Primordus) Branded Cracks (Kralkatorrik) Orb’s Aura Orb’s Blast Orb’s Shockwave The purification phases are about pushing the void orb through white purification AoEs created by Aurene. You will be able to see Aurene flying around the arena during this phase and sometimes even blocking your view. The orb will be attuned to the various dragon in order; Jormag at the start, then Primordus after the first purification, Kralkatorrik after the second purification, and then the orb will become vulnerable to CC on the final purification. Each attunement gives different skills to the orb that must be avoided. Most players will push the orb as fast as possible, whilst others clear the crabs. You need to keep a good balance between the two; you can’t have everyone tagging every crabs for stacks as the orb will be too slow, but everyone on the orb can easily cause a crab to wipe your group. If you have an organised group it is recommend to assign specific crabs to a specific player, to either kill them or deal with them using CC (i.e. knockbacks). To understand how pushing the orb works, >see here. Void Melter (crabs) 14 Break Bar: Regen: 2500 50/s Actual Name: Lightning of Jormag Start: 5 seconds after orb appears Occurrence: every 3 seconds Frost Lightning Description: The first deadly attack of the fight, it has killed thousands of players and is probably one of the biggest causes of death on the phase. Pay attention! Stay out of them and focus on surviving before anything else, and it should go fine. If they hit you when you are in downstate, they will completely kill you. Blocks or dodges work to avoid getting hit, but only the toughest kiter with tons of mitigation could hope to not get one shot by this attack. 15 Actual Name: Flames of Primordus Start: After orb reaches first purification circle Occurrence: every 3 seconds Fire Ball Description: Same as the Frost Lightning attack, but with a fiery theme. There are more of them, but you have slightly more time to move out of them. The AoE on the ground after the impact is just visual and doesn’t do damage. If you are hit whilst in downstate, you will die. 16 Actual Name: Stormfall Start: After the orb reaches the second purification circle Occurrence: every 3 seconds Branded Cracks Description: Contrary to the other two attacks, this one will not oneshot you. But it still deals decent damage, and if you haven’t gotten healed from the passive damage (Orb Blast) you may end up downstate. Most importantly, it will also inflict the debilitated debuff that will cripple your dps from the start (-25% per stack). On the plus side the AoEs are not totally random for this one, it’s a series of cracks starting from inside the orb and moving out in 3 directions, in a fractal-like pattern. They also only proc damage once when they light up, so you have time to move out to a safe position. The faster you push the orb, the less cracks will spawn, leaving more safe spots. Be careful not to open your portal on top of cracks. 17 Actual Name: Void Corruption Start: start of encounter Occurrence: every second Orb’s Aura Description: While pushing the orb try to stand outside the orb, as there is pulsing damage that ticks inside it. It is not much damage, but it can easily add up and cause you to go low or downed if you are not careful. It will also remove aegis, leaving you more vulnerable to the one shot AoEs around you. If positioned correctly you shouldn’t get hit by it, and you are safely able to auto attack the orb in melee range. 18 Actual Name: Void Discharge Start: 17 seconds after encounter start Occurrence: every 10 seconds Orb’s Blast Description: A passive attack that happens every 10 seconds and gets progressively stronger. Eventually the orb will do too much damage for you to survive the phase, so you must complete it within a certain time frame. Additionally you need to finish each purification phase before the orb get to 3 stacks if you want to get the voidwalker achievement, so in less than 37 seconds, as the first tick only happens 17 seconds into the fight. You can’t prevent the damage, you cannot reduce it with protection, the only mitigation would be skills that convert damage to healing or enough barrier. 19 Actual Name: Magic Discharge Orb’s Shockwave Description: Death , no questions asked. If a Void Melter (crabs) reaches the orb, or if the orb touches the edge of the arena, the orb will bounce off and a shockwave is emitted that will oneshot everyone. If you manage to avoid the wave, with a blink or a portal, a pulsing further attack will kill you. This pulsing attack happens 5 times in a row just to make sure you can’t survive by any weird ways... Good control of the orb, crabs and CC is therefore necessary to avoid this happening. It probably also gives the exposed debuff like in normal mode... but once you are dead, it won’t matter much if you are exposed or not. 20