Real Madrid CF Pro Player Tournament on mogffxiv

Real Madrid CF Pro Player Tournament

Posted December 23rd at 10:00am.

It’s time to see a number of the world’s best footballers play some FIFA 16 for bragging rights and glory.

For our latest Pro Player Tournament, we traveled to Real Madrid’s training facility where Keylor Navas, Denis Cheryshev, Danilo and Casemiro challenged Nacho, Jesé, Dani Carvajal and Raphaël Varane in a winner-takes-all match of FIFA 16.

Which group came out on top? Watch the video below to see the action unfold.

Learn more about our partnership with Real Madrid CF

Click here to see our other Pro Player Tournament videos featuring some of the biggest clubs in Europe.

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mogffxiv | Paris Saint-Germain Pro Player Tournament

Paris Saint-Germain Pro Player Tournament

Posted March 15th at 9:00am.

It’s time to see a few more of the world’s best footballers play some FIFA 16 for bragging rights and glory.

This time, we visit Camp de Loges, the training facility for Paris Saint-Germain, where youngsters Layvin Kurzawa and Adrien Rabiot took on their veteran teammates Blaise Matuidi and Ángel Di María in a fierce match of FIFA 16.

So, who won this best-of-three series? Check out the video to see which pair was victorious.

Check out our other Pro Player Tournaments featuring some of the biggest clubs in Europe.

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FIFA 16 Pro Player Tournaments –

FIFA 16 Pro Player Tournaments

Posted March 17th at 6:00pm.

With FIFA 16 now available around the world, it’s time to see some of the world’s best footballers play the game for bragging rights and glory. 

Watch the available videos below and check back throughout the year as we add more.

Melbourne City FC

Paris Saint-Germain

Borussia Mönchengladbach

Chelsea FC

Liverpool FC

Athletic Club

Atlético de Madrid

Valencia CF

Real Madrid

Manchester City

FC Barcelona

Borussia Dortmund

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mogffxiv | FIFA 16 Ultimate Team™ – Team of the Week

FIFA 16 Ultimate Team™ – Team of the Week

Posted March 23rd at 7:00am.

Each week FIFA Ultimate Team assembles the best players from international and club competition around the world. This collection of players is available to challenge in FUT.

On Saturday, Cesc Fàbregas had two goals, one from a free-kick and the other from the penalty spot, as Chelsea FC drew with West Ham 2-2. As it stands, West Ham sits in fifth in the Barclays Premier League while Chelsea is tenth.

Gianluigi Buffon made history on Sunday, breaking the all-time Italian league clean sheet record. Unfortunately, he would later concede a goal from the Penalty spot but Juventus still won their derby match over Torino 1-4 to stay in first place in Serie A. Teammate Paul Pogba scored the game’s first goal, he later helped set-up two goals.

Starting XI

  • GK: Gianluigi Buffon – Juventus (Italy)
  • CB: Chris Smalling – Manchester United (England)
  • CB: Federico Fernández – Swansea City (England)
  • RWB: Fabinho – AS Monaco (France)
  • CDM: Cesc Fàbregas – Chelsea FC (England)
  • CM: Paul Pogba – Juventus (Italy)
  • RM: Sadio Mané – Southampton (England)
  • CAM: Hatem Ben Arfa – OGC Nice (France)
  • LW: Kevin Volland – 1899 Hoffenheim (Germany)
  • ST: Harry Kane – Tottenham Hotspur (England)
  • ST: Gonzalo Higuaín – Napoli (Italy)


  • GK: Bram Castro – Heracles Almelo (The Netherlands)
  • CB: Shane Duffy – Blackburn Rovers (England)
  • RM: Michael Ríos – Deportes Iquique (Chile)
  • LM: Julian Brandt – Bayer 04 Leverkusen (Germany)
  • ST: Deniz Yılmaz – Bursaspor (Turkey)
  • ST: Ramón Ábila – Huracán (Argentina)
  • LW: Hirving Lozano – Pachuca (Mexico)


  • GK: Keylor Navas – Real Madrid (Spain)
  • RB: Hugo Mallo – RC Celta de Vigo (Spain)
  • CAM: Alessandro Diamanti – Atalanta (Italy)
  • ST: Achille Emaná – Nástic de Tarragona (Spain)
  • ST: Teófilo Gutiérrez – Sporting CP (Portugal)

*Please note: starting line-up and/or player positioning may differ slightly in-game.

The Team of the Week is available to play against each and every week in FIFA Ultimate Team. TOTW items are available by chance when opening FIFA Ultimate Team Packs.

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GW2 Slothasor Salvation Pass Raid Guide –

A guide to Slothasor, the first boss of Salvation Pass raid. Special thanks to members of [zQ] for the kill.


  • 1 General Information
  • 2 Mechanics
    • 2.1 Imbued Mushrooms
    • 2.2 Tantrum
    • 2.3 Fixation and Volatile Poison
    • 2.4 Halitosis (Flame Breath)
    • 2.5 Slubling and Evolved Slubling
    • 2.6 Breakbar & Fear
    • 2.7 Shake/Wet Dog
  • 3 Other Guides

