Guild Wars 2 Conjured Amalgamate Guide

Anything you can do to get the upper hand!

Welcome to my guide for the Guild Wars 2 raid boss, Conjured Amalgamate icon Conjured Amalgamate (CA), the first encounter in Mythwright Gambit (Wing 6). This is a detailed guide on the mechanics of the fight including various strategies that cater to everyone from beginners to experienced raiders. If you’re brand new to raiding, I recommend reading my Path to Endgame guides first.

Know Before You Go

Conjured Amalgamate
Conjured Amalgamate icon
52,290,000
N/A
500
N/A
6+
8:00 min
Soft
No
None
◆◆◇◇◇

The Conjured Amalgamate icon Conjured Amalgamate is a straightforward fight with predictable phases. The boss is epic rank (like the last 10% phase at Deimos), but unlike other structures and world bosses, traps and marks will trigger on the hitboxes.

All of your DPS players should use power builds because the boss only takes damage during short burst phases that last 10–55 seconds and conditions fall off when the burst phases end.

Prerequisites

  • Any of the Path of Fire mounts and potentially their upgraded movement mastery to get to the platform OR
  • Gliding: Lean Techniques mastery icon Lean Techniques mastery. You can just make the platform if you lean forward while gliding.

Requirements

  • Light CC: You need to break the defiance bars of the Conjured Shield icon Conjured Shields to destroy them.

Recommendations

  • Pull effect icon Pulls: This is beneficial to group the Conjured Greatsword icon Conjured Greatswords and cleave them down quickly.
  • Revival action icon Revival: Players can easily go Downed icon Down by failing to stand in a safe location, or mismanaging a mechanic at the end of Phase 4.

General Mechanics

Conjured Amalgamate icon Conjured Amalgamate sits behind a crescent-shaped platform divided into four even quadrants. It has the Shielded effect icon Shielded effect during much of the fight and the goal is to destroy its arms so you can damage it directly.

Conjured Amalgamate icon Conjured Amalgamate has no standard aggro mechanic. Instead, it chooses whichever quarter of the platform most people are standing on. It starts by using an attack called Pulverize skill icon Pulverize. If the majority of people are standing on the right side, it slams with its left arm. If they’re standing on the left side, it slams with its right arm. The indicator turns that entire quarter of the platform orange. The slam does moderate damage and a 3.5-second Knockdown effect icon Knockdown, so Dodge action icon Dodge, Block action icon Block, or move to a different quadrant to avoid it.

Conjured Amalgamate's orange Pulverize AoE indicator covering a quarter of the platform

If you choose to avoid it by standing in a different quadrant, you will still get hit with Tremor skill icon Tremor, the aftershock of the slam. It does less damage than Pulverize skill icon Pulverize and does not cause a Knockdown effect icon Knockdown.

The arm lays on the platform for 10 seconds during which time you can damage it before Conjured Amalgamate icon Conjured Amalgamate raises it once again. If you haven’t phased and the arm isn’t doing another attack, it will slam it down again five seconds later.

Your squad can alternate and do damage to both arms in the first phase. Any damage done to the arm that isn’t destroyed in the first phase will carry over to the third phase.

Conjured Weapons

During the fight, two types of conjured weapons will spawn: greatswords and shields. One spawns when each slam occurs and more spawn as you DPS the arm and when it is raised. The pattern is always the same: first swords, then shields.

When each weapon ‘dies’, it falls to the ground and can be picked up by a player by running over it. A shrinking green AoE circle indicates the remaining time you have to pick it up before it disappears. The player then receives a special action skill depending on which weapon they picked up. You can collect up to 10 greatswords or shields as each one will give you another ‘stack’ of the skill. How many stacks you have is indicated by a blue numbered icon on your buff bar and a transparent sword or shield icon over your head that fills up and becomes opaque at 10 stacks.

Empty Greatsword Power overhead icon
Partly filled Greatsword Power overhead icon
Empty Conjured Protection overhead icon
Partly filled Conjured Protection overhead icon

Be aware that you can’t choose how many stacks of the skill you use at a time. If you have six stacks when you use the skill, it will consume all of them and the skill will disappear. You also can’t collect both greatswords and shields at the same time — you must use the skill before you can pick up a different type of weapon.

