Aurora Gw2

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This article is about a mission. This name is also used for an outpost and a Zaishen mission quest.
Aurora Glade
CampaignProphecies
RegionMaguuma Jungle
TypeCooperative
Party size 6
Duration Medium
Preceded byUrgent Warning
Followed byPassage Through The Dark River

The Shining Blade's plan to reassemble the portal to the Henge of Denravi has been betrayed to the White Mantle, who have been slaughtering all who stand in their way as they try to claim it. Should the Shining Blade succeed, they will gain a new, hidden base of operations to strike back at the Mantle. Fail, and not only will the Henge be lost to the Shining Blade, but their resistance movement will collapse as well.

  • 1Mission information
  • 2Walkthrough
  • 3NPCs
    • 3.2Foes
  • 5Dialogues

Mission information[edit]

Objectives[edit]

Gain access to the Henge of Denravi.

  • Get to the Henge Portal.
  • Attune the Henge Portal before the White Mantle do.
  • ADDED: Attune the thorn pedestal to clear the vine gate.
  • ADDED: Attune both thorn pedestals to clear the vine gate.
  • ADDED: Kill the Henge Guardian.
  • *BONUS* Assassinate the Demagogue.

Rewards[edit]

Normal mode Rewards
Mission 1,000 XP 1
Bonus 1,000 XP
Hard mode Rewards
Mission 2,000 XP 500 1
Bonus 2,000 XP 500 1

Walkthrough[edit]

The first part of this mission is typical: hack and slash through the usual Maguuma Jungle foes and bosses. Things change drastically when you reach the Druids.

The goal of the mission is to attune a set of three thorn pedestals simultaneously, while preventing the White Mantle from doing the same thing. Attuning the set clears the Vine Gate, giving your party access to the Henge Guardian; defeating it completes the mission.

There are two types of pedestals:

  • Spawn-pedestals are attended by a single Druid. Talk to the Druid once to enable the pedestal to produce crystals; click on the pedestal to get a crystal. That pedestal will not produce a crystal until the currently-carried one is dropped or used.
  • Attunement-pedestals are empty until your party or the Mantle add a crystal; they also have a beam of light pointing upwards. The light is white when the pedestal is empty; it changes to blue when your team claims it; and it becomes red when the Mantle attune it.

If you drop a crystal, it will break and you must grab a new one (and you will drop it anytime you switch weapons or shadowstep). As with any bundle, while carrying crystals, you do not gain the benefit of any of your weapon mods.

When you attune the southernmost pedestal, it opens a vine-gate allowing you to proceed northward. (The Mantle do not attempt to attune this pedestal.) After following the path, you will find Less Longbow: dispose of his attackers and talk to him to unlock the Bonus.

East of Less is another area with three thorn-pedestals. One is a spawn-pedestal, one attunement-pedestal has already been claimed by the Mantle, and the third will be unclaimed. There are several ways to proceed at this point. Generally, you want to defeat the two groups of Mantle (including a Boss), visit the spawn-pedestal, talk to the Druid, grab a crystal, claim the right attunement-pedestal and eventually claim the leftmost pedestal, which opens another vine-gate at the eastern end of the area.

Once this gate opens, the race is on between your team and the White Mantle to claim the three pedestals in the large area to the East. Get another crystal, attune the left pedestal. Be prepared to rush to the Mantle's spawn-pedestal just beyond the gate.

Method 1: Kill all the Mantle at the left shrine[edit]

This works with a single player. Pick up a crystal and go to the left-most (east) pedestal; you should arrive as the Mantle are leaving. Attune the pedestal, then flag your party around it. As the Mantle return to reclaim this pedestal first, grab another crystal, and then go to the pedestal at the far right (west) side. Alternate between claiming the left and right pedestals, as the Mantle will usually succeed in capturing your AI-held pedestal. Each time the Mantle return to the left pedestal your party will kill the runner's escort. Eventually the only Mantle left will be the runner. You will know this when you no longer see your party taking damage. (Be careful not to capture all of the pedestals at once!) Rejoin your party and kill the runner. Kill the Demagogue and claim any remaining pedestals.

If you have a good team, you might return from capturing the right-hand pedestal to find that your party has prevented the Mantle from recapturing their original pedestal. In that case, you can finish attuning the pedestals by capturing the last (i.e. center) one, advancing the mission.