General Information

  • Health: 19 Million
  • Enrage Timer: 7 minutes
  • Group composition: A composition that is heavy on projectile defense/reflects with decent condition removal is recommended. The enrage timer is pretty lenient unless you have absolutely horrid DPS so some groups like to bring two healers and two chronomancers.
    • Druid healers can bring Search and Rescue (for rescuing downed players) and Protect Me (for group stun break). For more condition removal they can bring Brown Bear pet, Signet of Renewal, and Wilderness Survival traits. If you are running staff/staff you can use Quickdraw for the Sublime Conversion.
    • Chronomancers can trait in Inspiration and Domination for the distortion on signet usage and distortion share to allies to invul some of the abilities from Slothasor. Additionally they should be bringing Temporal Curtain from focus #4 and Feedback for the projectile reflects.
    • Reapers can trait in Transfusion in Blood Magic to AoE pull downed allies caught in poison. Plague Signet, Epidemic, and Corrosive Poison Cloud are also very useful utilities.
    • Guardians can bring Wall of Reflection/Shield of Avenger for the projectile reflects. Contemplation of Purity for stunbreak/condition removal or Save Yourselves/Purging Flames.
    • Warriors are standard PS warriors but they can bring Mace/Shield on swap for the breakbar and fear (blockable with shield #5).
    • Tempests can bring a Focus and use it for Swirling Winds in Air against projectiles and Gale Song/Eye of the Storm for stun breaks. If you have numerous Tempests you can rotate this.

Video (Healing Druid PoV)


Imbued Mushrooms

Imbued Mushroom is a mechanic that will transform the player using the mushroom into a slubling, which makes you friendly to the boss/slublings but hostile to other players. The transformation itself lasts for 45 seconds and there is a 3 minutes 20 second cooldown before you can use the transformation again.

There are 4 Mushroom spawn spots but only one spawn at a time with 50 seconds between spawns. The mushrooms spawn counterclockwise in the spots marked below. We typically use squad markers to mark their locations. You want to have 4 players assigned, one for each mushroom with a backup incase one of them dies or get Volatile Poison.

Mushoom Time (Rotation 1) Time (Rotation 2)
Mushroom 1 (Green Marker) 7:00 3:40
Mushroom 2 (Purple Marker) 6:10 2:50
Mushroom 3 (Red Marker) 5:20 2:00
Mushroom 4 (Blue Marker) 4:30 1:10

GW2 Slothasor Salvation Pass Raid Guide - mogffxiv.comGW2 Slothasor Salvation Pass Raid Guide - mogffxiv.comgw2-slothasor-guide-imbued-mushrooms-3

While in the slubling form, you want to clear the poison on the ground by walking next to a mushroom and use the #1 skill which has replaced your weapon skills bar. This will clear the poison for around the mushroom for 1 minute. The idea here is you want to clear a path to the next Imbued Mushroom. You have plenty of time to do this since the transformation lasts for 45 seconds. You don’t want to clear the mushrooms too quick so they respawn before the group has a chance to move there and you don’t want to do it too slow either. The poison ground damage players for 3k damage a tick so it can be very lethal fast. Once you have cleared the poison to the next mushroom, you can use #5 skill to exit the transformation and rejoin the fight.


Since the player slubling is hostile, it is very important that other raid members do not kill the slubling person as killing a slubling prematurely will wipe the raid instantly. This means watching your targets if you tab target and making sure the player slubling is out of range of pulls and attacks such as Epidemic from the necros. You cannot heal in the slubling form so any damage received can be dangerous.


Tantrum is a series of 3 consecutive attacks that drops orange circles under each player. Each attack drops a circle so the goal here is to stand still and dodge when you see 3 circles under you. If you move around early, you will drop the orange circles all over, making it hard for other players to dodge. There is about a 0.5s delay before the next circle appears so you just need to mentally time it and dodge once you think all the circles have being dropped. Ideally the group should stack together and dodge as one to minimize the amount of orange circles.


If you fail to dodge the orange circle, you will be knocked down for 5s and receive ~4k damage. If you happened to get knocked down in multiple orange circles, you will likely be instant downed or even die. If you any skill that block attacks or give you Aegis, they will work on blocking the damage/knockdown from the circles.

Fixation and Volatile Poison

Fixation and Volatile Poison are two mechanics that require everyone to pay attention and focus throughout the fight.

Fixation is a tanking mechanism where a random person will get a purple icon above their head (this is not really visible if you have the Commander tag). You will see a message appear in the screen (Player is currently fixated) and Slothasor will begin follow this fixated person. The fixated person basically act as a tank for the next 30 seconds and they will need to lead Slothasor to the next Imbued Mushroom.


Volatile Poison is an awareness mechanic where a random raid member will get a green skull above their head. This person need to go behind the Slothasor and drop the poison away from the raid. You will also hear a ping sound when you get the green skull if you have game sounds turned on. When you have the green skull icon, you also will have a debuff icon on your bar that will last for 8 seconds. Once this debuff expires, you will drop a red poison circle that will gradually expand and cover the ground with poison.

  • This debuff will appear on a random player once every 25 seconds starting at 6:35. Every second poison check will coincide with the spawn of an Imbued Mushroom. (6:35, 6:10, 5:45, 5:20, 4:55, 4:30, 4:05, 3:40, 3:15, 2:50, 2:25, 2:00, 1:35, 1:10, 0:45, 0:20)


Volatile Poison is one of the most problematic mechanics. If you get downed while having this debuff, you will drop the poison circle immediately and it can be really hard to revive you unless someone use a Search and Rescue or Transfusion (Warbanners don’t work too well here since it is just a massive heal that is rather ineffective with poison). Additionally, if you are on mushroom duty and use an Imbued Mushroom, you will also drop the poison circle on the mushroom spot. So you will want to call for a backup if you are doing the mushroom and got the Volatile Poison right before you are able to use your mushroom.