The special action skills last 30 seconds, so keep an eye on the blue icon on your buff bar. Mousing over it shows you the remaining time and, like all buffs, if it starts flashing, it’s about to run out. The timer refreshes if you pick up another greatsword or shield.

Conjured Greatsword icon

Conjured Greatswords

A Conjured Greatsword

The greatswords can immediately be Pull effect icon Pulled together using skills like or and cleaved down. Thief icon Thieves can also help Pull effect icon Pull future waves of greatswords because the stolen skill they get from the shields is Throw Magnetic Bomb skill icon Throw Magnetic Bomb.

Greatswords can aggro on players and will follow them, indicated by a thin blue tether connecting the greatsword to the player. They attack all players around them with Sword Spin skill icon Sword Spin, which hits twice, doing a small amount of damage each time, and inflicts the Fractured effect icon Fractured effect. Each stack of Fractured effect icon Fractured increases incoming damage by 50%. Since it only lasts two seconds, it isn’t concerning unless you’re being attacked by multiple greatswords at one time.

The greatsword special action skill, Conjured Slash skill icon Conjured Slash, is a straight line AoE that does damage, shatters the defiance bars of shields, and gives the arm the Fractured effect icon Fractured effect. For every stack of Conjured Slash skill icon Conjured Slash you had when you used it, the arm will gain a stack of Fractured effect icon Fractured. This is why it’s important to use greatswords immediately after a slam attack and aim them through the arm toward any shields. This way, they will hit the arm, giving it the debuff, and also hit the shields, breaking their defiance bars.

The green Conjured Slash reticle
The white Conjured Slash AoE field
Conjured Shield icon

Conjured Shields

The shields spawn with a defiance bar and the effect Conjured Barrier effect icon Conjured Barrier, which gives them a white bubble and a red AoE ring (Frigid Aura skill icon Frigid Aura) on the ground around them. The bubble reflects all the direct damage (but not conditions) you do to the shield back onto you. Standing in the ring does light damage and inflicts Chilled condition icon Chill and Slow condition icon Slow. You can also tell you’re standing in the ring because a thick blue tether will connect you to the shield.

When you break their defiance bar, both the bubble and red ring will disappear, allowing you to safely kill it. You don’t need a lot of crowd control (CC) to break them, so any hard or soft CC, especially AoEs, works well. Their defiance bars do regenerate after about 15 seconds, at which point you will have to break them again.

A Conjured Shield with Frigid Aura

The shield special action skill, Conjured Protection skill icon Conjured Protection, creates a light pink AoE circle on the platform wherever you’re standing. Standing in it reduces the damage players take by 10% per stack, prevents you from being Knockdown effect icon Knocked Down by Pulverize skill icon Pulverize, and prohibits any greatswords or warriors (details below) from entering the field. You should generally save Conjured Protection skill icon Conjured Protection for an attack described later.

The pink Conjured Protection AoE
Warrior icon

Conjured Warriors

The shields do not move, but if a greatsword comes near a shield, it will hop onto it and they will start to merge, indicated by flashing white lines emanating from the shield. The only way to prevent them from merging at this point is to kill the shield, otherwise, a Conjured Warrior will spawn five seconds later. Note that greatswords can also merge with ‘dead’ shields lying on the ground that haven’t been picked up yet. Fallen greatswords, though they can no longer move freely, will jump to a shield if it happens to be tossed out nearby.

A Conjured Shield glowing white, indicating a Conjured Warrior is forming

The warriors look like a greatsword and shield next to one another, but they are deadly. They will always regain the shield’s defiance bar as soon as they spawn, even if you broke it a few seconds earlier. They also use Sword Spin skill icon Sword Spin. This means a single warrior can reflect all your damage and give you Chilled condition icon Chill and Slow condition icon Slow when not broken, as well as give you the Fractured effect icon Fractured effect and do a lot of damage. If a warrior spawns, it becomes everyone’s top priority to kill it before it wrecks your squad.

