Central Invasion of Orr
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Central Invasion of Orr
- Location
- Straits of Devastation
(Ruins of Orr) - Event type
- Meta event
- Level
- 71-74
- Total events
- 8
Central Invasion of Orr is a meta event that takes place in Straits of Devastation and is part of the larger Temple of Balthazar meta event.
Dynamic events[edit]
- (1) The megalasers at Armada Harbor are being rebuilt in order to clear the path for the central assault on Orr.
- Defend Scholar Keemka and BNDL-2 until Pact megalasers can be built (71)
- (success) The megalasers have been rebuilt and will soon be operational. Continues at (2)
- (failure) The megalasers at Armada Harbor are in disrepair. The central assault on Orr can't proceed until they have been restored. Goes to (1) (Repeats until success)
- Defend Scholar Keemka and BNDL-2 until Pact megalasers can be built (71)
- (2) The megalasers are firing upon the undead bone ship near Armada Harbor. Risen are attempting to destroy them.
- Defend the Pact Megalasers and destroy the Orrian bone ship (71)
- (success) The megalasers destroyed the undead bone ship. The Pact will soon assault the krait structures at Stygian Deeps. Continues at (3)
- (failure) The megalasers at Armada Harbor are in disrepair. The central assault on Orr can't proceed until they have been restored. Goes back to (1)
- Defend the Pact Megalasers and destroy the Orrian bone ship (71)
- (3) The Pact are driving the krait from Stygian Deeps in order to clear a path to the Conquest Marina for their landing vessels.
- Destroy the Risen krait harpoons before the Pact are forced to turn back (72)
- (success) The Risen krait have been driven from Stygian Deeps. The Pact are establishing defenses. Continues at (4)
- (failure) The attempt to capture Stygian Deeps has failed. The Pact are regrouping at Armada Harbor. Goes back to (2)
- Destroy the Risen krait harpoons before the Pact are forced to turn back (72)
- (4) Risen are attempting to reclaim Stygian Deeps from the Pact. Losing this outpost would push the Pact back to Fort Trinity.
- Defend Stygian Deeps from the Risen krait (72)
- (success) Risen have failed at reclaiming Stygian Deeps, and the Pact are planning the next stage of their assault on Orr. Continues at (5)
- (failure) The Pact have been driven from Stygian Deeps. Armada Harbor is in jeopardy, as is the entire assault on Orr. Goes back to (2)
- Defend Stygian Deeps from the Risen krait (72)
- (5) The Pact are attacking a field of sea mines to clear a path to Conquest Marina for their landing vessels.
- Destroy the Risen minefield for the assault vessels before the Risen regroup (73)
- (success) The minefield has been cleared, and the Pact landing vessels are on their way to the Conquest Marina. Continues at (6)
- (failure) The Pact failed to clear the minefield. Undead are rising to repair the mines. Goes back to (4)
- Destroy the Risen minefield for the assault vessels before the Risen regroup (73)
- (6) The Pact is attacking Conquest Marina. Pact landing vessels are under assault by Risen defenders.
- Drive the Risen from Conquest Marina (74)
- (success) The Pact have successfully taken over Conquest Marina and established a foothold in Orr. Continues at (8)
- (failure) The landing vessels have been destroyed, and the Pact assault on Conquest Marina has been blocked. Goes to (7)
- Drive the Risen from Conquest Marina (74)
- (7) Risen are attempting to repair the minefield that blocks the Pact from sending their vessels to Conquest Marina.
- Stop the Risen minelayers from restoring their offshore minefield (73)
- (success) The Risen were unable to reestablish their minefield. Pact ships are heading to Conquest Marina. Continues at (6)
- (failure) The minefield has been reestablished, and Risen are gathering for another assault on Stygian Deeps. Goes back to (5)
- Stop the Risen minelayers from restoring their offshore minefield (73)
- (8) Conquest Marina is under Pact control, but Risen are attempting to reclaim it.
- Defend Conquest Marina against the Risen (74)
- (success) Conquest Marina remains under Pact control. The situation is shaky, but the Risen are quiet for now. Continues at (8) (Repeats until failure)
- (failure) The Pact were unable to hold onto Conquest Marina and have been driven back to Stygian Deeps. They are planning their next move. Goes back to (7)
- Defend Conquest Marina against the Risen (74)
Notes[edit]
- This meta chain can be stalled for several additional minutes at the Stygian Deeps defend event, giving other invasions time to catch up. Simply have 1-3 players kite the undead under water without killing them.
- This is the only invasion path that faces Veteran Risen Subjugators - good for exposing new players to this difficult foe without it being during the main escort up to the temple. Note however, the Veteran Risen Subjugators only appear for the reinforcements that appear after completing this event chain.
- If the beach is not defended and the escort to the temple fails at the very end, this chain can be picked up at Stygian Deeps on the defend event. The North and South invasions in the same scenario would have lost most or all progress. This makes it useful to have if you are going to make another push at the temple.
- Minimum players to reliably clear the event chain: 6 - this assumes you avoid the champion at Stygian Deeps. It helps however to have about a dozen players for the escort reinforcement.
- The first and second events share the same spawn locations and spawn pattern: 3 spawn locations, 2 active at any given time. Once you kill the final spawn at any active location, it becomes inactive and the formerly inactive location spawns new foes. This can make the two events very farmy for a large zerg, as the Risen spawn as fast as you can kill them. This 3-point spawn pattern is repeated in other Balthazar related events.
- Most difficult spot: Defending Stygian Deeps. This can be completed with fewer than 5 players, but gets difficult. The rest of the chain can be reliably completed by 2 skilled players. The trick for small groups is to meet the bulk of the Risen at a choke point, and dedicate a single person to kiting the Campion in the water, away from other spawns. While the champion is a wrecking ball in choke points on land, when deep under water a single player can safely kite it indefinitely.