Sometimes you may get the Fixation while you are having Volatile Poison. You actually cannot get the Fixation while having the Volatile Poison debuff and it will quickly change to someone else for the fixation. This is something to keep in mind so you don’t panic and run to the front and drop the poison there.

Halitosis (Flame Breath)

Halitosis is a flame breath attack that Slothasor uses every 13 seconds. It is a frontal attack with a fairly long range so only those in front of him will be damaged by the attack. It is a quick succession of several attacks that will nearly down anyone caught in it. In addition, it will apply 8 stacks of burning if you caught the full duration, which eat away your remaining health unless it is removed quickly.

The attack is fairly easy to avoid as long you are paying attention. It has a very obvious tell where Slothasor will stand up and his body will glow white. You want to dodge as soon as you see Slothasor put his front paws on the ground again. You can either dodge into him or dodge away. Depending on how close you are, you might need to dodge twice. If you are behind or to the side of Slothasor you do not need to dodge.


Slubling and Evolved Slubling

Slublings start to spawn at 30 seconds into the fight (6:30) and every 30s after. At first only Slublings will spawn but as you get down to below 30% mark Evolved Slublings will also spawn. Slublings will use projectile attacks on the raid that also apply a host of random conditions such as poison, cripple, weakness, vulnerability, confusion etc. The goal here is to have the chronomancers use their Temporal Curtain to group up the slublings and pull them next to the boss if possible so the raid can AoE them down.

  • Reaper Epidemic works really well here in killing the Slublings by spreading the conditions from Slothasor on them. Just make sure you don’t do it when the player Slubling is around.

You will also need to reflect/block their projectiles. This is where various classes with projectile defense can shine

  • Mesmers can use feedback on grouped up Slublings.
  • Dragonhunters can use their Wall of Reflection on the group and Shield of Avenger on grouped up Slublings.
  • Druids can use Sublime Conversion if using staff or Whirling Defense if using Sword/Axe.
  • Tempests can bring Swirling Winds (Focus #4) on the group. If there are more than one Tempest you can rotate this ability to protect the group.
  • Reapers can use Corrosive Poison Cloud.
  • Revenants can bring Ventari tablet as their heal skill to block projectiles
  • Thieves can bring Smoke Screen and Dagger Storm

Evolved Slublings start spawning once Slothasor gets below 30%. These guys have more HP and some of their projectile attacks are unblockable. They will also convert boons on you to conditions. They add a lot of pressure to the fight so you want to kill Slothasor before too many of the Evolved Slublings spawn and ruin the day.


Breakbar & Fear

Breakbars occur every 20% but also at 10% (80, 60, 40, 20, 10). During the breakbar phase Slothasor will sit on the ground and stop moving. You will need to break his breakbar to move Slothasor move again. You will need to save your crowd control skills for this. Slow breakbar can risk poison to creep up, especially if someone gets the Volatile Poison and need to drop it behind the boss.

  • PSWarriors can swap to Mace & Shield to not only break the bar but also use the shield #5 to counter the fear after.
  • Druid Celestial Avatar #3 skill also act as a daze on enemies so you can heal allies and help breakbar at the same time. If you need additional breakbars you can bring pets such as Pink Moa for the Daze or Wolf for the Fear.
  • If you happen to have a scrapper, you can use Slick Shoes + superspeed on the toolbelt to quickly destroy the breakbar.


Fear occurs right after the breakbar. Slothasor will stand up and then land to roar. Fear will be applied with this roar. There are a couple things you can do to mitigate this fear.

  • Dodging at the right time (i.e. when Slothasor stands up)
  • Stun Break, group ones such as Protect Me, Eye of the Storm (or Gale Song), Plague Signet etc are really helpful to break your allies out.
  • Condition removal.
  • Distortion from chronomancers can block this fear
  • Aegis/Block can also block it.


Shake/Wet Dog

At 50% HP and every 45 seconds after Slothasor will perform an attack people call Shake/Wet Dog/Coconuts. Basically he will stand still and starts to shake his body. Coconut like projectiles comes out of him and if you get hit you will receive massive amount of conditions that will down you in no time.


To counter this you can do a couple of things

  • Double dodge away or single dodge into the center of Slothasor
  • Being far away from Slothasor as this attack has a range
  • Chronomancer timing Distortion and invul the attack
  • Dragonhunter using F3 and stand in front block the attack for the group.

If this fails you will need to remove the conditions quickly on players that failed

  • Druids can use Signet of Renewal to pull conditions from nearby allies to the pet or use Brown Bear pet’s F2 cleanse. They can also spam Seed of Life if timed right to cleanse the conditions.
  • Reapers can use Plague Signet to pull conditions off allies and quickly transfer them back Slothasor.
  • Guardians can trait for Absolute Resolution and use Virtue of Resolve/Wings of Resolve to remove conditions from allies or use Save Yourselves/ Contemplation of Purity.
  • Revenants can use Pain Absorption or Renewing Wave on staff 4 to remove conditions.

Other Guides

  • Disorganized Crime [MOB]’s Slothasor guide:

mogffxiv – GW2 Matthias Gabrel Salvation Pass Raid Guide

A guide to Matthias, the last boss of Salvation Pass raid. Special thanks to members of [zQ] for the kill and Rubik for the initial guide which much of this guide was based on.