A Conjured Warrior

To prevent warriors from spawning, make sure you’re Pull effect icon Pulling and destroying conjured weapons as they spawn and picking them up as soon as they drop. Enclosing any active shields in the Conjured Protection skill icon Conjured Protection AoE will also bounce back any greatswords trying to come close.

Phase 1: First Arm

Your squad can use a mount to leap or fly over to the platform. The fight begins when one person enters the arc of overlapping solid gold circles on the inside of the platform. Stepping in the small areas between the circles where they do not intersect also triggers the fight, so be careful where you land.

The Conjured Amalgamate icon Conjured Amalgamate will slam its arm down three times and spawn the conjured weapons as described above. After it picks its arm up for the third time, it will use Thunderclap skill icon Thunderclap at ~7:11 on the timer.

For Thunderclap skill icon Thunderclap, Conjured Amalgamate icon Conjured Amalgamate will pull back, a whirring sound effect will begin, and then it will lift both its arms and clap, doing your full health in damage. This is where saving those shields comes in. Putting down even one stack of a shield can save everyone, though you will all be left at low health. Ideally, you want a few stacks or for a few different people to overlap their shield AoEs. You cannot Dodge action icon Dodge, Block action icon Block, or use Invulnerability effect icon Invulnerability to avoid the damage.

After it uses Thunderclap skill icon Thunderclap, it will continue to slam its arm down as before. When you destroy one arm, Conjured Amalgamate icon Conjured Amalgamate will lose 10% of its health and an intermediate phase will begin. Note that any damage you did to the other arm will remain for Phase 3, the second arm phase. 

Phase 2: Intermediate

The existing arm will not use Pulverize skill icon Pulverize during this phase, so you don’t have to worry about damaging the arm or Dodge action icon Dodging the slam. Instead, you can now directly damage Conjured Amalgamate icon Conjured Amalgamate.

Bullet Hell

The first part of the intermediate phases is a bullet hell, in which orbs will constantly come in from the outside of the platform. Most of the orbs will be purple — these do damage if they hit you, so avoid them. The green orbs with white slashes through them represent greatswords and running into one gives you a stack of Conjured Slash skill icon Conjured Slash. The green orbs with white auras around them represent shields and running into one gives you a stack of Conjured Protection skill icon Conjured Protection.

A bullet hell phase with labels for a shield orb, sword orb, and damaging orb

There are 15 greatsword and shield orbs each. Since each player can only hold 10 stacks of a skill, you might assign two players to collect greatswords and two players to collect shields. One player should be more toward the outside of the platform, aiming to collect the first 10 orbs. The second should be on the inside toward the Conjured Amalgamate icon Conjured Amalgamate and collect any orbs the primary player misses and take over when the first player has full stacks. The remaining six players should stack in the center of the platform and begin damaging Conjured Amalgamate icon Conjured Amalgamate.

Alternatively, you can have one person collect the first five greatswords and use Conjured Slash skill icon Conjured Slash on Conjured Amalgamate icon Conjured Amalgamate while someone else is collecting the next five or ten. The first player might collect the last five, or rejoin the stack. This can help front-load damage during the burn and shorten the phase. Less experienced groups should wait to use Conjured Slash skill icon Conjured Slash until the bullet hell ends, just in case Conjured Amalgamate icon Conjured Amalgamate is able to absorb any shields.

One person can collect all of the shields if they’re comfortable with it. Since 10 stacks give you 100% damage reduction, the extra five are unnecessary. If you’re concerned your greatsword player(s) will miss some though, the extra shields will come in handy since Conjured Amalgamate icon Conjured Amalgamate will do more damage.

The greatswords start from the left side of the platform (where its right arm is). The shields are the opposite, starting from the right side (where its left arm is). They are staggered so players can run in an arc from one side of the platform to the other to collect.

If you allow the boss to acquire a shield orb, it will gain a stack of Conjured Barrier effect icon Conjured Barrier and a massive dome around it. The effect will destroy your DPS players attacking the boss, so be careful, particularly if you only have one player collecting. Each shield orb it absorbs reinforces the barrier and gives it another stack.

