Secrets of the Obscure
Table of Contents
Before you start!
How to get into the Convergence
The entrance for the Secret of the Obscure Convergences is in the Wizard's Tower. From the Tower Courtyard Waypoint [&BB8OAAA=], walk up the stairs and turn right into the Rift Hunter Lounge [&BOgNAAA=]. The entrance is the portal archway, marked on your minimap with a blue swirl.
Public Convergences
Public Convergences can be entered for free at designated times and are always normal mode. What boss you face is random and is chosen from a pool that changes each week.
SotO Public Convergence Times
Private Convergences
Private convergences can be opened at any time and gives a choice between normal or challenge mode.
Challenge mode has the squad vote on the boss to fight, while normal is random from the same weekly pool as public.
To open a private convergence instance, an
Items you should bring
Powerful Potion of Demon Slaying (1 hour): 10% Damage vs. Demons, Kryptis, and Titanspawn. -10% Damage from Demons, Kryptis, and Titanspawn.
Superior Sigil of Night 3% Strike Damage, +7% Strike Damage at night. Totals to 10% Strike Damage. SotO Convergences are always at night, so this is always at the full 10%.
Superior Sigil of Demon Slaying 3% Strike Damage, +7% Strike Damage vs. Demons, Kryptis, and Titanspawn. Totals to 10% Strike Damage when satisfied.
White Mantle Portal Device The White Mantle Portal Device can be used once every 30 minutes. Has the same portal distance as the mesmer's portal skill. Smart portal play during the split phase can shave off a full minute by reducing travel time between each lieutenant.
Relic of the Eagle 10% Strike Damage when an enemy is below 50% hp. Change to this when transitioning between the 2nd and 3rd boss phases.
Stacking Sigils
Stacking sigils can be built up easily in the pre and split phases.
First Two Minutes
The first two minutes of every SotO Convergence starts the same. While Zojja stands in the middle of the map, waves of Kryptis start attacking.
Main Group
Spites will appear at 1, 2 and 3 in order. They walk toward Zojja, exploding when they reach her. A Spite that has its breakbar broken will stop moving and take increased damage for a few seconds. Normal kryptis will also randomly spawn around the middle island and attack Zojja.
Treb Group (2 subgroups)
Every 30 seconds, a trebuchet spawns. They always spawn in the same order, starting at position 1. After killing a treb, quickly move onto the next one. The last treb, 4, spawns when the Kryptis Reinforcements timer reaches 0. After killing the last treb, head back to mid to help with the champions.
Three Champions
When the timer reaches zero, 3 champions will spawn. One at each spot 1, 2, 3. They will initially be invulnerable until they walk about halfway to Zojja. Try and spread evenly to these champs, not killing them one by one. I recommend sending 3 subs to West, 3 subs to NE, and 2 subs to SE. The 2 subs killing the trebs should return and help with the SE champ.
After all 3 champions are killed, the split phase will begin.
Split Phase
The split phase starts once all three champions in mid have been killed. Each corner (NW NE SW SE), becomes active and spawns 5 lieutenants each. Kill all 5 lieutenants in a corner and that corners general will spawn. Kill the general and the corner will be finished. When all four corners are finished, the split phase ends and the boss phase begins.
Splitting
2 subgroups should go to each corner. 2 subgroups should stay mid to defend Zojja from the kryptis and spites. When a corner is finished, the 2 subgroups should return mid and help with Zojja and the spites.
Trebuchets
During the split phase, the trebuchets should be mostly ignored. A player with projectile blocking skills can stop the treb shots from hitting Zojja, but this isn't required. Each trebuchet will perish when the general in their corner is killed.
Northwest - The Spire
The northwest corner is a complicated corner. Start at 1 in the bottom left. 1 to 2, use your warclaw to bounce over the rocky terrain. 2 to 3, combat mount your skyscale and dash to 3. Alternatively, use the skyscale launcher at L or just scale the rocks up to 3. 3 to 4 can be glided or warclawd over. 4 to 5, use the mushroom at M. If someone has a White Mantle Portal Device, they can portal the group from 4 to 5. If you're the person using the device, make sure to declare to the group that you are doing so to avoid confusion. They have a 30 minute CD and so can only be used once every other run. Setup the portal while the group fights lieutenant 4. After killing the 5th lieutenant, jump off immediately and griffon to the general.
Northeast - Watcher of the Woods
The northeast corner is an easier corner, start at 1 and follow the path! When dropping down from 1, make sure to use a mount or glide. You'll die from fall damage.
