GW2 Gorseval the Multifarious Raid Boss Guide

A guide to Gorseval the Multifarious, the second raid boss in Spirit Vale.

General Information

Gearing and Preparation

Unlike Vale Guardian, Gorseval is a pretty big DPS check so you will definitely want to have full ascended if possible. On this fight it is possible to have sub 1% wipes so having every bit of DPS will definitely help.

Party Composition

Disclaimer: I want to preface this section by saying that there is no universal optimal composition. This is simply what worked for us and may be different for you. Do not read this at face value and think this is the meta or other classes are incapable of doing it.

Here is the exact composition we used in the kill video and our reasoning. It is what works for us. You will need to adjust your group’s composition and builds based on what works for you. Don’t follow this composition blindly.

  • 1 Chronomancer Tank – You just need to swap some of the berserker gear with some knight stuff for the extra toughness. You will still use the standard Leadership runes for the boon duration. We used a Chronomancer tank here because Chronomancer brings a lot to the table with its incredible utility and flexibility. It can fulfill multiple support roles here to act as a tank and also giving quickness and alacrity to the party. This way you don’t lose out the DPS by having a tank and Chronomancer in the raid as Chronomancer plays more of a support role than pure DPS. Alternatively, any standard tank will work.
  • 1 Druid Healer -  You will want to use Monk runes and Zealot armor/weapons if possible. For trinkets you can use Berserker usually or Cleric if you need the extra healing power but beware of the increased toughness from using Cleric which can screw with aggro since aggro is based on toughness. Alternatively a Tempest Auramancer healer could wok well here as well.
  • 2 Condition Berserkers – We used Warriors here because both Gorseval and the walls around him have a large hitbox. Condition builds are extremely good as you can still burn Gorseval during the updraft phase for some extra DPS and some of the adds here are have strippable buffs that make them immune to physical damage. Additionally, Warriors have lots of immobilize and cripple options for the Souls split. Alternatively Condition Reapers would also work well here instead of Berserkers.
  • 1 PSEA Berserker – Standard Warrior for Might sharing and Banners.
  • 2 Tempests – Staff Tempests are extremely good for orb clearing at range and DPS in general.
  • 3 Heralds – We used 3 Herald here for both power DPS and buffs from Glint. You can use any power DPS here but Heralds are good for boon sharing/might stacking so you want at least 1-2 in a raid.


Pre-fight Assignment

You need to figure out pre-fight who is taking care of which Charged Soul. You need 3 players who can hold down 3 of the Charged Souls with cripple/chill and immobilize while rest of the raid form a zerg team that kill each of the Charged Souls one by one. Additionally, you need to figure out which Tempest is clearing the orbs and which one is acting as a backup.

Mastery Requirement

You must have Updraft Usage mastery for this fight. Additionally, defeating the Vale Guardian will unlock the Rift Traveler mastery which you also need for a quicker access to this boss for repairs. If you don’t have this Rift Traveler mastery, you will need to relog to character select, enter the raid to repair and then die to get the checkpoint prompt which can be a bit of a hassle.

Raid Mechanics

Gorseval has 21.6 millon HP and an enrage timer of 7 minutes. There are 3 general phases.


Druid PoV

Phase 1

Phase 1 starts from the beginning of the fight until the first invul phase at 66%. Do not attack Gorseval until everyone has landed on the platform as the updraft that carries you to the fight area disappears as soon as you attack him. This pattern in this phase is basically Swipe/Smash –> Ground Pound –> Spirits –> World Eater –> Swipe/Smash –> Ground Pound –> (Spirits) –> Invul/Charged Souls.

Updraft Usage

Updraft here is a bit tricky to use. To get maximum height, you must not press or hold down your W key while inside the updraft or you won’t gain enough height to reach the platform. Press W to get inside the updraft and once you are inside, take your finger off the W key and gain height before pressing W key again.

There are only four updrafts for this fight, not counting the initial one that carry you to the fight platform which will disappear as soon as the fight starts. There will be phases in the fight where you need to use updrafts to get away from the fight platform and these specific updrafts will disappear once your team has used them. You must minimize your updraft usage as you have a limited number of them and using them is a DPS loss that will get you in trouble with the tight enrage timer. The four updrafts are located in the 4 corners of the platform, and we usually label them using the cardinal directions (NW, NE, SW, SE).


Swipe and Smash

Gorseval has two basic attacks, a swipe and a smash. The basic pattern for them is swipe-smash-swipe-swipe-smash. He will usually open up with a swipe but sometime with a smash as well. Tank need to turn Gorseval to avoid him from cleaving the raid. The smash is the one you need to watch out for as Gorseval will raise one of his arms in the air and then plunge it into the ground. If you do not dodge it or have Aegis to block it you will be knocked down and lose a few seconds of DPS.