You can remove Conjured Barrier effect icon Conjured Barrier using Conjured Slash skill icon Conjured Slash on a one-to-one basis, e.g. if Conjured Amalgamate icon Conjured Amalgamate has two stacks of the barrier, you need to have two stacks of the greatsword skill to destroy the dome. If the players in the center have any stacks of Conjured Slash skill icon Conjured Slash left, they can destroy Conjured Barrier effect icon Conjured Barrier, allowing the collectors to focus on their task.

If you allow the boss to acquire a greatsword orb, it will gain a stack of Augmented Power effect icon Augmented Power, which increases the damage done by the purple orbs and Junk Wall skill icon Junk Wall, described below. Unlike the shield buff and dome, you cannot remove these stacks but they will fall off after 30 seconds, as the buff does on players.

The bullet hell part of this phase ends after 20 seconds, at which point Conjured Amalgamate icon Conjured Amalgamate will start its Junk Wall skill icon Junk Wall attack.

Junk Wall 

When the bullet hell phase ends, the collectors should join the rest of the squad stacked in the middle of the platform. If the dome is up, destroy it, and have your first greatsword collector use Conjured Slash skill icon Conjured Slash if they haven’t already. Healers and boon support should do what they can to stack Might boon icon Might, Fury boon icon Fury, Alacrity boon icon Alacrity, and Quickness boon icon Quickness now.

During this part, a massive wall of junk will spawn on the same side of the platform as the first arm you killed and move to the opposite side in a windshield-wiper motion. The wall does massive damage (more if Conjured Amalgamate icon Conjured Amalgamate absorbed greatsword orbs) and will instantly Downed icon Down you unless you are standing in Conjured Protection skill icon Conjured Protection.

The people who collected shields should hold them until the wall is almost on the group and then deploy them because the wall leaves behind Ruptured Ground skill icon Ruptured Ground, a multicolored oil slick AoE that continues pulsing damage. This AoE eventually turns green and then fades altogether. Healers should be able to out-heal this damage if the shields disappear unless the boss has several greatsword stacks.

A Junk Wall sweeping across the platform while a squad is inside Conjured Protection AoEs

Burn

After the wall has completed its run, Conjured Amalgamate icon Conjured Amalgamate slumps over and you have a short 20-second burn phase. The second greatsword collector should use their skill now if they haven’t already.

If you damage Conjured Amalgamate icon Conjured Amalgamate to 50% health at any point during the Junk Wall skill icon Junk Wall or burn, the intermediate phase will end and Phase 3 will begin. Otherwise, you’ll want Conjured Amalgamate icon Conjured Amalgamate to be at 75–66% health at the end of the burn to avoid elongating later phases and being overwhelmed.

Phase 3: Second Arm

This phase is the same as Phase 1, with one difference. Since you chopped one of Conjured Amalgamate icon Conjured Amalgamate's arms off, it can no longer use Thunderclap skill icon Thunderclap. Instead, it uses Junk Fall skill icon Junk Fall. It will make the same whirring noise as before and sweep its arm along the platform, causing a hail of junk to rain down upon the squad. These are indicated by orange AoE circles of varying sizes. Players who collect shields should still save and deploy them for this attack since the falling items do a lot of damage and cause you to drop any greatswords or shields you’re holding.

Junk Fall AoEs of various sizes

When you destroy the second arm, Conjured Amalgamate icon Conjured Amalgamate will lose 10% of its health and another intermediate phase will begin.

Phase 4: Intermediate

Bullet Hell

The bullet hell phase works the same as above. If your group is low on DPS, anyone not collecting should stack in the far, inner corner of the platform on the opposite side of the second arm that you killed. For instance, if you killed Conjured Amalgamate icon Conjured Amalgamate's left arm (the one on the right) in Phase 3, you need to stack on the left side.

Conjured Amalgamate's platform with squad markers on stacking locations for Phase 3

If your group has high DPS, anyone not collecting can stack in the center like before.