Southwest - Twisted Cathedral
The southwest corner is more complicated than the others, having multiple levels and a bit of an unintuitive path. From mid, head to the bottom at lhotpinkieutenant 1. Warclaw/Raptor to 2. From 2 to 3, you can use your skyscale and either scale up the side of the pillar directly, or use the smaller pillar directly southeast as a step stool. Someone can also bring along a White Mantle Portal Device to portal the group from 2 to 3. If you're the person using the device, make sure to declare to the group that you are doing so to avoid confusion. They have a 30 minute CD and so can only be used once every other run. Setup the portal while the group fights lieutenant 2. The gap from 3 to 4 can be skyscaled, warclawed, or glided over if you have the gliding skill Ride the Ley Line. After getting on the upper level, it's pretty easy from there.
Southeast - The Killing Fields
The southeast corner is pretty simple. From mid, theres a skyscale launcher near the waters edge on the way to southeast. Take it to get up to 1 easier. The fall from 1 to 2 is high enough to kill you, so mount up or glide down to prevent dying to fall damage.
Mid with Zojja - Valley of the Damned
Spites are still spawning and walking to Zojja, defend her! Common Kryptis are also still attacking her. Clear them as you go, but the primary focus should be on the spites and keeping Zojja healthy.
My general died, what's next?
After your corners general dies, head mid to help defend Zojja. Only help another corner if they are SIGNIFICANTLY behind (on lieutenant 4 or before). Heading to another corner will only scale up their lieutenants and general. When all four generals have been defeated, one of the five final bosses will start.
Before the boss spawns, Zojja can still take healing from sources other than Kryptis Essence. The skimmer's Water Jets skill from Visions of Eternity can be used to heal Zojja. The goal is to get Zojja over 80%, as she will gain 20% back by herself when the boss spawns.
Shared Boss Mechanics
These mechanics are the same, no matter what boss is chosen.
Zojja
During the boss phase, Zojja is using her power to make the boss vulnerable. She is constantly taking damage over time from the boss, that gets stronger the further it is into the fight. If her health falls to 0, she will pull everyone back to the Wizard's Tower. Once the boss spawns, Zojja will no longer be able to receive healing from players, except for Essence. Feed her the essence dropped by the boss to keep her healthy.
Kryptis Essence
The bosses drop essence every 10% of their health and at the end of each phase. DPS players should hold onto it as long as they can for a significant power boost. Healers and boondps players should be feeding theirs to Zojja to keep her healthy. Don't overfeed her when her HP is full, as the essence just gets wasted.
Effects of Kryptis Essence (per stack -> 25 stacks -> 50 stacks)
- Max HP: -1% -> -25% -> -50%
- Concentration: 10 -> 250 -> 500
- Power: 20 -> 500 -> 1000
- Condition Damage: 20 -> 500 -> 1000
Phasing
Every 25%, the boss will move to a new island. Which island they go to is random, and they won't revisit an island they've already been to. The boss will always go to the middle island in the last phase.
Demon Knight
Demon Knight is a tyrannical general in Eparch's army. He has managed to cultivate a Wrathful Aura about him that actively hurts anyone nearby.
Strategy
Demon Knight is pretty simple. If you get Wrath of Firmament on you, take it far away from the group. If you get hit by a Tyrant's Contempt orb and pulled, quickly mount your warclaw to escape being blasted by Callous Retribution. When Demon Knights breakbar is up, break it ASAP. The longer it's up, the more damaging Wrathful Aura becomes. This mostly affects the players that have Wrath of Firmament, as they have to leave the safety of the groups healers.
Demon Knight's Skills
Wrathful Aura(Passive)
Demon Knight has an aura that hurts players nearby. When the breakbar is up, this aura hurts significantly more and has greater range. Break the breakbar ASAP whenever it comes up to prevent Wrathful Aura from becoming an issue.
Wrath of Firmament(Meteors)
Death Knight fires a beam into the air, summoning meteors that target players. The later in the fight, the more meteors that get summoned.
DK firing a beam into the air. The targeted players get giant multilayered circular AoEs and orange firey borders indicating that they have the meteor. The targeted players should run far away from the main group, so the Wrath of Firmament meteors doesn't fall on them.
A targeted player with rings and firey borders. Shards of Wrath(Meteor Secondary)
Additional meteors follow the initial Wrath of Firmament meteor. They bombard the area around the initial impact in two large rings.
Additional meteors after the initial meteor. Tyrant's Contempt(Orbs)
Death Knight fires 6 orbs that create an aoe, then each explode into 6 more orbs. Each of the 6 orbs move outward, and then converge back to where they started. The orbs will pull anyone they touch to where they are converging. Demon Knight then combos CR on the orbs that were able to grab the most players. If you get caught by an orb, quickly warclaw out to avoid getting combod.
Demon Knight using Tyrant's Contempt. The two on the left are exploding into more orbs, while the three on the right are preparing to explode. Tyrant's Teeth
Demon Knight shoots out multiple lines across the ground, damaging anyone standing in the way. After a few seconds, they pulse again for more damage. The later in the fight, the more lines Demon Knight shoots out at once.