Ground Pound

Ground Pound is a special attack Gorseval will perform that require crowd control skills to break his bar. He will do this attack typically twice in this phase. Right before he starts this attack, he will run back to the center and gain a breakbar. The center of the room will be safe for the first two patterns while rest of the area is filled with a black goo except a ring at the outer edge. If you stand inside this black goo when it explodes, you will be dealt massive damage and receive 25 stacks of vulnerability. If you are downed while inside this black goo, you will die when it explodes so it is important to rez downed players ASAP. If you do not breakbar this fast enough, the entire room will be filled with this black goo and it is essentially a raid wipe.


Typically you want to remove this breakbar as fast as you can as the boss gains permanent retaliation (713 damage per hit) while this breakbar is active that will do some serious damage to classes like Tempests (Rebound here may help). Some burst healing might be needed here so druids should have their Celestial Avatar form ready. In organized groups we sometime delay the second Ground Pound breakbar so we push him into the next phase and avoid spirit spawns but this may not be necessary if you have good DPS. Revenants should be doing majority of the breakbar here and Tempests can drop Icebows here for Revenants to use since switching to staff is generally a DPS loss. Engineers can also remove most of the breakbar by using Slick Shoes (you will need superspeed and run in circles with Slice Shoes inside the boss’s small red reticle if you want to remove the breakbar quickly).


Four spirit adds spawns usually right after the Ground Pound. They can be either Enraged Spirit or Angered Spirit. Angry Spirits will try to cripple you while Enraged Spirits have a strippable boon that makes them immune to physical damage and will try kick people around. It is very important to get the spirits under control as they can gang up on the Tempests or kick players constantly (even off the platform if the Spectral Wall is down). For the first set of spirit adds, we typically group them up and pull them next to the boss for cleaving. Mesmer Focus #4 or Revenant Axe 5 can be used to group them together.

If you push Gorseval into the invul stage fast enough (i.e. 66%), you can avoid the second set of spirits spawns. This is why we sometime delay the breakbar phase on the second Ground Pound so we have more time to DPS and push the boss over. If any of the spirits remain alive on the platform during the World Eater attack, Gorseval will consume them and gain a stacking damage buff of 10% per spirit. If the spirits are badly managed you may see 4-5 stacks of this buff on Gorseval and at this point the fight can get pretty difficult due to the damage increase.


World Eater/Spectral Wall

World Eater is a special roomwide attack by Gorseval that will kill anyone left standing in the platform once he finishes channeling the attack. The entire fight platform lits up and an inner circle expands from the middle and reaches the outer edge. There will be a massive explosion a few seconds later and anyone on the platform is instantly killed.

To counter this attack you will need to drag Gorseval to a Spectral Wall next to one of the four updrafts so you can cleave/AoE Gorseval and the Spectral Wall at the same time without wasting DPS on the wall alone. We always use the NE updraft first and go clockwise for the next updraft but this obviously varies depending on your team/tank.The Spectral Wall has a huge hitbox so if you position yourself correctly you will be able to hit both at the same time. Tempest Meteor Shower/Lava Font will hit both and melee can cleave in a direction perpendicular to the boss and the wall. Once the wall is broken, DPS Groseval until the inner ring of World Eater almost reaches the outer and then jump off to glide on the updraft. Do not jump off early as doing so is a DPS loss. Healers need to make sure that everyone is topped off while gliding as players can get attack.


Glider malfunction is one of the common deaths on Gorseval. To prevent this there are a couple tricks. You need to disable autoattack as the aftercast from abilities can cause your glider to not deploy correctly. You want to hold down your spacebar after you do the leap so you deploy your glider immediately. If you see your glider not deploy, release your spacebar and attempt to deploy again. Once your team has used an updraft for this phase, it will disappear for the reminder of the fight.

Charged Souls

The Charged Souls phase happens exactly at 66%. Four Charged Souls will spawn in the four corners of the room roughly in the same locations as the updrafts. They will attempt to run to Gorseval and if they reach Gorseval, who is now invul, Gorseval will come back to life and cast World Eater, which is essentially a wipe. The Charged Souls also pulse AoE weakness around them so you should always max melee them if possible.