Remember that killing the runner gives the Mantle an advantage: a living runner will have to return to grab a crystal, while reinforcement runners spawn near their team's crystal-supply pedestal. It also means that you might have to confront two teams of Mantle (the original escorts and the new runner's team).

Your build should include speed boosts (or use a cupcake or rock candy) and one of the following: a snare or a spike. Digital wireless camera driver. Signet of Spirits is an ideal choice, since it distracts your opponents while doing noticeable damage.

If using heroes and/or henchmen, position their flags such that they are, behind the left-most pedestal (towards the Druid) but still in range of it; this way the number of White Mantle encountered at once will not overwhelm them (especially true in Hard mode). After the heroes/henchmen fight off the first wave, spread their flags out.

Method 2: Running the crystals[edit]

You can complete this objective without wiping out the entire White Mantle contingent. Simply run a crystal to each of the three pedestals. This approach needs at least two human players in the party, with three players being preferred. You should have some speed boosts in your skillbar to allow you to outrun the White Mantle teams; each time they claim a pedestal, another team immediately heads out to claim the next.

Just remember to keep at least one pedestal claimed to avoid failing the mission.

You should have two or three players standing by the druid and the crystals. One player should pick up a crystal and run to the nearest thorn pedestal. As soon as it is set in place, a new crystal will spawn, which the second player should grab and head to the next pedestal. If you only have two runners, the first runner should return to the crystal spawn point while the second runner is out. Either way, once the crystal spawns again, repeat the process. If this is coordinated properly, you should have no trouble at all.

To make sure the White Mantle do not capture any pedestals, you can station the balance of your party (including any heroes/henchmen) at the chokepoint in the center pathway.

Note that this method can be used, with slight modification, to easily gain mission and bonus. Have two people run crystals, the second waiting by the crystal spawn point to pick it up the moment the other has attuned a pedestal. It is important that these two do not attune the last pedestal until the bonus is gained. A third person, or the rest of the party, kills the Demagogue. This can easily be done by following the south wall, you should not need to kill any White Mantle other than him if you take this path. Now the most important part: do not aggro the White Mantle runners. Two non-buffed runners can easily keep the portals attuned without hindering the White Mantle. If a third human player is not present, then this method can be done using only two. The Demagogue slayer becomes the second runner after the bonus has been gained.

Anomaly.Summoned creatures will not be teleported with the party. Allies from summoning stones will remain alive and cannot be re-summoned in the next area.

The Guardian[edit]

Regardless of which of the above methods you use, when you finally claim all three pedestals, a cinematic will play showing your party being teleported to the Henge. Make your way through the token resistance there to confront the Henge Guardian. He is flanked by two Root Behemoths that can wear down your party if they are not eliminated quickly. When you take out all three of them, the mission ends. The best way of killing them is by using damage over time spells such as Fire Storm, as the enemies are stationary.

Bonus[edit]

Just before you enter the area with the three pedestals, you will see a Shining Blade warrior named Less Longbow near two White Mantle Knights. As you approach (to within 2 aggro circles), the Mantle will engage him in combat if Less is close enough. You will have to join the fight and save Less. If Less dies the bonus cannot be completed. To avoid this, it is possible to flag heroes/henchmen ahead; use the mission map to position them before triggering. After the two Knights are dead, speak to Less to trigger the bonus. Note: to receive credit for the bonus, you must speak to this NPC before you kill the Demagogue. Less must complete the dialogue before the Demagogue is killed to receive the bonus. (However, once you have done so, you will receive credit even if he dies later.)

Anomaly.Less will start attacking the White Mantle Knights once he is within compass range; however, the knights themselves will not do anything until the player gets close. If the player stays far outside aggro range, Less will kill both of the knights without risk to himself.

The Demagogue is located in the White Mantle starting area, on the other side of the arena with the three pedestals. You must kill him before placing the last crystal in the pedestal. The troops stationed here are also the ones that will run the crystals out to claim the pedestals, so if you killed them all previously using Method 1 described above, he will be alone. Otherwise, you will need to deal with them in addition to the Demagogue himself.

If you do not want to fight all of them, one approach is to head to the pedestal on the far right from the entrance, where you will find a path that leads past the bulk of his forces. From there, provided you hug the side furthest from them you can eliminate the Demagogue and if you are lucky, his troops will not notice.

