Welcome to my guide for the Guild Wars 2 raid boss, 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.
The 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.
Conjured Amalgamate sits behind a crescent-shaped platform divided into four even quadrants. It has the
Shielded effect during much of the fight and the goal is to destroy its arms so you can damage it directly.
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. 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, so
Dodge,
Block, or move to a different quadrant to avoid it.
If you choose to avoid it by standing in a different quadrant, you will still get hit with Tremor, the aftershock of the slam. It does less damage than
Pulverize and does not cause a
Knockdown.
The arm lays on the platform for 10 seconds during which time you can damage it before 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.
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.
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.
The greatswords can immediately be Pulled together using skills like or and cleaved down.
Thieves can also help
Pull future waves of greatswords because the stolen skill they get from the shields is
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, which hits twice, doing a small amount of damage each time, and inflicts the
Fractured effect. Each stack of
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, is a straight line AoE that does damage, shatters the defiance bars of shields, and gives the arm the
Fractured effect. For every stack of
Conjured Slash you had when you used it, the arm will gain a stack of
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 shields spawn with a defiance bar and the effect Conjured Barrier, which gives them a white bubble and a red AoE ring (
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
Chill and
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.
The shield special action skill, 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
Knocked Down by
Pulverize, and prohibits any greatswords or warriors (details below) from entering the field. You should generally save
Conjured Protection for an attack described later.
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.
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. This means a single warrior can reflect all your damage and give you
Chill and
Slow when not broken, as well as give you the
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.
To prevent warriors from spawning, make sure you’re 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 AoE will also bounce back any greatswords trying to come close.
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 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 at ~7:11 on the timer.
For Thunderclap,
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,
Block, or use
Invulnerability to avoid the damage.
After it uses Thunderclap, it will continue to slam its arm down as before. When you destroy one arm,
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.
The existing arm will not use Pulverize during this phase, so you don’t have to worry about damaging the arm or
Dodging the slam. Instead, you can now directly damage
Conjured Amalgamate.
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. The green orbs with white auras around them represent shields and running into one gives you a stack of
Conjured Protection.
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 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.
Alternatively, you can have one person collect the first five greatswords and use Conjured Slash on
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 until the bullet hell ends, just in case
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 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 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 using
Conjured Slash on a one-to-one basis, e.g. if
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 left, they can destroy
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, which increases the damage done by the purple orbs and
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 will start its
Junk Wall attack.
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 if they haven’t already. Healers and boon support should do what they can to stack
Might,
Fury,
Alacrity, and
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 absorbed greatsword orbs) and will instantly
Down you unless you are standing in
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, 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.
After the wall has completed its run, 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 to 50% health at any point during the
Junk Wall or burn, the intermediate phase will end and Phase 3 will begin. Otherwise, you’ll want
Conjured Amalgamate to be at 75–66% health at the end of the burn to avoid elongating later phases and being overwhelmed.
This phase is the same as Phase 1, with one difference. Since you chopped one of Conjured Amalgamate's arms off, it can no longer use
Thunderclap. Instead, it uses
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.
When you destroy the second arm, Conjured Amalgamate will lose 10% of its health and another intermediate phase will begin.
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's left arm (the one on the right) in Phase 3, you need to stack on the left side.
If your group has high DPS, anyone not collecting can stack in the center like before.
This time there will be two Junk Walls that sweep across the platform. As in Phase 2, the first
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 before the second
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 shouldn’t make it to the center/side before you phase. If it does, you’ll want two players to collect.
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 to 25% health at any point during the double
Junk Wall or burn, the intermediate phase will end and Phase 5 will begin. Otherwise, you’ll want
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 regains both of his arms and will use
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 use before the clap. A
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 and up to four other nearby players.
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. And if you haven’t killed the first arm after it slams down the third time,
Conjured Amalgamate will use
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 will lose 10% of its health and another intermediate phase will begin, but the other arm will still be active.
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, 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 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 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 within 8 minutes, it becomes
Enraged and does 200% more damage.
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Contact • Editorial Guidelines • Privacy Policy
© 2024 Phoenix Uprising.
All rights reserved.