As of the 28th of May, 2019, Arena Net did the unthinkable! The ACTUALLY improved Serpents' Ire!!! Below are the changes they made to meta. You can also click this link to check out the full updates!
Serpents' Ire is the meta event that takes place in an area known as, "The Brand", within the Path of Fire map, "The Domain of Vabbi".
It contains three (3) different phases each lasting 20-30 minutes and requires a full, or close to full, map to complete as of Sunday, January 28, 2018.
The event is on a ninety (90) minute restart time that begins one (1) hour after server restart. Server restart is at Zero (0) Hour UTC (00:00/01:00 UTC | 7pm/8pm EST/EDT | 6pm/7pm CST/CDT | 4pm/5pm PST/PDT) thus, the start times for the event are as follows.
UTC: 1am, 2:30am, 4am, 5:30am, 7am, 8:30am, 10am, 11:30am, 1pm, 2:30pm, 4pm, 5:30pm, 7pm, 8:30pm, 10pm, and 11:30pm.
UTC: 2am, 3:30am, 5am, 6:30am, 8am, 9:30am, 11am, 12:30am, 2pm, 3:30pm, 5pm, 6:30pm, 8pm, 9:30pm, 11pm, and 12:30pm.
EST: 8pm, 9:30pm, 11pm, 12:30am, 2am, 3:30am, 5am, 6:30am, 8am, 9:30am, 11am, 12:30pm, 2pm, 3:30pm, 5pm, and 6:30pm.
EDT: 9pm, 10:30pm, 12pm, 1:30am, 3am, 4:30am, 6am, 7:30am, 9am, 10:30am, 12am, 1:30pm, 3pm, 4:30pm, 6pm, and 7:30pm.
CST: 7pm, 8:30pm, 10pm, 11:30pm, 1am, 2:30am, 4am, 5:30am, 7am, 8:30am, 10am, 11:30am, 1pm, 2:30pm, 4pm, and 5:30pm.
CDT: 8pm, 9:30pm, 11pm, 12:30pm, 2am, 3:30am, 5am, 6:30am, 8pm, 9:30am, 11am, 12:30am, 2pm, 3:30pm, 5pm, and 6:30pm.
PST: 5pm, 6:30pm, 8pm, 9:30pm, 11pm, 12:30am, 2am, 3:30am, 5am, 6:30am, 8am, 9:30am, 11am, 12:30pm, 2pm, and 3:30pm.
PDT: 6pm, 7:30pm, 9pm, 10:30pm, 12pm, 1:30am, 3am, 4:30am, 6am, 7:30am, 9am, 10:30am, 12am, 1:30pm, 3pm, and 4:30pm.
It is wise for the commander(s) to start getting a map set up for the event thirty (30) minutes early. By this I mean: going from map to map, advertising for your squad; placing the markers, setting up the groups for phase 2, explaining the meta to everyone, and getting a taxi set up for the map.
With all of that said, here is what you should expect when attempting this event.
When in a squad, the leader of the squad has access to eight (8) different icons with which they can use to mark the map: Arrow, Circle, Heart, Square, Star, Swirl, Triangle, and X.
You do this by using the specific key binds provided by the game. Go to the location you wish to mark and simply use your key bind to place the marker.
If you wish to mark an object, there are key binds for that as well! First, select the object to target it then use your key bind specifically for marking objects and the object will be marked with the desired icon.
You'll want to use five (5) of those markers for phase two (2) so your groups know where to go and the remaining three (3) for the general locations in which the zealots in phase one (1) spawn.
The general locations for the zealots are as follows:
Dehwan Expanse, Dzasha Uplands, Zagonur Cliffs, Kodash Bazaar, and Resplendent Trace.
Since these are general locations and not exact, be aware that the zealots can spawn all the way to the north of the map, near the mastery insight, and all the way to the south of the map in Resplendent Trace.
Note: I have yet to see a zealot spawn directly in the Grand Court of Sebelkeh or Yahnur Plateau, but don't rule them out.
However, there is some certainty to the spawning of the zealots. When the zealots do spawn, they always spawn near a Djinn safe zone. So be on the look out for said safe zones and you should find the zealots with ease.
I use the following markers to mark the general spawn locations in P1:
I then use the following markers for P2:
NOTE: Use your Skimmer mount to move around in The Brand as the Skimmer floats over the ground and actually prevents you from being hit by the lightning.
To start this event off, you'll literally be hunting down and killing five (5) branded, forgotten zealots.
On the right of your screen, you'll see an empty bar and a counter that reads zero of five (0/5).
In order to find all five (5) zealots, you first have to flush them out of hiding. To do this, you need kill veteran branded within The Brand.
When a zealot spawns, a notification will appear on your screen for a brief time, so pay attention and start hunting the moment you see this notification.
NOTE: It is wise to continue killing vets even when a zealot has spawned as not to run out of time and fail the event.
When you spot a zealot, hit it! Yes. Hit it; Smack it in the face! When the zealot becomes damaged, its location will be revealed on the world map to all players in the Domain of Vabbi.
This makes it a lot easier, for the rest of those participating in the hunt, to find them.
Once all five zealots are dead, phase two (2) will begin after a short two (2) to three (3) minute respite.
This is hardest phase in the event as it relies more heavily on CC (Crowd Control) then damage.