  • 1 General Information
  • 2 Human Form Mechanics
    • 2.1 General Mechanics
    • 2.2 Ice Phase
    • 2.3 Fire Phase
    • 2.4 Rain Phase
  • 3 Abomination Form Mechanics
    • 3.1 General Mechanics
    • 3.2 Ice/Fire/Rain Phases
  • 4 Other Guides

General Information

  • Health: 25.9 Million
  • Enrage Timer: 10 minutes
  • Mastery Requirement: Forsaken Thicket Waters (this prevents you from getting stunned while dropping the Corruption on fountains and get downed by the damage)
  • Group composition: There isn’t any strict composition requirements for Matthias. The enrage is very lenient and the fight is all about not dying to mechanics. That being said, you will want to have some of the following for the fight
    • A minimum of two players with projectile reflects (just reflects, no projectile convert or projectile destruction). If you are bringing two chronomancers, they can easily do this with Feedback or you can have a Dragonhunter for backup. Chronomancers need to ensure they are not using focus for this fight as a reflect on the wrong ability can give Matthias a damage buff and wipe the raid. They also need the Temporal Enchanter trait under Inspiration for the extended Feedback duration which is needed for the abomination phase. Mental Defense trait would also help in summoning Illusionary Defenders that can help to reduce the damage from Matthias.
    • Two healers are helpful. You can run two druids or one druid and one tempest which give you burst and better sustained heals.
    • Reapers are also nice for this fight with Plague Signet, especially in the Rain phase as they can transfer all the poisons back to the boss.
    • Druid Search and Rescue and Reaper’s Tranfusion trait are still useful to pull players if they get downed while dropping the Red Poison Well in the fire phase.

Video (Druid PoV)

Matthias Mechanics Chart

Matthias Mechanics Chart made by Rubik, helps to reference mechanics once you read through them all.

mogffxiv - GW2 Matthias Gabrel Salvation Pass Raid Guide

Human Form Mechanics

General Mechanics

These mechanics are present in the entire human form (100-40%).

Shards of Rage

Matthias will jump up in air and land with a slam, spewing out a ring of red bloodstone shard projectiles that hits for 3.5k per projectile. You do not want to reflect this as each shard give a stacking 10% damage buff to whoever hit by it and if you reflect all of it back to Matthias, you will greatly enhance his damage and wipe the raid. If you have any blocks or skills that allow you to take zero damage such as Defiant Stance/Endure Pain/Signet of Stone/Infused light you can eat the attack and gain the damage buffs.

mogffxiv - GW2 Matthias Gabrel Salvation Pass Raid Guidegw2-matthias-guide-slam-attack-2

Usually you just want to dodge to avoid the attack. If you stand right next to Matthias you will take all the shards and down instantly.

Blood Shards/Bubble Shield

When Matthias put up his red-purplish looking dome shield, you want to have projectile reflects (and reflects only, no projectile destruction or conversion) right on him. This shield will give him 18 stacks of a particular buff (image05)that will make him immune to damage (he takes reduced damage with one stack but anything higher he will not take any damage). When this dome is up, Matthias will use a machine gun like attack called Blood Shards so you want to reflect this attack back onto Matthias as this will remove these stacks. If you use any projectile destruction/conversion you will simply destroy the projectile and the buff stacks will not be removed.



Corruption is a mechanic where a random player will receive a green skull above their head and an orange circle beneath their feet. When this happens, they will need to run to one of the four fountains around the room to cleanse it off themselves. It is advisable to use squad markers to mark each of the four fountains before the fight starts so players know which fountain to run to. Corruption deals 4k damage per tick to anyone inside the orange circle so you want to cleanse it off yourself ASAP. The circle do not disappear when you get downed so whoever is rezzing the downed person will also take Corruption damage.


Each fountain has a cooldown before they can be used again. A clean fountain will look clear while a tainted fountain on cooldown will appear reddish with black particle effects on top. If you do not have the Forsaken Thicket Waters mastery, you will be stunned for ~ 3 seconds when you use a fountain which is not ideal because you will be continuously taking the Corruption damage while stunned and have a high chance to go down.


Corruption occurs every 30s. The first one occurs at 9:55. So you can expect it occurs to occur every :55 and :25 seconds on the timer (i.e. 9:55, 9:25, 8:55, 8:25 etc). Fountains have a 90s cooldown before you can use them again so at any one time there should be 1-2 clean fountains around the room.

Matthias has an aggro mechanic where he will follow the furthest person from him so you can use someone like a Reaper to kite him closer to the next fountain so there is no confusion on which fountain should be used next and there is less distance for players with corruption to travel. We usually use the fountain in a clockwise fashion but you can do any order you like.


Starting at 9:45 and occurring every 45s, a random player will be picked for sacrifice. Their name will be displayed in red text and there will be an arrow pointed on top of their head. This person be crystallized in a red crystal and turn hostile. Their HP will be converted to a 100k HP scale (i.e. if you have full HP at time of sacrifice, you will have 100k HP. If you have 20% HP, you will have 20k HP) and they will gain a breakbar. Raid members must break that breakbar in under 10 seconds or the sacrificed player will die instantly (no downed stage, instant death). Usually the sacrificed player’s HP won’t be an issue if they are at full health as 100k is usually enough of a buffer but if they are low in HP when the sacrifice happens they can die from the damage from crowd control skills (no downed stage, instant death).

  • 9:45
  • 9:00
  • 8:15
  • 7:30
  • 6:45
  • 6:00 etc


Ice Phase

Ice Phase lasts from 100-80% HP. All of the General Mechanics listed above will be present in addition to some extra phase specific mechanics. In the Ice Phase it will snow in the fight arena with a white background in the exterior. In addition, Matthias will have a snowflake icon buff (image03)


Passive Mechanic

Ice Phase has a passive mechanic where players will continuously take damage from Snowstorm (about 2k damage every 3 seconds). This makes it hard for downed players to revive themselves since the damage will override their self-resurrect. Additionally, players will receive Chilled debuff every10 seconds which can make it hard for players with Corruption to get to their fountains if not cleansed.