Some raid teams do this differently but we uses a setup where we have three players immobilizing/cripple three of the Charged Souls while rest of the zerg start at the remaining one (usually NW) and go around clockwise to kill them. If you have three Warriors here they can keep the Charged Souls crippled and immobilized by using the Sword F1 skill and cancel to keep the Charged Souls immobilized. Only Cripple/Immobilize/Chill works here and other crowd controls such as a knockback/daze etc do not work. Sylvari racial skill Grasping Vines has a pretty long root that works well here as well and can be used twice by a Sylvari mesmer with Mimic.

Phase 2

Phase 2 occurs from 66% to 33%. Phase 1 mechanics still remain unchanged but there is also a new mechanic being added.

Spectral Darkness

Spectral Darkness are these orbs that spawn randomly throughout the room during the entire phase. They are harmless initially but they will expand out to an AoE if not killed quickly. Anyone that touches this AoE will get a 10 stack debuff that reduces their outgoing damage and increases their incoming damage by 10%. This debuff also ticks for 2k per tick. To remove this debuff you must run to the golden droplets that spawn after you kill an orb. Each golden droplet will remove 5 stacks of this debuff. You only want the ranged to clear these orbs as melee clearing them risks having them stand inside the AoE and eating the debuff.


Staff Tempests really shine at orb clearing duty so if you are using Tempests one should have the main orb clearing duty while the others act as backup. A single Lava Font with some autoattack will kill an orb. You want to clear as little orbs as possible to maintain DPS uptime on Gorseval. You only need to clear orbs that are in the path to the next Spectral Wall for the next World Breaker and orbs that are in the way of the Charged Souls.

The next Charged Souls that occurs at 33% will be a little interesting due to the orb placement so it is important to clear these orbs as soon as possible or otherwise you will have trouble with the Charged Souls getting to Gorseval too fast.

Phase 3

Phase 3 is the last 33% and has all the mechanics with Phase 1 and 2 along with new and modified mechanics.

Ghostly Traps (Eggs)

Ghostly Traps are orange circles that appear under every player’s feed on a semi regular basis (every 20-25 seconds) past 33%. You will see the message Ghostly Traps materialize at your feet. These orange circles will appear seconds later usually after a Smash. It is very important that you do not get egged here by the Ghostly Traps. You have time to dodge out or strafe out (back peddle is usually too slow). If you fail to do so, you will get enclosed in eggs and will need to spam the special action button (- button by default) or have other players break you out. If you dodge into an orange circle (even if you are mid-dodge), you will still get encased and blocks/evade does not work.

Getting encased in eggs is a huge raidwide DPS loss and it is super important to not get encased. We usually spread out right before the Ghostly traps to avoid clustering together and dodging into each other’s traps. Gale Song trait in Tempest apparently works in breaking out of the egg but you shouldn’t rely on it. Sometimes the eggs get bugged and you are unable to do anything even if you get out of your egg. If this happens you will need to destroy the egg shell.


Ground Pound Pattern Change

Beware that the pattern for Ground Pound changes past 33%. You won’t see this change with the first Ground Pound past 33% but the subsequent ones will have this new pattern. The middle area is no longer safe for the first two pattern change so you will need to stay away from the middle and then dodge into the middle on the third pattern change. The first three patterns are shown below in sequence.


Updraft Usage and final DPS burn

We only use 3 updrafts in this fight. One in each phase. If you are lacking DPS, you might be able to get the 4th updraft off but we usually just go all out DPS on the 2nd World Breaker in phase 3 and hope for the best. If you use the 4th updraft you may run into an issue with the enrage where Gorseval gains 200% more damage but it is a decision your team may have to make on the spot. Also beware that the longer you prolong phase 3, the more issues you can run into with Ghostly traps or other things killing someone.


Special thanks to Lyralei, Meg, Haru, DanBran, Chu, Arrow, RX, Ather, Jenna, Twana, David, Vega, Diviner, Enko, “Buy Riceballs” Daze and rest of [LOD] for their assistance with the raid and guide creation

  • Nirvash typeTheEND

    Why would you use runes of Leadership on a Chonomancer/Mesmer? Neither the Alacrity, nor the quickness you give with Time Warp is affected by the boon duration?

    • A Niny Mouse

      Quickness is a normal boon 100% affected by boon duration. No idea where you’re getting your information from.

    • Braghez

      Quickness was moved from “effect” to a normal boon some times ago.

  • Khezekiah

    Thank you so much for making changes to the team comp section. That should help a lot with people not allowing certain builds into their cuz “guide said to take this.” Good job on the kill, solid fight mechanics description

  • Kelmen Wong

    Haha, now posting guide also start becoming a pain, need to cater for low int ppl, explicitly need to state this is just a guide. U are starting on the journey of “customer service”. Just hope u get reward in return in some way.