Double Junk Wall

This time there will be two Junk Wall skill icon Junk Walls that sweep across the platform. As in Phase 2, the first Junk Wall skill icon Junk Wall comes from the same side as the arm you killed. Immediately after the first wall runs its course, another wall forms on the same side you’re stacked on and sweeps in the opposite direction.

This is why you might need to stack on the opposite side, so your shield AoEs can protect you from the first wall and the second right after. Because of this, it is even more important that shield players hold the skill until the last second. The pink circles will still run out before the pulsing AoE fades, so healers should do their best to keep people topped up.

If your squad has high DPS, you can stack in the middle for this like you did in Phase 2 because you will likely phase Conjured Amalgamate icon Conjured Amalgamate before the second Junk Wall skill icon Junk Wall reaches you. If you’re unsure if you can make the DPS check, I recommend testing it by stacking as described above and watching to see if the second wall hits the center line before you phase.

You can still have someone collect shields solo this time as long as you have high DPS. They’ll need to save their shields for after the burn phase, so the first Junk Wall skill icon Junk Wall shouldn’t make it to the center/side before you phase. If it does, you’ll want two players to collect.

Burn

Conjured Amalgamate icon Conjured Amalgamate has a huge hitbox, so you can stay stacked in the corner for the burn phase. This eliminates time otherwise wasted running back to the center and allows you to get your maximum DPS in.

If you damage Conjured Amalgamate icon Conjured Amalgamate to 25% health at any point during the double Junk Wall skill icon Junk Wall or burn, the intermediate phase will end and Phase 5 will begin. Otherwise, you’ll want Conjured Amalgamate icon Conjured Amalgamate to be at 42–33% health at the end of the burn to avoid elongating later phases and being overwhelmed.

After the burn is over, Conjured Amalgamate icon Conjured Amalgamate regains both of his arms and will use Thunderclap skill icon Thunderclap almost immediately. You can deal with this by having the person who collected the last shield during the bullet hell save their skill (not drop it during the walls) and use it now.

Alternatively, you can have a Tempest icon Tempest use before the clap. A Druid icon Druid can also use their right before the clap. Since there is a short delay before the skill activates, the spirit will resurrect the Druid icon Druid and up to four other nearby players.

Phase 5: Both Arms

During this phase, both arms respawn with 50% health and they are active at the same time. Stay together and choose one arm to focus on, usually the first arm that slams down. When your chosen arm rises, focus on the conjured weapons instead. Since there are two arms, there will be double the weapons spawning, increasing your chances of a warrior forming.

Even when you’re DPSing the first arm, the second can still use Junk Fall skill icon Junk Fall. And if you haven’t killed the first arm after it slams down the third time, Conjured Amalgamate icon Conjured Amalgamate will use Thunderclap skill icon Thunderclap after it raises that arm. Make sure you stack up tight and are prepared with a shield if this happens.

When you destroy the first arm, Conjured Amalgamate icon Conjured Amalgamate will lose 10% of its health and another intermediate phase will begin, but the other arm will still be active.

Phase 6: Intermediate

Things will be getting a bit chaotic at this point, but make sure your collectors run to their respective sides and retrieve the greatsword and shield orbs. The rest of your party should stack in the center again and start damaging Conjured Amalgamate icon Conjured Amalgamate, using cleave and AoEs to continue damaging the other arm as well.

If you have several weapons still up, possibly a warrior or two, have one person use Conjured Protection skill icon Conjured Protection and when it runs out, have someone else do it; in other words, chain the shield AoEs so there’s always one down. The fight becomes a race to the finish at this point, so preventing any weapons from getting near you will allow you to DPS unencumbered.

If Conjured Amalgamate icon Conjured Amalgamate isn’t dead at the end of this burn phase, you will have to kill the other arm again as well. If you take too long, the first arm you destroyed will regenerate and you will have two to deal with at the same time again.

If you don’t kill Conjured Amalgamate icon Conjured Amalgamate within 8 minutes, it becomes Enraged overhead icon Enraged and does 200% more damage.

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All rights reserved.