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'''The Wellspring''' is a six-man [[Offensive]] matchmaking activity that takes place within [[Savathûn's Throne World]], introduced with the launch of ''[[The Witch Queen]]'' expansion. It has two versions that rotate daily, '''The Wellspring: Attack''' and '''The Wellspring: Defend'''. It has both a Legendary and Master version. | '''The Wellspring''' is a six-man [[Offensive]] matchmaking activity that takes place within [[Savathûn's Throne World]], introduced with the launch of ''[[The Witch Queen]]'' expansion. It has two versions that rotate daily, '''The Wellspring: Attack''' and '''The Wellspring: Defend'''. It has both a Legendary and Master version. | ||
The Wellspring can be unlocked by completing the quest '''Trust Goes Both Ways''' as well as The Witch Queen Campaign. It can be found on the right-hand side of Savathûn's Throne World map. | The Wellspring can be unlocked by completing the quest '''Trust Goes Both Ways''' as well as [[The Witch Queen Campaign]]. It can be found on the right-hand side of Savathûn's Throne World map. | ||
==Lore== | ==Lore== | ||
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The attack version of The Wellspring first spawns in the players behind a wall of [[Hive]] magic along with three destructible Hive crystals along with a spot to place a [[Rally Banner]]. Destroying these three crystals drops the wall and begins the first part of the activity. In this first portion, the players must make it past a long bridge that is guarded by [[Acolyte]]s, [[Shrieker]]s, and a [[Lightbearer Acolyte]]. | The attack version of The Wellspring first spawns in the players behind a wall of [[Hive]] magic along with three destructible Hive crystals along with a spot to place a [[Rally Banner]]. Destroying these three crystals drops the wall and begins the first part of the activity. In this first portion, the players must make it past a long bridge that is guarded by [[Acolyte]]s, [[Shrieker]]s, and a [[Lightbearer Acolyte]]. | ||
After killing all the enemies, the players will then be launched upwards and be met by a [[Resonant Splinter]] covered in destructible hive gunk. After the gunk has been destroyed, | After killing all the enemies, the players will then be launched upwards and be met by a [[Resonant Splinter]] covered in destructible hive gunk. After the gunk has been destroyed, the escort portion will begin. This splinter must be escorted throughout this portion of the mission. It will move on its own, but the more players are near it, the quicker it will go, and it will not reach the end in time if at least one player does not stay close to it. At various points along the path of the splinter patches, purple Void spikes that damage players that stand on top of them will appear. In order to remove these spikes, players can shoot a Hive crystal that hovers over each spike patch. The players will also be swarmed by constant waves of Acolytes, [[Thrall]]s, [[Knight]]s, and [[Wizard]]s. After passing the steps, the players will escort the payload through a tunnel, destroying crystals and killing the constant waves of Thrall and Acolyte, the [[Revenant Knight]]s bombarding them from afar, as well as a [[Lightbearer Knight]], until the payload stops at a door protected by invulnerable crystals. The payload will charge up for a moment before exploding and destroying the crystals and the door. | ||
Beyond the door, the Guardians will enter the Wellspring itself, with the daily boss kneeling in front of it, protected by an invulnerable shield. A Rally Banner can be planted before beginning the section. Before the boss can be fought though, their defenses must be brought down. To start the encounter, the three crystals near the boss must be destroyed. This will open three rooms to the sides and opposite the entrance of the arena, containing a hive ritual circle and | Beyond the door, the Guardians will enter the Wellspring itself, with the daily boss kneeling in front of it, protected by an invulnerable shield. A Rally Banner can be planted before beginning the section. Before the boss can be fought though, their defenses must be brought down. To start the encounter, the three crystals near the boss must be destroyed. This will open three rooms to the sides and opposite the entrance of the arena, containing a hive ritual circle and an [[Patron of the Spring]] protected by an immunity shield in each. The players must stand on and guard these circles as waves of Hive try to interrupt them. Once all three circles have been protected for an adequate amount of time, the immunity shields on the Wizards will drop, allowing them to be killed, and they will drop a [[Void]] charge on death. Players will bring the charge back to the central arena and deposit them into the center pillar. Depositing these charges spawns another hive crystal floating in the air. Once all three charges have been deposited, the encounter ends, and the Rally banner can be positioned again. | ||