If you are having trouble holding the pedestals, one method is to keep your heroes/henchmen at one pedestal (preferably the one to the far right) and then capture 2 and keep 2 at all times, that way when the runners capture one you will still have another and can easily regain it until all the White Mantle are dead.

If you are only going for the bonus, you can effectively skip the shuffling and take the back route directly to the Demagogue. The following method works very well even with hero/henchman parties, especially in hard mode: Grab the crystal from the Thorn Pedestal, and place it in the center shrine's pedestal. Run back and grab another crystal, and take it to the one on the far right. Without running skills, you will still have a few seconds to spare. Taking the back route, avoid the rest of the troops and go straight to the Demagogue. You will be able to kill him with just enough time to spare; you will fail the mission, but you will get the bonus. This is a very simple and reliable method. It works even better if you bring party-wide speed boosts (such as 'Fall Back!') and interrupts or knock downs to prevent him from activating Healing Signet.

Skill recommendations[edit]

  • Snares help considerably in slowing down the runners (although many players report success without them).
  • Area of effect skills come in handy, as White Mantle groups tend to clump. They can also be used against the Henge Guardian and his Behemoths.
  • Signet of Spirits builds on player character allows for damage dealing at the same time as running.
  • White Mantle Seekers use Dryder's Defenses to block attacks. This can make it difficult to hit them with attacks if they are carrying the crystals. Use stance removal skills to end it or non-attack skills.

Hard mode[edit]

  • Spread your team out to avoid standing in Energy Surge and Searing Heat.

NPCs[edit]

Allies[edit]

Humans (Shining Blade)

  • 15 (20) Less Longbow

Spirits (Druid)

  • 20 Druid

Foes[edit]

  • 16 (25) Maguuma Spider
  • 19 (25) Root Behemoth
  • 17 (25) Thorn Devourer
  • 17 (25) Fevered Devourer

Humans (White Mantle)

  • 16 (25) White Mantle Knight
  • 16 (25) White Mantle Seeker
  • 18 (25) White Mantle Abbot
  • 16 (25) White Mantle Ritualist
  • 16 (25) White Mantle Sycophant
  • 16 (25) White Mantle Savant
  • 17 (25) Thorn Stalker
  • 12 (24) Wind Rider
  • 12 (24) Moss Scarab
  • 18 (25) Jungle Troll

Bosses[edit]

Behemoths

  • 20 (29) Henge Guardian

Humans (White Mantle)

  • 20 (29) Holt the Iron Boot Heel
  • 20 (29) Cuthbert the Chaste
  • 20 (29) Garr the Merciful
  • 20 (29) Kenric the Believer
  • 20 (29) Lars the Obeisant
  • 20 (29) Manton the Indulgent

Plants

  • 18 (28) Tree of Vitality

Riders

  • 18 (28) Chott Stormsinger
  • 18 (28) Wydd Kindlerun

Trolls

  • 18 (28) Grook Plugalug

Boss-like foes[edit]

Humans (White Mantle)

  • 16 (25) Demagogue

Objects[edit]

Dialogues[edit]

Intermediate dialogue[edit]

Less Longbow (after saving him)

'I am grateful for your aid. You have my eternal gratitude.
'You must know, the White Mantle are led by a wicked evil man.
'He's their champion. They call him The Demagogue.
'He drives the Mantle forward. They will do anything he asks.
'Until he has been brought down, the Mantle will always have strength.'

The Demagogue (after you approach him)

'Come, my Mantle. We must eradicate the heretics!'

End cinematic[edit]

For more information, see Aurora Glade (cinematics)
Evennia:'Well done.'
<Party leader>:'Thank you.'
Evennia:'Now we have a safe place from which to strike back at the White Mantle. Today the tides have been turned.'
Evennia:'Come on. The old druid temple should be just over the waterfall. It's time to take a look at our new home.'
Glint:'A new chapter now lies open for Tyria.'
Glint:'The page has been turned, and the conflict begins in earnest.'
Glint:'All is as I have forseen.'