Demon Knight creating 6 Tyrant's Teeth in phase 4. Six Tyrant's Teeth pulsing a few seconds later. Callous Retribution
Demon Knight shoots a large red beam, downing anyone caught in it. DK aims for the largest group caught by the Tyrant's Contempt orbs.
Sweeping Judgment
Still trying to figure this out, it's after TT/CR and before TW.
Telluric Wrath(Rings)
Demon Knight creates 3 rings. The middle ring goes off first, then the inner and outer rings go off at the same time.
Dreadwing
Dreadwing is a fire breathing wyvern based kryptis.
Strategy
Dreadwing has several fire based attacks and physical attacks with their body. You can avoid most of their attacks by just sticking behind and to the left of them. When DW starts flapping their wings, CC quickly to break the breakbar and get some exposed DPS time.
Dreadwing's Skills
Phase 1
Branded Rain of Fire
Dreadwing flys up in the air and fires 5 fireballs in an arc. After finishing the fireball arc, Dreadwing slams down, dealing massive damage to anyone underneath. There are 2 versions, near arc and far arc.
Rain of Fire Cracks in Reality
Dreadwing rips a crack in reality. These have multiple patterns. I've seen hexagonal and diamond type patterns.
Tail Swipe
Dreadwing swipes their tail in an arc. Players hit are knocked back.
Charge
Dreadwing charges in a random direction, knocking away anyone in their way.
Breathe Fire
Dreadwing breathes a cone of flames in front of him.
Shearing Winds
Dreadwing flaps their wings, creating high winds that push players back. Dreadwings breakbar becomes available while using this, break it to stop it. See: Sorrow's Shearing Winds.
Phase 4
Fireball
Dreadwing shoots out a large fireball that bounces across the ground. It leaves behind a trail of fire.
A Fireball bouncing to the right.
Hell Sister
General of Eparch's Army
Hell Sister is a powerful humanoid Kryptis.
Strategy
Hell Sister has several hard hitting skills. She starts pushing people away in the third phase(50%->25%). She pushes and pulls people in the fourth phase(25%->0%). Bring a lot of blocks or shields to prevent getting one shot and stability so the Abyss Rifts don't push you 10 miles away.
Hell Sister's Skills
Hell Sister uses all of her skills from phase 1.
Kryptis Blast
Hell Sister fires a cone attack inbetween every other skill. This skill alone has the potential to down several people at once.
Abyss Rift
Hell Sister tears open 2 Abyss Rifts in the ground, going in opposite directions. After going a fixed distance, they split into 2 more rifts, 60 degrees to the left and right. They do this 4 times, creating a hexagonal pattern. These rifts hurt a lot and will push you even while youre down. You can dodge or use stability to get through the rifts.
Deadly Attraction
Hell Sister glares at anyone looking her direction. If you're caught, she hits hard, puts 5 stacks of confusion and taunts you. This can be negated by blocks. Shields and cleanses can also be used to counter this.
Ball of Torment
Hell Sister shoots out several balls targeted at players. Once the balls land, they bounce in a random direction? Need more on this, theyre very hard to see.
Riftwalk
Does 0 damage. Hell Sister teleports to a new location.
Sorrow
Controls Gravity | Summons Singularities
Sorrow is a wyvern based kryptis that has strong enough astral powers to control gravity. Stability and blocks help significantly in this fight.
Strategy
Sorrow's Passives
Cosmic Energy
A debuff applied by some of Sorrows skills. Low Gravity and Increased move speed. Does NOT negate fall damage.
Stormfall (lightning)
A bonus to Sorrows other skills, Stormfall activates on every skill used. Fissures of astral force that last for a few seconds. These do significant damage and should be avoided.
A screen full of Stormfalls. Sorrow's Brood
Each Gravity Bomb from Sorrow Barrage also summons a Sorrow's Brood. SB are based off Minor Electric Wyverns.
SB Skills:
Electric Breath
SB shoots out lightning breath and sweeps in an arc.
Dash
SB dashes in the direction of its targeted player.
Tail Swipe
self descriptive.
Wicked Bite
self descriptive.
Sorrow's Skills
Phase 1 (100% -> 75%)
Gravity Bomb
Gravity bomb creates a field of burning and will inflict Cosmic Energy. When used in Sorrow Barrage, spawns a Sorrow's Brood inside the GB.
A finished Sorrow Barrage, five Gravity Bombs with Sorrow's Brood. Near version. Sorrow Barrage
Sorrow flys up in the air and fires 5 gravity bombs in an arc. After finishing the Gravity Bomb arc Sorrow slams down, dealing massive damage to anyone underneath. There are 2 versions, near arc and far arc.