To start the final fight, the three new crystals must be destroyed. The boss, either [[Golmag, Warden of the Spring]], a massive Hive [[Ogre]], or [[Bor'gong, Warden of the Spring]], a massive Hive Knight, will rise and be vulnerable. After losing a quarter of their health, the Warden will summon an immunity shield and call upon more reinforcements. Players must kill a [[Butcher of the Spring]] to take their Void Charge and deposit it in the Wellspring to disable the boss's shield and continue damaging them. The Warden will do this three times throughout the fight for each quarter of health taken. The amount of Butchers that spawn will increase by one each time. After the third shield is removed, | To start the final fight, the three new crystals must be destroyed. The boss, either [[Golmag, Warden of the Spring]], a massive Hive [[Ogre]], or [[Bor'gong, Warden of the Spring]], a massive Hive Knight, will rise and be vulnerable. After losing a quarter of their health, the Warden will summon an immunity shield and call upon more reinforcements. Players must kill a [[Butcher of the Spring]] to take their Void Charge and deposit it in the Wellspring to disable the boss's shield and continue damaging them. The Warden will do this three times throughout the fight for each quarter of health taken. The amount of Butchers that spawn will increase by one each time. After the third shield is removed, The Warden will no longer be able to go immune. | ||
===The Wellspring: Defend=== | ===The Wellspring: Defend=== | ||
[[File:2022 TWQ Wellspring Compressed04.jpg|thumb|300px|Guardians defending the Wellsping from the Scorn]] | [[File:2022 TWQ Wellspring Compressed04.jpg|thumb|300px|Guardians defending the Wellsping from the Scorn]] | ||
The defend version of The Wellspring spawns the players into | The defend version of The Wellspring spawns the players into The Wellspring arena where they fought The Warden of the Spring. There is an area to plant a Rally Banner before beginning. In front of the players will be an interact-able artifact of Darkness. Interacting with this artifact will open the large door in front of the players and begin the activity. In the first part of the activity, the players must stand near and defend the Wellspring from waves of [[Scorn]] [[Raider]]s, [[Ravager]]s, [[Stalker]]s, [[Chieftain]]s and [[Abomination]]s. Two invulnerable Abominations are in the room the Scorn are coming from, and it is not recommended to stay there. | ||
After the | After the progress circle has been filled, the players will move on to the room that the large door leads to. There will be another spot to plant a Rally Banner, a large wall of Darkness energy that blocks the way, and an interactable artifact, Interacting with the artifact drops the wall and begins the next section. As the players move into the tunnel, a [[Crux of Darkness]] will spawn in front of them with two [[Pyramid Spike]]s that shimmer next to it. Destroying the two spikes destroys the crux and the players can progress. In the large room after, there will be five cruxes guarded by Scorn that the players must destroy before moving on. Each crux will be protected by an Abomination that needs to be killed before the spikes spawn. In the center of the room is a [[Scorn Walker]] that deploys an [[Arc]] energy shield when a leg is destroyed, forcing players close to it in order to continue damaging it while down. Throughout this section, constant waves of Scorn will spawn in order to impede player progress. Once the previous four cruxes have been destroyed, players will move down the steps to find the fifth and final crux will be at the bottom. Waves of Scorn will spawn, including [[Wraith]]s. Killing all the Scorn spawns in the spikes. | ||
After the final crux is destroyed, another interactable artifact will spawn with a place to plant a Rally Banner. Interacting with this artifact begins a fight with either [[Vezuul, Lightflayer]], a large Scorn Chieftan, or [[Zeerik, Lightflayer]], a large Scorn Raider. Like the Wellspring: Attack bosses, these two bosses will rotate each time Wellspring is in its defend version and they share the same mechanics. The Lightflayer will spawn in with several Scorn. Dealing enough damage to the boss will cause them to put up an immunity shield and teleport down to the bridge below. Players will chase the boss across the bridge while fighting through several waves of scorn. Along the way, cruxes will spawn with spikes surrounding them. Once the crux is destroyed, the immunity shield will drop and players can damage the boss. After bringing the Lightflayer down by one-third of its health, the immunity shield will reappear and it will move further back along the bridge. This process repeats two more times per one-third of health with the number of spikes needing to be destroyed going up by two each time. After the final crux is destroyed, The Lightflayer will no longer be able to go immune. | |||
===Master Wellspring=== | ===Master Wellspring=== | ||
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<references/> | <references/> | ||
[[Category:Activities]] | |||
[[Category:Savathûn's Throne World]] | [[Category:Savathûn's Throne World]] | ||