User:Quizzical/GWEN Easy

Against the Charr
Difficulty: *

Warband of Brothers
Difficulty: *

Assault on the Stronghold
Difficulty: *

If you toggle the siege devourer targets back and forth, they'll take out both groups of Charr, allowing the armored saurus more time to attack the gate. Let the destroyers kill the Charr at the end before joining in.

Finding the Bloodstone
Difficulty: *

The Elusive Golemancer
Difficulty: **

Stay slightly in front of the worker golem as you pass through the fiery dart area to keep your entire party within its protective radius. Disable any long casts that heroes may have that could stop them until they get out of range; in particular, don't stop to try to resurrect any characters that die.

Genius Operated Living Enchanted Manifestation
Difficulty: *

For the initial assault, flag henchmen (including two healers) at the end of one bridge, while you and your heroes (including at one healer) guard the other.

Curse of the Nornbear
Difficulty: *

Blood Washes Blood
Difficulty: *

A Gate Too Far
Difficulty: *

Destruction's Depths
Difficulty: **

When Egil Fireteller says another wave of destroyers is coming, run to and past him and intercept the destroyers coming from one side. Destroyers coming from the other side will slaughter the Norn, but then sit patiently in the middle while you clear the other half of the destroyers before coming back for them.

Clear as many destroyers as possible from the final room before aggroing the Disc of Chaos, which will grab them all. It's certainly possible to clear one group from each side, and sometimes possible to clear an additional group on one side or the other. Once you do have to aggro everything, kill all of the other destroyers except for a destroyer of lives that stays out of range before attacking the Disc of Chaos. The boss will take several minutes to wear down, and you don't want to have other destroyers pounding on you for all that time.

A Time for Heroes
Difficulty: ***

Assume that your entire party will be burning for the entire battle, and bring the capability to heal it. In addition to the monk henchmen, bring two monk heroes with very heavy party healing abilities. Include Divine Healing and Heaven's Delight, and perhaps either Light of Deliverance or Extinguish, depending on whether the monk is healing or protection.

Also bring a mesmer hero with two skill or action interrupts (as opposed to spell or attack interrupts). Clear the rest of the room while keeping away from the Great Destroyer. Disable the mesmer hero's interrupts, and manually trigger them to interrupt Call of Destruction and Lava Wave, while letting the boss cast whatever else it likes.