Tail Swipe
Sorrow swipes with their tail in an arc, knocking back anyone hit
Tail Slash
Follows Tail Swipe, but only sometimes. Sorrow jumps into the air and slashes down with their tail. Same affects as Tail Swipe.
Charge
Sorrow charges in a random direction, knocking away anyone in their way.
Shearing Winds (wing flapping)
Sorrow flaps their wings, creating high winds that knock back. Sorrow has a breakbar during this skill, break it!
Sorrow blowing everyone to the left side of the screen with Shearing Winds. 71654 (nameless in the logs)
Sorrow slams their right hand on the ground in front of them, creating a shockwave. Sorrow rarely uses this, typically only once or twice in the whole fight. Same effect as Gravity Well.
Gravity Well
Sorrow slams their left hand, then their right hand on the ground in front of them, knocking down anyone hit. Danger - This deals HIGH damage, don't stand directly infront of the boss. This creates a shockwave that knocks back. Leads into Gravity Field.
The shockwave from Gravity Well. Gravity Field (toilet)
Spins everyone counterclockwise around the center, pulling inward. Inflicts slow, confusion, and torment. Follows Gravity Well.
Sorrow has no additional skills past the first phase.
Umbriel, Halberd of House Aurkus
Frightful Gaze | Conjures Aspects
Umbriel is currently the toughest fight in convergences.
He wields 2 double sided axes, using his skills to entangle players and land massive blows with large stacks of
Strategy
Umbriel uses his Rending Storm axes to snare and weaken his foes with conditions to setup for big damage attacks. To combat this, bring plenty of condi cleanse and blocks to prevent being bogged down by conditions. When Umbriel uses Frightening Speed, get out of the numbered orange circles immediately. Remembering where the RS axes are will help to avoid them while running out of FS. If you have a Warclaw, it can be mounted and escape the oranges very quickly, even if you're snared.
Phasing
At the end of each phase Umbriel summons aspects. Each aspect applies a different condition.
Aspect Types:- Death
Poison - Exposure
Vulnerability - Fear
Weakness - Lethargy
Slow - Torment
Torment
Each phase Umbriel summons 2 of each aspect listed below.
- Phase 1(75%): Death & Exposure
- Phase 2(50%): Fear & Lethargy & Torment
- Phase 3(25%): Death & Exposure & Lethargy & Torment
- Phase 4(0%): Death & Exposure & Fear & Lethargy & Torment
After defeating all of the aspects, Umbriel's breakbar will open. CC him and the phase will end.
Umbriel's Skills
Umbriel's Autoattacks
Umbriel alternates between these two skills while his specials are on cooldown.
Bleeding Edge
Umbriel slashes in a cone, hitting anyone in front of him. Inflicts
Bleeding. Scouring Blade
Umbriel jumps towards his target and attacks in a cone with his axes.
Umbriel's Specials
Umbriel uses his special skills when they come off cooldown.
Phase 1 (100% -> 75%)
Rending Storm (Axes) CD: 20 seconds
Umbriel spawns several axes that move around. The axes will
pull inwards, immobilize, cripple, bleed, and expose you. Umbriel using Rending Storm, indicated by the arrows coming out of the group. Dissecting Dance(aoe on umbriel) CD: >10 seconds
Umbriel spins around, swinging his axes wildly. Inflicts
Bleeding. The timing of Dissecting Dance is very inconsistent, sometimes being over 40 seconds between each use. I believe it's a filler skill for when the other special skills are all on CD. Umbriel using Dissecting Dance with some Rending Storm axes nearby.
Phase 2 (75% -> 50%)
Frightening Speed (Numbered Oranges) CD: 40 seconds
Umbriel charges for a few seconds, then dashes from orange to orange in order. FS is unblockable and deals significant damage, you WILL go down if you stay inside. Get out of them or die. If you're snared by a RS axe, cleanse if you can or get on your warclaw and jump away.
Umbriel using Frightening Speed. In the bottom right, an RS axe is communicating that it's about to move.
Phase 3 (50% -> 25%)
Dread Visage (Large Eye) CD: 50 seconds
Umbriel charges a large eye over himself. When charging, you'll get a yellow border on all sides of your screen. After a few seconds it triggers, inflicting Vulnerability and several seconds of Fear to anyone looking in his general direction. Simply turn your character around and wait for it to go off.
Umbriel using Dread Visage.
Phase 4 (25% -> 0%)
Umbriel has no additional skills in the 4th phase.
Dread Visage is combined with Frightening Speed. While DV has it's normal 50 second timing, it now also happens when FS does.
The simplest method is to just run away and look away from all of the FS circles until DV goes off. DV usually goes off around the 3rd or 4th FS numbered orange.
Phase 4 - Umbriel using Freightening Speed in combination with Dread Visage. Some Rending Storm axes are nearby.