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Harvest Temple CM

Written by Lily and Eddy

In-depth guide covering mechanics and strategies.

This is a guide for Harvest Temple CM, check out the builds for Harvest Temple CM here.

This guide is a work in progress. Please check back to see it as it evolves over time.

Overview

Enrage Timer

When the Void AoE reaches the edge of the platform

Defiance Bars

2,500 (Purification Orb), 2,000 (Champion Timecaster), 1,500 (Champion Saltspray Dragon), 1,000 (Champion Giant, Champion Obliterator and Champion Goliath), 500 (Elite Warforged and Elite Brandbomber)

Health Pool

16,807,500 (each of the Dragonvoid phases - Jormag, Primordus, Kralkatorrik, Mordremoth, Zhaitan, SooWon 1 and SooWon2)

Useful Things

Movement abilities, Projectile Destruction, Stability, Resistance

Strategy

Markers

Some groups have their own marker preferences, but these can be used as a starting point
Some groups have their own marker preferences, but these can be used as a starting point

Purification 1

Our goal is to get the Purification Orb through the White circles and then break its Defiance bar. At the start, the Kites and Boondps provide boons to their subgroups, whilst the Portal players place their first portals and blink to the stack for boons.

Then the Kites go to push the Orb to the first white circle (where the stack is standing). The Portal players go with them, kill the far crab and then either help push (if low push Kites) or move to kill the North and East crabs. The Portal players should try not to kill the North crab until just after the Purification Orb hits the 2nd white circle. From the 1st White circle, the stack helps to push and from the 2nd White circle, all players should help to keep the Purification Orb on track. Once it hits the 3rd White circle, break the Defiance bar quickly.

Portal 2 then opens their portal to take everyone to the Dragonvoid for the start of Jormag’s phase.

The portal placements for Purification 1

Jormag

Useful: Resistance

Jormag starts with boons (resolution and protection). The portal players should be ready to strip these as soon as The Dragonvoid is targetable. There will be Reds (which should be baited by the Kites) allocated and then Ice Lasers from the edge to the middle. As these apply Chilled, the Kites should cleanse before moving off stack to place their Reds as in the picture. Whilst the Reds are being placed, there will be 4 lasers circling the centre - these do a lot of damage and Debilitated so avoid.

Next will be Greens. The close Green is allocated to the Boondps players. The left of the platform as you face the Dragonvoid is allocated to the Portal players (by Circle) and the right of the platform is allocated to the Kites (by Heart).

Portal 1 should open their portal on stack to take themselves and their fellow Portal player to their Green.

During the last couple of seconds of the Green, new boons will appear on the Dragonvoid for the Portal players to remove.

Map showing where the Red circles are placed in Jormag's phase
Jormag red placements

Shortly after this the Spread circles will appear and ice lasers will start coming towards the Dragonvoid from the far side of the platform.

The mechanics then repeat. Portal 2 should place their portal on stack and then blink to their Green and open for the 2nd set of Greens if they need to be completed. Note this requires you to not get hit by too many Chill circles from Stormseers to have Portal off cooldown.

At the end of this phase, the Portal player with Mass Invisibility will use it as soon as the Jormag-Dragonvoid dies.

Phasing bugs

The safe timings to phase are:

  • During Greens
  • During Spreads
  • In the first half of the Red animation

If you phase at other times, there may be a phasing bug where Jormag continues his animations into Primordus' phase. The most common of these is if you don't wait for the Greens to spawn after Red placements - the Greens will still spawn during the start of Primordus.

Primordus

Whilst in stealth, face the outside of the platform to get the adds to stack nicer as they want to be in front of you. The adds match the movement speed of their target, so Superspeed and Swiftness are very useful, as is making sure to not be Chilled. Providing Stability to everyone once stacked and starting to attack, and keeping it up until running out, helps prevent issues from the Last Laughs. If you phased before the 2nd greens in Jormag, Portal 2 should place their portal on Cross. If you phased after the 2nd greens appeared, Portal 1 has their portal back for this.

Primordus will start to charge his Bite attack, allocate Spread circles and then allocate Reds. Everyone should run out of the Bite, allowing the Kites to hug the Central AoE to get their Reds. If baited properly, the Portals are in the Bite, the Boondps are out, the Kites are near their Red placement and there is 1 Dps spread that the others can also stand in, allowing plenty of space.

The middle green is the Boondps one, with Portals and Kites doing the greens on the same sides as before. Open the portal on Spiral before getting in the green.


Portals and red placements at Primordus

Make sure not to take the Portal Entre back until at least half a second after the bright red Bite AoE disappears - it lasts for longer than it is there visually and is an instant death mechanic. Once back at the boss, players should ensure not to go too close during the "Boop" mechanic where Primordus slams his chin into the platform, but there is a space you can stand that is in melee range still.

The mechanics then repeat until the end of the phase.

At the end of this phase, the Portal player with Mass Invisibility will use it as soon as the Primordus-Dragonvoid dies.

Phasing bugs

The safe timings to phase are:

  • During Greens
  • After Greens, before the Spreads
  • During Spreads, once the Reds have appeared

Do not phase:

  • During the Bite before the Greens have appeared
  • During the Spreads before the Reds have appeared

If you do, the next pull will cause an animation bug on the phase, causing Primordus to complete his mechanics faster or without animations. This will reset if you get to the Primordus phase and wipe at a good time.

