Phase 3
This is the hardest phase.
During this phase, the following mechanics are active: stomp attack, blue orbs, traps, CC phase, spirits and channel phase.
The mechanics of the stomp attack, CC phase and spirits are still the same (as explained in phase 1).
Course of battle
The course of battle is generally the same as phase 1, but, depending on the group DPS, there are two variations.
Variation 1
If Gorseval’s HP does not fall below 10-15% when coming back from the SE updraft, the group has to make use of the SW updraft after the second CC phase (as can be seen in phase 1).
Variation 2
If Gorseval’s HP is below 10-15% after coming back from the SE updraft, the group can try and kill Gorseval before his next channel finishes.
Blue orbs
This mechanic is the same as in phase 2, but with a different priority:
- During first DPS phase: center (for the CC phase)
- When clear, until channel phase: SE (for the next updraft)
- After gliding: center (for the CC phase)
- If going for the 4th updraft: SW
- Ignore orbs and deal as much damage to Gorseval as you can
Traps
Traps are AoE circles that will occasionally spawn under every player’s feet.
They are indicated by red/orange circles and, as long as you are standing in it, an arrow is visible above you pointing downwards.
A player has to get out of it as fast as possible before getting caught.
If caught, the special action key (by default ‘-‘) must be pressed repeatedly in order to get out.
Additionally, other players can help an encased player by killing the cage.
Channel phase
The channel phase is the same as in phase 1, with the only exception being that the tank has to move Gorseval to the SE corner of the arena.
And optionally, as noted in the course of battle, the second time to the SW corner of the arena.