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This zone also contains deep, water filled tunnels spread around under the map called The Depths. These passageways can be accessed at various points throughout the map by means of large sinkholes. Certain areas of The Depths are shrouded in darkness, containing unavoidable fish that will quickly kill travellers unless they have interacted with an Exalted Beacon. From : the portal is east of the Waypoint, follow the road southeast. Players should make 4 separate squads/groups for each of the lanes. About 15 players per lane is ideal, to provide optimal health scaling for the boss. Those joining a lane or respawning after dying should start from the waypoint at their respective lane's base, and then use the nearby Nuhoch Wallow to quickly get to the action. In later phases of the meta event, using the 'Ley Line Confluence Waypoint' will be faster. Food, utility and booster buffs, especially to player damage, will be a great help in taking out each boss as quickly as possible.
At the start of this phase, the Chak Gerent is burrowed and invulnerable to damage. Moving too close will still cause it to attack, so it should be avoided during this phase. Each lane has its own unique method of drawing out the Gerent, with players interacting with the lane's environment in some way. Failure to complete this event will cause the entire meta event to fail. After reaching a base level required for success, subsequent interactions will help the players in the Attack Phase, either by weakening the Gerent or spawning NPCs to tank and deal additional damage. Additionally, during each attraction phase a wave of chak (of regular and Veteran levels) will spawn, ignoring players and rushing towards the cannon. Each lane will need a smaller sub-group of players to respond as defense, ready to drop what they are doing and kill off the wave. Area of effect damage and crowd control will help this immensely. If the lane successfully completes their attraction event, the Chak Gerent will unburrow and actively attack players for 3 minutes.
Each lane thus has a limited amount of times and tries to kill their Gerent, which requires each player to provide substantial damage. The Chak Gerent has numerous knockbacks with its melee and charging attacks, so well-timed Stability usage is very welcome. Purple-colored Pheromone Clouds will also form on the ground (commonly referred to as a 'donut' due to its shape) which deal heavy damage to anyone inside. Periodically the Gerent will stand still and use Cave In, slapping its tail on the ground and causing rocks to fall for heavy AoE damage and knockdown. During this time the Gerent's Defiance Bar unlocks; ideally, crowd control skills will be avoided for as long as possible to keep the Gerent stationary, and used near the end of the attack to trigger the stun and damage bonuses. Note that the SCAR lane's Gerent will be quickly interrupted out of this attack. If the Gerent is not yet dead after an attack phase ends, it will re-burrow and move further along the lane, closer to the cannon.
The previous section of the lane becomes poisoned, dealing damage over time to players and forcing them to move alongside the Gerent. The Attraction Phase then begins again. It may be wise for commanders of a lane to ask their team/squad to get moving just before the attack phase timer ends, so as to get players in position for the attraction phase events. This is especially crucial for the Nuhoch lane, where the Nodules are not easily accessible. Once a lane's Gerent is defeated, no more chak rushes will occur in that area. This makes it safe to send any victorious lanes' members to assist another group. Plains of Ashford (1-15) • Diessa Plateau (15-25) • Fields of Ruin (30-40) Blazeridge Steppes (40-50) • Iron Marches (50-60) • Fireheart Rise (60-70) Verdant Brink (80) • Auric Basin (80) • Tangled Depths (80)Dragon's Stand (80) • Bloodstone Fen (80) Queensdale (1-15) • Kessex Hills (15-25) • Gendarran Fields (25-35) Harathi Hinterlands (35-45) • Bloodtide Coast (45-55) • Lake Doric (80) Southsun Cove (80)