Icy Patches

Icy Patches spawn randomly in the fight arena. They will knockdown any players that cross through them and apply the Chilled debuff. These patches can be targeted and removed by any burning effect such as Feel the Burn from Tempests which are great at clearing out these Icy Patches due to the low cooldown. Druids can also use Sun Spirit, which allow your party members to use their ranged attacks on the Icy Patches to remove them.


Oppressive Gaze/Hadoken

Oppressive Gaze a mechanic exclusive to the Ice Phase that usually occurs right after a Blood Shards/Bubble Shield. Matthias will spin his staff and spit out a massive purple-reddish orb like the Hadoken from Street Fighter. You will want to dodge this or get behind/to the sides of him as this attack will usually instantly down anyone unless they have Protection/Blocks/Invul.


The general strategy to avoid the Hadoken is to watch Matthias closely after the Bubble Shield and pay extra attention to where he is facing. You want to get behind him or to the sides. If that is not possible, dodge as soon as you see a fast moving orb coming towards you or you may even have to dodge earlier when he is in the middle of his spin.

Fire Phase

Fire Phase lasts from 80-60% HP. All of the General Mechanics listed above will be present in addition to some extra phase specific mechanics. In the Fire Phase the exterior of the fight arena will have an orange glow. In addition, Matthias will have a fire icon buff (image14)


Passive Mechanic

Fire Phase’s passive mechanic is 3 stacks of burning every 10 seconds. In addition, if you do not move, you will receive periodic damage, which is fairly minor.

Fiery Tornados

Two fiery tornadoes will spawn in the room and they will path randomly. If you get caught in the Fiery Tornado, you will take damage and be spun around, unable to do anything for a few seconds. Beware that the range the Fiery Tornados will suck you in is bigger than the orange circle they occupy so if you stand close to them you will still be sucked in.


By themselves the Fiery Tornado won’t be able to kill you if you are at full HP. However, if combined with another mechanic like the Poison fields in Fire Phase or Corruption, it can be very deadly.

Well of the Profane (Red Poison Well)

Every 10 seconds, a random party member will receive a Skull icon (image18) on their head and their special action key slot will lit up with a new icon (image19). They have 10 seconds to run to to a location and use their Special Action key to drop the Well of the Profane.  If they don’t act quick enough or if they get downed, the red poison well will get dropped at where ever they are.


It super important that you do not drop this Well of the Profane  in the middle of the room, especially in the same location as the sacrifice as this can be a raid wiper. You generally want to drop it at edge of the room away from the fountains. The red poison wells lasts a very long time.

Rain Phase

Rain Phase lasts from 60-40% HP. All of the General Mechanics listed above will be present in addition to some extra phase specific mechanics. In the Rain Phase the exterior of the fight arena will appear cloudy and it will rain inside the arena. In addition, Matthias will have a rain icon buff.


Passive Mechanic

In the rain phase, when you move, you will get a stacking debuff (image04). When this stacks reach 10 stacks, you will get a new debuff (image17) that will knock you down if you attempt to move while also resetting your stacks. The trick here is to simply stop moving when you reach 10 stacks and the new debuff will go away in a few seconds. If you use dodge/movement skills, you will not gain any stacks.


The other passive effect is 5 stacks of poison every 10 seconds. Since groups are not stacked tightly in this phase this can cause the poison stacks to accumulate if the condition removals don’t reach the far players. Because poison decrease your healing skill effectiveness by 33%, it is more problematic than the other passive effects.

Storm Cloud

In the rain phase a single storm cloud will rotate around middle of the room. If you are caught in it, you will take damage and it will increase your rain debuff stacks, making you getting knocked down faster.


Timed Bombs

Five random players will receive bombs under their feet and need to move out away from each other. They are much like the Timed Bombs on Sabetha. You can overlap the bomb circles as long one person isn’t inside two bomb circles. The bombs don’t explode until the red inner circle reaches the other circle so you have time to move out. Beware of the rain debuff as it can knock you down at inopportune times.


Abomination Form Mechanics

General Mechanics

These mechanics are present in the entire Abomination Form (40-0%). Matthias no longer wields his staff and won’t sacrifice anymore players.

Shards of Rage

Instead of jumping up and slamming down his staff, the Abomination Matthias will simply jump up in the air and throw down Bloodstone Shards. Each shard has a red circle where it will land so even those at range will need to dodge.


Bubble Shield

The same bubble shield mechanic exists in the Abomination form. Since Matthias much bigger in the abomination form, you will see him standing above the shield, with one leg up.



The same identical Corruption mechanic exists in Abomination form and has not changed at all from the human form.

Ghostly Spirit

Ghost spirits are unique to the Abomination form. The spirits spawn in blocks of 45s. The first spirit will spawn, take 15s to walk one end of the room to the other through the center of the room. The second spirit will spawn immediately after and take another 15s to walk across the room. Then you get 15s break where no spirits spawn. This repeats until the fight is over.

These Ghostly Spirits deal massive damage to anyone that is unfortunate enough to get caught inside their orange circle. If you let a spirit fully walk through you, you will get downed even if you are at full HP. No matter where they spawn, they will always walk through the center so if you pull Matthias off center your group can avoid most of the spirits.


Timed Bomb

Timed Bomb is no longer a Rain Phase only mechanic. It will occur in all the phases and affect all 10 players.



This Hadoken attack is also no longer exclusive to the Ice Phase. It has a different and faster animation where Matthias will simply step back, shift his body to the side and then shoot a fast moving orb.