Video Resources

Purification 1 Quick Guide

Mechanics

Purification 1

Orange Circles


Phase(s)

Purification 1

Position

Random on the platform

Mitigation

Aegis, block, dodge, sidestep

One of the first mechanics you’ll see are these orange circles. These persist throughout the purification 1 phase, but change as the Orb hits the white circles. They start as Ice Lightning for Jormag, then Fire for Primordus once we hit the first white circle. Do be careful as these can down you with one hit. You can dodge, aegis or block them. But best to just sidestep...

HTCM Purification 1 Orange Circles

Cracks

Phase(s)

Purification 1

Position

Random on the platform

Mitigation

Aegis, block, dodge, sidestep

After the 2nd white circle, we're in Kralkatorrik's influence so get purple cracks on the floor. These do quite a lot of damage and also apply Debilitated, which will persist into the next phase. It’s best to not stand on them. You can cross them before they light up and explode without being hit.

HTCM Purification 1 Cracks

White Circles

Phase(s)

Purifications 1, 2 and 3

Position

Set positions on the platform

The white circles are where we're aiming the orb. You need to hit the Orb into each white circle in the Purification phases to change its influence between the dragons and eventually get the CC bar. The Orb will gain the Defiance bar from the last white circle in a phase. For Purification 1, this is circle 3. For Purification 2 and Purification 3, this is the 2nd white circle. In a change to NM, the orb does not stop when it hits the white circles.

HTCM Purification Phases White Circles

Void Melters (Crabs)

Phase(s)

Purifications 1, 2 and 3

Target

Purification Orb

Mitigation

Kill the crabs

The crabs are spawned from certain parts of the platform in the first 3 Purification phases. Most of them will come from the 4 Void AoEs. The little crabs are trying to get to the Orb. If they hit it, they cause a massive shockwave without a counter that wipes us. Each crab that you tag will give stacks if it dies whilst you're on your stacking weaponset. Tagging can include damage or giving boons. Each time the Purification Orb hits a white circle, the Void AoEs spawn a new set of crabs. You can use this to your advantage by not killing certain crabs before a new white circle is hit as there can only be one crab alive from each Void AoE at any given time.

HTCM Veteran Void Melter

Heart of x (Purification Orb)

Phase(s)

Purifications 1, 2 and 3

Defiance bar

2,500

The orbs are the point of the Purification phases. This version shows up in the first 3 Purification phases; for the Orb in Purification 4, see the Purification 4 section. We're trying to purify the orb by pushing it through the white circles and then breaking its Defiance bar. Any hit will push it in the direction away from you and will make the orb go faster. If it hits the edge or crabs, a large shockwave is produced, which wipes the squad. Due to dangers around, it is best to break the Defiance bar as soon as possible when it appears at the last white circle in the phase.

Harvest Temple Purification Orb - in its Jormag form

Void AoEs

Phase(s)

All phases

Mitigation

Avoid

One version of the Void AoEs are the circles in the cardinal directions of the platforms in Purifications 1, 2 and 3. The other version is the AoE in the centre of the platform in each Dragonvoid phase. Both versions expand over time. You should aim to avoid standing in them. Void AoEs corrupt boons that you have on you, which can be very dangerous if it is large and you have Stability. They also give stacks over time, which will eventually turn you to the Dragonvoid’s side (an enemy to your squad).

HTCM Void Expanding AoE

Jormag

Boons

Phase(s)

Jormag, Primordus, Kralkatorrik, Mordremoth, Zhaitan, Soo-Won 1, Soo-Won 2.

Target

Dragonvoid

Mitigation

Boonstrip

Each of the Dragonvoid phases gain 3 boons every 20s. These are Protection, Resolution and Regeneration. The standard strategy is for the power mesmers used as Portal players to strip these using either their Crowd control or the boonstrips in their rotations (Phantasmal Defender or Phantasmal Lancer or Phantasmal Berserker).

Reds

Phase(s)

Jormag, Primordus, Kralkatorrik, Mordremoth, Zhaitan, Soo-Won 1, Soo-Won 2.

Target

2 people closest to the centre of the platform

Mitigation

Take away and walk + dodge out.

HTCM Reds Indicator
Stacked reds before placement
HTCM Reds Placed
Stacked reds after being placed

These bright red circles do a lot of damage in pulses, which cannot be mitigated with aegis, distortion or invulnerability. If you are caught in them, you will die very quickly. Kites can often take 2 hits before death, but less tanky individuals will down from 1 hit. Usually baited by the Kites, they are taken away from the stack and stacked for maximum space saving. Once placed, walk 1-2 steps towards the edge and then dodge to get out of them.

Greens

Phase(s)

Jormag, Primordus, Zhaitan, Soo-Won 1, Soo-Won 2.

Position

Set places on the platform in each phase

Mitigation

2+ people in each green

HTCM Green without enough people
Indicator of not enough people
HTCM Green with OK indicator
2+ people in the green

Throughout most of the Dragon phases, 3 Green circles will appear at set positions on the platform. Each Green requires at least 2 people to be stood in it when they go off to prevent raid wide damage that will usually down everyone, and also applies Debilitated to everyone. The raid wide damage can be mitigated with Distortion and Invulnerability skills as well as the Infuse Light skill. These will not stop the Debilitated from being applied.

Spreads

Phase(s)

Jormag, Primordus, Mordremoth, Zhaitan, Soo-Won 1, Soo-Won 2.

Target

7 people closest to the centre of the platform.

Mitigation

Spread

These spread circles appear on the 7 closest people to the centre of the platform.

They explode and will down anyone caught in an overlap. Distortion, Invulnerability and skills that heal on deadly damage can be used to avoid this.

Usually allocated to the 2 Kites, 2 Portals, 2 Boondps and then the last one is taken by a random Dps player.

HTCM Spread Circles