When this phase begins, the five (5) zealots you thought you killed earlier will respawn. Remember the five (5) markers from earlier? These are where the zealots will respawn for this phase.
When they respawn, they'll immediately begin channeling a giant bomb that spawns in the middle of the GCoS as indicated by a constantly depleting bar on the right side of your screen.
To prevent the bomb from going off and killing everyone, you must kill all five zealots once more. However, it's not so simple this time.
Each zealot will spawn with a very hefty defiance bar that you MUST break in order to deal any damage to them what-so-ever, thus EVERYONE participating in the event MUST bring CC. No exceptions.
NOTE: See below for a detailed breakdown of the CC abilities each profession Should bring.
Immediately upon completing phase two (2), Ysshi Hessani, another branded, forgotten zealot..., and Pek Rakt Grag (Greg as I like to call him) will spawn where the Circle marker is (but in the water), in the northern part of the GCoS.
Like the other five (5) zealots, Ysshi will also have a defiance bar however it isn't imperitive that you break his bar as he takes full damage even with it up, it just makes the fight easier as he's not hitting you in the face as you're trying to kill him for however long, so break it as often as possible.
Ysshi will switch between ranged immunity and melee immunity throughout the fight, making damaging him difficult, but not impossible.
Ysshi will also revive Greg if he dies. Ironically, Ysshi's usually the reason why Greg dies as Ysshi will also siphon 50% of Greg's health from him to heal for 25% health.
Therefore, the strategy here is to stack on Ysshi so that Greg stacks on the zerg much in the same way that you stack on the Jade Bow in Bloodstone Fen to get the Jade Armor to stack on the zerg, so you can cleave them down.
Ignore Greg completely until Ysshi dies as, like I said before, Ysshi will just revive Greg if he dies.
When Ysshi gets to 25% health, he will phase and start summoning Branded Sparks on the southern side of the GCoS.
During this time, Ysshi will become invulnerable and start channeling an explosion to hit the group with. To reduce the amount of damage this explosion does, KILL THE SPARKS.
Each spark that reaches Ysshi will empower this attack by 2%, so the more sparks that reach him, the harder this explosion will hit, eventually one-shotting everyone, wiping the group.
NOTE: It is possible to mount up to avoid the damage of the aforementioned explosion. Also, you don't fail the event if you wipe, only if you fail to defeat Ysshi/Greg before time runs out.
After the Sparks phase ends, head back to Ysshi and continue damaging him until he dies.
I don't know how often Ysshi actually does the sparks phase, but he does it very often; what seems to be every 2% hp lost to every 5% hp lost, so be prepared to kill a lot of sparks.
Once Ysshi dies, you FINALLY can focus on Greg.
Yes... Greg is a massive, purple hydra...
Greg enjoys: taking long walks on the beach, singing in the brandstorm, cozy nights by the fire, and...
Isn't he lovely? Once Ysshi dies, he's very easy to kill, just stack on him and burn him down.
NOTE: Greg's abilities don't change at all throughout the entire fight.
There are two strategies to this phase: Zerg and Split. Regardless of the strategy a full or nearly full map is required in order to successfully complete this phase.
The zerg strategy is quite simple. The commander place five (5) high CC Damaging professions in four (4) different groups. These, "CC Groups", do nothing but make sure the zealots are well controlled (health damage isn't as important hear as CC damage is).
The remaining thirty (30) players remain in the zerg. The zerg will start out in the NW corner of the GCoS (Arrow) and kill that zealot as quickly as they possibly can. Once that zealot dies, they'll move to circle, then to heart, then to square, and lastly to star.
If successful, it will seem as though you're going to fail at first, but the moment you kill that first zealot, killing the other zealots gets faster and faster until you kill all five (5) of them and phase three (3) begins.
The squad groups should look as follows:
NOTE: Also try to have five (5) high CC damage dealers in the zerg as well to make killing that first zealot as easy as possible.
This strategy is very similar to the zerg strategy but differs in the size of each group. Instead of having one (1) big group and four (4) small CC groups, the commander should divide the squad evenly between all five (5) groups, having ten (10) people in each group.
In this strategy, there is no main group like with the zerg strategy. instead, each group is responsible for both the controlling (CC) and damaging (DPS) of their zealot, so the commander should try to divide the high CC damaging professions between all five (5) groups evenly as best they can to give each group the best possible chance of killing their zealot.
However, when one group does kill their zealot that group should move clockwise (to the right) to the next zealot and help kill it. Here is what the rotation would look like: Arrow to Circle - Circle to Heart - Heart to Square - Square to Star - Star to Arrow.
Basically, no group should ever be sitting around doing nothing; everyone should be unleashing every ounce of Krytan wrath they possess on the zealots so they stay down for good this time!
And there you have it! That's the event. Although this is a very difficult meta, it's very fun to do, and when you do complete it, it's very exciting.
NOTE: This is not a comprehensive list. I've listed only hard CCs and the CCs I think each profession should bring to the fight based off of individual recharge times and the CC damage they deal. Also. for the professions I didn't mention, they use the same CCs as the, "vanilla", version of their profession.
**NOTE: For a more comprehensive list of CC abilities, please follow the below link:
In closing. If you got this far, I want to thank you for reading this post. If you have any suggestions/criticisms, don't hesitate to leave a comment. I hope this helps everyone!