Ice/Fire/Rain Phases

These phases largely remain the same with the exception that Hadoken/Timed Bombs are no longer exclusive to Ice/Rain phases. In addition, the phases are no longer % based but rather timed based. Matthias will go in the repeating pattern of Ice –> Fire –> Rain with each phase lasting 30s.

  • Four Fiery Tornadoes will spawn in Fire Phase instead of two.
  • Two Storm Clouds will spawn in the Rain phase instead of one.

Other Guides

  • Disorganized Crime [MOB]’s Matthias guide:

GW2 March 22 Game Update Patch Notes on mogffxiv

GW2 Patch Notes for the March 22 Game Update.


  • Salvation Pass
    • Berg, Narella, and Zane have found some new tricks and can now escape from the prisoner’s cage if they get stuck.


  • The Squad UI now displays the number of members currently in the squad.
  • Longbows and short bows wielded in preview are now held in the left hand. This is to be consistent with how your character will actually hold the bow in the world.

World vs. World

  • Guild Claiming—Cloaking Waters: Reduced stealth duration from 1.5 minutes to 1 minute. Also fixed a bug that allowed the fountains to be destroyed, preventing the fountains from providing stealth to allies.
  • Fixed a bug that caused keeps to mark nearby enemy players incorrectly.

New Items and Promotions

  • The total number of bank tabs allowed has been increased to 14. Two additional bank tabs can be purchased in the Bank UI or in the Upgrades category of the Gem Store for 600 gems each.
  • Added a new Ironclad Appearance Pack. This pack contains 1 Ironclad Outfit, 1 Ironclad Glider, 1 Immortal Weapon Choice, 1 Total Makeover Kit, and 5 Black Lion Chest Keys. This pack is available in the Style category of the Gem Store for 2,000 gems.
  • The Ironclad Glider is now available in the Upgrades category of the Gem Store for 500 gems.
  • The Ironclad Outfit is now available in the Style category of the Gem Store for 700 gems.
  • Bunny Ears have returned for a limited time in the Style category of the Gem Store for 200 gems.


  • Bundles of items in the Gem Store will no longer be affected by sales on the items inside them and will not consume the individual sale if purchased. Total purchase limits still apply.

Bug Fixes

  • To prevent players from being unable to start their personal story, the Royal Terrace Pass and Captain’s Airship Pass can no longer be used while in the first personal story instance.
  • The Butterfly Harvesting Flute now properly grants swiftness when used with an Item Booster.
  • Unauthorized visitors to the Havok’s Heir will now be forcibly removed. Please have your pass available for inspection.

mogffxiv | GW2 Ironclad Outfit and Glider Gallery

A gallery of the Ironclad Outfit and Glider added with March 22 Game Update.


  • 1 Ironclad Outfit – 700 gems
  • 2 Ironclad Glider – 500 gems

Ironclad Outfit – 700 gems

Dye Pattern

mogffxiv | GW2 Ironclad Outfit and Glider Gallerymogffxiv | GW2 Ironclad Outfit and Glider Gallerymogffxiv | GW2 Ironclad Outfit and Glider Gallerygw2-ironclad-outfit-human-male-dye-pattern-2










Charr (Both genders uses male version)


Asura (Both genders uses male version)


Ironclad Glider – 500 gems

GW2 Bandit Trio Salvation Pass Raid Guide –

A guide to defeating Berg, Zane, and Narella, aka the Bandit Trio, who act as the second encounter in Salvation Pass. Guide was created in collaboration with DUNSTAN.8529 from [MOB].


  • 1 General Information
  • 2 General Mechanics
    • 2.1 Positions
    • 2.2 Timer
    • 2.3 Pre-Fight Assignment
    • 2.4 Cage
    • 2.5 Bandit Snipers
    • 2.6 Environmental Weapons
    • 2.7 Bandit Saboteurs
    • 2.8 Bombardiers/Mortars
    • 2.9 Bandit Adds
  • 3 Boss Mechanics
    • 3.1 Berg
    • 3.2 Zane
    • 3.3 Narella
  • 4 Acknowledgments

General Information

  • HP: Berg: 6.9 mil, Zane: 5.9 mil. Narella: 4.9 mil.
  • Enrage Timer: 9 minutes
  • Group Composition: No strict composition requirements but we found it is helpful to have the following classes
    • Staff Tempest – They are able to stand on the platform behind Narella and basically nuke her down away from all the chaos
    • Reapers – Epidemic is great for clearing out adds when fighting Narella. Especially handy when you are doing the Environmentally Friendly achievement.

Video (Healing Druid PoV)

Video from Disorganized Crime showing the Bombardiers/Mortars

General Mechanics


The fight arena is inside a fort with 3 gateways. Most of the fight occurs inside the fort but players also need to go outside the fort to deal with certain mechanics. There are two ramparts, north and south along with two wooden bridges above. It is important to familiarize yourself with the various locations so you know where the bosses and the environmental weapons are for the fight.

GW2 Bandit Trio Salvation Pass Raid Guide -


This fight is based on a timer with certain events happening at fixed times. To see the timer, check the top right corner of your UI. The times below represent how much time is remaining before the encounter enrages/fails.