    • Majmo Mendez

      funniest thing is that there is already crap ton of meta idiots who take these guides as holy word

  • Czan

    To what u need Tempest in details?

  • Colosso

    Ghostly Infusions are REALLY COOL

  • alberto peio

    is this boss already out ?

    • DarkChaosGames

      It has been for over a week.

  • Alastor999

    I want to play druid healer for this, but I don’t have any monk runes. Would Rune of the Druid or Altruism be good substitutes??

    • Colosso

      Do some AC runs and some AC PvP reward track. Each rune cost 120 tokens and u can take em salvaging AC armors

    • Gattotsu

      rune of water is pretty cheap and it’s wuite good. It will give you a nice 2k hp AoE heal when you use your healing skill, so it will give you a bigger burst heal.

  • Selene

    At least I can watch how someone else is doing it.

  • lore

    Don’t know.. Tried out the raids. Got the first boss down and close on second… Feeling underwhelmed though. Think it was a mistake for GW2 to go raids, wished they would have used the dev time (used on raids) on the world or pvp. They should play to their strengths, not try to copy other games. They didn’t need to do it. Players like GW2 because it is different….. (or at least it was different)….

    • bob

      “Players like GW2 because it is different”

      Wait for it. Raids don’t effect anyone at all if they don’t like it. Yay!

    • Me

      err…. what? I think you took it wrong. Before HoT gw2 didnt have any challenging content after lvl 80. And what is better then to add instances, that are hard…. The fact they named it raids, which is same name for hard content in another games doesnt mean, its exactly the same. Besides, not everyone likes pvp. I for example play gw2 since launch and i was missing this a long time. I never did liked pvp nor WvW. And for THOSE PvE players they made raids. So stop being sellfish, i know that new WvW map probs sucks, but still stop being sellfish.

      • lore

        By the same token, for some it was refreshing to have a game that was not a carbon copy of the seven hundred other, get to max level then raid for gear games. If the MMO genre is to move forward at all, companies need to try new models etc.

        I also don’t think it is selfish to request that there be different paths to the legendary armors, in fact, I think it is being inclusive. I really don’t care if they make raids or not, as long as the keep creating the other parts of the game that made it good in the first place.

    • Doublemint Dave

      PvP was never GW2’s strength. It was GW1’s strength. In GW2, it’s only now evolving into something semi-decent, but it’s still flawed in so many ways. WvW was never particularly good either and it’s not something the majority of players wanted from GW2 anyway. It turned out kinda fun, but it’s still plagued by the prehistoric DirectX, half-arsed systems, server migrations, and a million other things. Updates are coming, but then again, updates are always coming in GW2. That’s what happens when you rush the release of the game and then spend the next 3 years trying to sustain a playerbase with shiny things instead of fixing the core.

      Challenging content was desperately needed in the game and players have been asking for it for years. Raids were an excellent addition to the game and one of the few things that they did well, right off the bat (well, if you count 3 years of practice and experimentation as “right off the bat”). Also, game development isn’t a zero sum game. Even if they didn’t spend resources on raids, it doesn’t mean those resource would otherwise have been spent on something else. Plus, raids are NOT the same as in all other games. The meta is a fair bit different, with much more flexible and interesting roles than in most MMOs, and legendary armor isn’t part of a gear grind, it’s barely even an upgrade (unless they’ll allow for free rune swapping).

      It’s a shame you don’t appreciate raids, but please don’t presume you speak for everyone. We don’t all just like GW2 because it’s “different” (even though it’s always been pretty much the same as everything else), we’re not fucking hipsters. There are things that a game needs and things that other games have done right. I think Anet has done more than enough re-inventing of the wheel in the often-misguided attempt at being “different”.

    • Xin Tecson

      A lot of people likes raid. people such as you are’t affected by it by simply NOT doing it. lol
      GWII raid isn’t excatly like every other MMOs. Tank isn’t necessarily a tank, a Zerk can tank if it has more toughness than everyone else for example. This is also considered as PvE and it has Lore to it.

  • Brad Dhillon

    ;( Engis not mentioned once in team comp

    • Lahmia

      Probably because condi damage isn’t a must like with Vale Guardian. But like they said, you do not need to follow the builds.

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  • Jason

    Some changes we made to the comp, was making the druid tank. This freed up the chrono to focus on increasing party DPS instead of staying alive, but barely changed the druids role, who in high damage phases is normally stacked with zerg already (like before world eater) or is not tanking anything (charged soul phases), so it does not change his role much.

    Additionally, condi necro is rigged on this fight because of epidemic. For condis we had a reaper, berserker, and engi.

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