Notes[edit]

  • Sometimes Less Longbow will not be under attack when you find him. When he is under attack, preventing his death will give you a Morale Boost.
  • You can also use the crystals located near the Demagogue.
  • Complete exploration of the mission area will add approximately 1.0% to the Tyrian Cartographer title. The first 0.7% can be explored before the cinematic that teleports you to the last bit of the mission, leaving 0.3% to be explored before you kill the Henge Guardian.
  • Placing all crystals before killing the Demagogue will start the end cinematic, preventing bonus completion.
  • After completing this mission, your party will be teleported to Henge of Denravi.
  • Although Less Longbow refers to him as a champion, the Demagogue is not a boss: he does not give a morale boost when killed and you cannot cap skills from him.
Prophecies missions
The Great Northern Wall »Fort Ranik »Ruins of Surmia »Nolani Academy »Borlis Pass »The Frost Gate »Gates of Kryta »D'Alessio Seaboard »Divinity Coast »The Wilds »Bloodstone Fen »Aurora Glade »Riverside Province »Sanctum Cay »Dunes of DespairandThirsty RiverandElona Reach »Augury Rock »The Dragon's Lair »Ice Caves of Sorrow »Iron Mines of Moladune »Thunderhead Keep »Ring of Fire »Abaddon's Mouth »Hell's Precipice
Retrieved from 'https://wiki.guildwars.com/index.php?title=Aurora_Glade&oldid=2637162'
This article is about the legendary trinket. For the armor skin, see Aurora armor.

Aurora

Trinket
Accessory
Prefix
Selectable
Rarity
Legendary
Req. level
80
Unique
Yes
Binding
Account Bound
Game link
External links
GW2Efficiency
API
API
Gallery

Aura.

This product additionally incorporates the available guide for each client to clarify the all the essential basic functions. Rimage system manager.

Appearance with weapons drawn.

Weapon draw animation. (Click to view)

This item allows selection of stats. See below for a list of available prefixes.
Unused Infusion Slot

— In-game description

Aurora is a legendary trinket obtainable through Living World Season 3. All six episodes must be unlocked in order to craft this item.

Acquisition[edit]

Source
Mystic Forge
Output qty.
1
Ingredients
1
Spark of Sentience
1
Mystic Tribute
1
Gift of Sentience
1
Gift of Draconic Mastery

Visual effects[edit]

The exact visual effect depends on the total number of legendary trinkets equipped.

  • With weapons stowed, an ethereal aura will appear around the player.
  • With weapons drawn, four orbs or bubbles will orbit the player's head.
See also: Legendary trinket#Visual effects

Full material list[edit]

Required item Primary ingredients Component materials
Mystic TributeGift of Condensed Magic x2
2 Gift of Blood
2 Gift of Venom
2 Gift of Totems
2 Gift of Dust
Gift of Condensed Might x2
2 Gift of Claws
2 Gift of Scales
2 Gift of Bones
2 Gift of Fangs
Mystic Clover x77
~231 Mystic Coins
~231 Globs of Ectoplasm
~231 Obsidian Shards
(485,100 or 3,465 Fractal Relicsor 231 Laurelsor 11,550 Bandit Crests)
~231 Crystalsor ~1386 Philosopher's Stones
(cost of either: 139 Spirit Shards)
Mystic Coin x250
Gift of SentienceGift of the Mists
Gift of Glory
Gift of Battle
Gift of War
Cube of Stabilized Dark Energy
Icy Runestones x100
100 total, bought from Rojan the Penitent
Gift of Valor
Legendary Trinkets: Aurora: Awakening — Collect all 7 items to prove your mastery over Living World Season 3. (3)
Gift of Energy
Recipe cost: 10 , bought from Miyani
Requires 400 Artificer to make.
250 Piles of Crystalline Dust
250 Piles of Incandescent Dust
250 Piles of Luminous Dust
250 Piles of Radiant Dust
Gift of Draconic MasteryGift of Bloodstone Magic
250 Blood Ruby
250 Jade Shard
250 Orrian Pearl
Gift of Dragon Magic
250 Petrified Wood
250 Fresh Winterberry
250 Fire Orchid Blossom
Bloodstone Shard
200 Spirit Shards
Crystalline Ingot
Crystalline Ore
Fulgurite
Glob of Ectoplasm
Amalgamated Gemstone
Spark of Sentience
Legendary Trinkets: Aurora II: Empowering — Collect all 21 items to create a Spark of Sentience. (10)

Available prefixes[edit]