Time Event Location
6:50 Berg East Gate
6:25 Bandit Saboteur West Gate
5:23 1x Bandit Bombardier Outside Launch pad
4:50 Zane South Gate
4:23 1x Bandit Bombardier Outside Launch pad
3:52 Bandit Saboteur West Gate
3:21 Bandit Saboteur East Gate
3:21 3x Bandit Bombardier Outside Launch pad
2:50 Bandit Saboteur West Gate
2:47 Narella West Gate
2:20 2x Bandit Bombardier Top of fort (bridges)
2:20 Bandit Saboteur South Gate
1:50 Bandit Saboteur South Gate

Pre-Fight Assignment

  • You need one player assigned to do the Bombardiers/Mortars with a second player acting as backup for the third wave if necessary.
  • You need another player responsible for going after the saboteurs and breaking their breakbar.


There is a cage in the middle of the fight arena where the bandits are holding the prisoners. Your goal is to prevent this cage from being destroyed while fighting off waves of bandits and the three bosses. Pretty much every bandit will try to attack the cage if not aggroed on a player but you have to pay extra attention to the Bandit Saboteurs and the bosses’ attacks which can significantly damage the cage. Additionally, the sapper bombs you get from the Bandit Sappers can also damage the cage so do not throw them near it.

If the cage gets destroyed, the encounter fails so make sure you keep track of all the Saboteurs and position the bosses well so that their AoE attacks are never directed at the cage. This is more of an issue with Berg and Zane.


Bandit Snipers

Bandit Snipers spawn immediately when the fight encounter starts. They spawn on the North/South ramparts and also on the two bridges above. Raid groups are typically split here to deal with the various bandits. Bandit Snipers apply a stacking debuff on the players they target and respawn ~4 minutes after they are killed. They have a massive range and do not target the cage since players are always in range of them.

  • 2 players can deal with the snipers on the South rampart (basically right below the raid starting point)
  • 3 players can deal with the snipers on the two bridges
  • The other 5 can deal with the sappers at the bottom and then the snipers on the North rampart.


Environmental Weapons

The fight is designed around environmental weapons you can use to assist you in the fight against the three bandit bosses.

  • Berg is susceptible to Beehives
  • Zane is susceptible to Caged Wargs
  • Narella is susceptible to Oil Kegs


There are 8 Beehives located around the fort. Hitting them causes them to drop to the ground where they can be picked up. You only need a couple Beehives (4-5 at most) since Berg goes down fairly quickly and the effect does not stack in intensity. Collect the Beehives by dropping them near the Eastern gate in preparation for Berg’s spawn. Drop them by switching weapons.


Caged Wargs

There are 6 Caged Wargs near the South gate and 2 half way up the North rampart. Since Zane spawns at the South gate, you will find the 6 Wargs located near to the South gate to be more effective.


Oil Kegs

There are 5 Oil Kegs scattered around the fort. Unlike the Beehives, it is essential your team grab all 5 and drop them near the West gate near to where Narella will spawn.

  • One spawns at the corner of the South rampart
  • Two spawns on the North rampart
  • Two spawns in the big tree between the two wooden bridges up top.


Bandit Saboteurs

Bandit Saboteurs spawn at specific time intervals and must be dealt with as their bombs deal about 50% of the cage’s health. The first Saboteur spawns with 6:25 left on the clock. The second one doesn’t spawn until 3:52. After that, one spawn approximately every 30s.

Spawn Time Gate
1 6:25 W
2 3:52 W
3 3:21 E
4 2:50 W
5 2:20 S
6 1:50 S

To spot these Saboteurs, you must have the Nuhoch Stealth Detection Mastery as they are in stealth. They will head directly towards the cage, ignoring players. Once they get to the cage, they will gain a small breakbar and will start to plant a bomb next to it. All you need to do is to break their breakbars and they will stop planting the bomb and aggro onto players instead. In other words, you don’t need to waste DPS killing them before they arrive at the cage; just have one person responsible for breaking their breakbars and they will become “harmless”. Their breakbar is about 200 and you have 10s to break it.



Spawn Time Number Location
1 5:23 1 Outside launch pad
2 4:23 1 Outside launch pad
3 3:21 3 Outside launch pad
4 2:20 2 Top of the fort

Bombardiers spawn at fixed times accompanied by an announcement on the screen. You have ~15s after the announcement to get to the location where the Bombardiers will start setting up their Mortars. You do not need to kill the Bombardiers; just break their breakbars (about 200)! If you fail to break their bars in time, they will finish constructing the Mortars and you will need to destroy the turrets to prevent them from shelling the players inside the fort. The Mortars will continue to fire even after the Bombardiers leave them to join the fight inside.

The first three waves of Mortars are always right outside the fort, near the jump pad that you use to get to the top of the fort to start the fight. Only a single player with good CC skills is needed to do them but, for the third wave, two players might be needed to break all 3 breakbars. To get to the Bombardiers, simply use the jump pad next to the South rampart by grabbing a bomb from the crate nearby and launching yourself with it by throwing the bomb onto the pad with your Special Key.

  • Daredevils can break all 3 bars by themselves by using, 2x Headshot, 1x Impairing Daggers and 1x Impact Strike
  • Revenants can use Surge of the Mists for individual bombardiers and Jade Winds to hit all 3 at once on the 3rd spawn


The fourth wave spawns on the 3rd and 4th levels of the fort. One of the Bombardiers spawns at the exact location where you get thrown up to when you use the outside launch pad at the start of the fight. The other Bombardier is located on top of the small structure alongside the Western wall of the fort and can be glided to from the previous Bombardier’s location.


Bandit Adds

Starting at 7:08, bandit adds of various types will start streaming in through the gates. There are Bandit Clerics, Bandit Deathsayers, Bandit Brawlers, Bandit Asssassins, and Bandit Sappers. Bandit Sappers are quite helpful as they throw sapper bombs to you (like in the Sabetha fight) which you can throw back at the adds for massive damage (the sapper bombs don’t do as much damage to the bosses). Be careful not to throw the sapper bombs towards the cage as doing so will damage it and accelerate a raid wipe.

The adds won’t be too much of a hindrance until Narella spawns. You want to mop them up quickly between each boss spawn as too many of them roaming around can cause some serious damage to the raid/cage, especially when combined with Narella’s attacks.

Boss Mechanics


Berg is a hammer wielding bandit with a very large cone-shaped AoE. He is probably the easiest boss mechanically and has 6.9 mil HP. Berg arrives at 6:50 with a horn sound announcing his arrival at 6:55. You can either dodge his telegraphed hammer attack or break his breakbar to stop the attack. Either way, it is very easy to dodge as long as you are not knocked down by the adds. Keep Berg at the door and face him away from the cage to prevent his big AoE attack from reaching it.


Berg is susceptible to the Beehives so you will want to throw them at him to do extra damage. Beehives are a ground targeted AoE which you can aim and throw. Beehive damage does not stack, it simply refreshes the previous Beehive debuff’s duration so you don’t want to throw them all at once. Space out your throws and, for more damage, run next to Berg to throw the Beehives at him.


Zane is much like Kernan from the Sabetha fight. He spawns at 4:50 with a horn announcing his arrival at 4:55. He has an identical 3 hit shotgun attack which starts off narrow and increases in width. In addition, he will teleport to the furthest person within range. To prevent him from moving around too much, you will want to have everyone stack on him so he does not teleport randomly and get too close to the cage.


Zane has 5.9 mil HP and is susceptible to Tortured Wargs. Release the 6 Wargs closest to the South gate once Zane spawns and they will go after him or any adds with bleeding condition. You don’t want to release them too early as they only hang around for ~45s after being released.


Narella is the last bandit boss and has the least HP at 4.9 mil. She pops up with 2:47 left on the timer. Her main attacks are a flak shot similar to Sabetha that leaves fire on the ground and a flamethrower auto attack. In addition, she will also spawn fiery tornadoes that will suck nearby players in and spin them around. The tornado attack is fairly deadly as it can spin you into bad spots like the flak fire or AoEs from the adds.


Narella is very susceptible to the Oil Kegs. If you throw them at her, they will break and leak an oil slick AoE which can be ignited at her feet by using any burning skills. The ignited oil will deal massive damage so your party can focus more on avoiding the flak shots and fiery tornadoes and on staying alive versus the massive amount of adds that will now be attacking it. Much like the Beehives, you do not want to throw all of the Oil Kegs at her at once. Instead, you will want to space out the Oil Kegs to make sure that there is always an ignited oil slick AoE below her to keep the damage up. If done correctly, Narella should go down very quickly. It is useful to keep some players in melee range of Narella to ensure that she stays within the ignited oil.


A nice trick for killing Narella is to stack staff Tempests on the ledge above her so that they can rain down their AoEs without having to worry about the fight mechanics. Be aware that fiery tornados can spawn on you while you’re up there. Necromancers can also use Epidemic to quickly clean up the adds, making the fight much easier. Lastly, don’t forget the final round of Bombardiers which spawn shortly after Narella does and keep an eye out for the Saboteurs which spawn at 2:20 and 1:50 as failing to deal with these recurring mechanics can cause last second raid wipes.


  • Special thanks to DUNSTAN.8529 from Disorganized Crime [MOB] and rest of the [MOB] members for assistance with timings and information regarding Bombardiers/Mortars. Check out theirSalvation Pass raid guides here.
  • Special thanks to members of Zero Quality [zQ] for the kill and specifics regarding the various mechanics.

    Just some of my thoughts about blade and soul

    1. Dest bots are nearly impossible to lose to. This is shown by our inflated ratings, but obviously there are the underlying minority that still lose to them which puts bots all the way up to plat.
    2. Not counting mats, 1 upgrade is about equal to the amount of gold earned in 1 day. Bots actually help with upgrading because of how easily they destroy the costs of mats. Everyone can complain all they want, but it’s so true that bots reduced upgrades by maybe 1/3 of what it should be.
    End game is kind of lacking I agree. We’re short on meaningful content.

    3. GPU is not the deciding factor for performance in this game. You need a CPU with good single-threaded performance. Even then this game runs like crap with tons of people around so not much anyone can do here.

    4. You complain about lacking endgame then about content coming too fast. Pick one :
    Like I said before, bots are cutting down on the hours you need to grind, so this shouldn’t even be a complaint at this point.

    5. This is the internet.

    7. Linking PvE and PvP content together makes each side worthwhile to do. If one side has no meaningful rewards, no one will do it. But yeah, bots kill the fun in PvP.

    8. I like how almost no one even realizes what’s be done so far about bots. Bots will always be an ongoing issue for any MMO. If you followed the game from release, NCSoft did implement a few things over time.
    Faction chat is much cleaner than it used to be. There’s a list dedicated to spam bots and it’s easy to manage with a function to delete the entire list. There were also a few ban waves going through that wiped out a ton of bots. But obviously this isn’t enough. It’s like battling cancer, it’s tough. Maybe our player base likes buying gold?

    9. Again, we’re short on content. Not sure what else to say without repeating.

    Note: I’m not defending bots, they are a double-edged sword. People like to complain about how it destroys the economy yet at the same time talk about how hard it is to upgrade gear. Seriously just pick one, you can’t be on both sides of the spectrum. The only things they truly do at the same time is kill the fun in entry PvP and slightly annoy you in chat.