  • The following prefixes can be selected:
Prefix Stats
Apothecary's
+110 Healing Power
+74 Toughness
+74 Condition Damage
Assassin's
+110 Precision
+74 Power
+74 Ferocity
Berserker's
+110 Power
+74 Precision
+74 Ferocity
Berserker's and Valkyrie
+110 Power
+74 Ferocity
+56 Precision
+18 Vitality
Bringer's
+110 Expertise
+74 Precision
+74 Vitality
Captain's
+110 Precision
+74 Power
+74 Toughness
Carrion
+110 Condition Damage
+74 Power
+74 Vitality
Cavalier's
+110 Toughness
+74 Power
+74 Ferocity
Celestial
+50 Power
+50 Precision
+50 Toughness
+50 Vitality
+50 Condition Damage
+50 Ferocity
+50 Healing Power
Cleric's
+110 Healing Power
+74 Power
+74 Toughness
Commander's
+92 Power
+92 Precision
+49 Toughness
+49 Concentration
Crusader
+92 Power
+92 Toughness
+49 Ferocity
+49 Healing Power
Dire
+110 Condition Damage
+74 Toughness
+74 Vitality
Dire and Rabid
+110 Condition Damage
+74 Toughness
+56 Vitality
+18 Precision
Diviner's
+92 Power
+92 Concentration
+49 Precision
+49 Ferocity
Giver's
+110 Toughness
+74 Concentration
+74 Healing Power
Grieving
+92 Power
+92 Condition Damage
+49 Precision
+49 Ferocity
Harrier's
+110 Power
+74 Healing Power
+74 Concentration
Knight's
+110 Toughness
+74 Power
+74 Precision
Magi's
+110 Healing Power
+74 Precision
+74 Vitality
Marauder
+92 Power
+92 Precision
+49 Vitality
+49 Ferocity
Marshal's
+92 Power
+92 Healing Power
+49 Condition Damage
+49 Precision
Minstrel's
+92 Toughness
+92 Healing Power
+49 Vitality
+49 Concentration
Nomad's
+110 Toughness
+74 Vitality
+74 Healing Power
Plaguedoctor's
+92 Vitality
+92 Condition Damage
+49 Healing Power
+49 Concentration
Rabid
+110 Condition Damage
+74 Precision
+74 Toughness
Rabid and Apothecary's
+96 Condition Damage
+74 Toughness
+56 Precision
+32 Healing Power
Rampager's
+110 Precision
+74 Power
+74 Condition Damage
Sentinel's
+110 Vitality
+74 Power
+74 Toughness
Seraph
+92 Precision
+92 Condition Damage
+49 Healing Power
+49 Concentration
Settler's
+110 Toughness
+74 Condition Damage
+74 Healing Power
Shaman's
+110 Vitality
+74 Condition Damage
+74 Healing Power
Sinister
+110 Condition Damage
+74 Power
+74 Precision
Soldier's
+110 Power
+74 Toughness
+74 Vitality
Trailblazer's
+92 Toughness
+92 Condition Damage
+49 Vitality
+49 Expertise
Valkyrie
+110 Power
+74 Vitality
+74 Ferocity
Vigilant
+92 Power
+92 Toughness
+49 Concentration
+49 Expertise
Viper's
+92 Power
+92 Condition Damage
+49 Precision
+49 Expertise
Wanderer's
+92 Power
+92 Vitality
+49 Toughness
+49 Concentration
Zealot's
+110 Power
+74 Precision
+74 Healing Power

Notes[edit]

  • The visual effects cannot be disabled.
  • Shares the same animation of Vision. [1]
  • A Sentient Seed is required to unlock Aurora: Awakening. This is obtained by purchasing it from Gleam of Sentience, which in turn is obtained by combining the 'Sentient' converters rewarded by the following Living World Season 3 achievements:
    • Out of the Shadows: Conspiracy of Dunces — Find the journals chronicling the White Mantle's plans. (5)
    • Rising Flames: Token Collector — Collect all the mursaat tokens that were scattered around Ember Bay. (40)
    • The Head of the Snake: Cin Business — Find goods that might interest Cin—some that he lost, some that he wants to sell. (5)
    • Flashpoint: Lessons Learned — Find all 14 of the golemancer's lost recordings in Draconis Mons. (6)
  • Its infusion slot can be swapped without an Infusion Extraction Device. The swapped infusion appears in the player's inventory.

See also[edit]

Retrieved from 'https://wiki.guildwars2.com/index.php?title=Aurora&oldid=1959033'