Hive of Gorgons
Guide
On this page you can find all essential information about the raid. Enemy Types, Consumables, Encounters, Mechanics and Boss Fights.
Guide still in progress. For now description ready only for 1st boss. Join discord to keep an eye on prereleased version of the full guide
Intro
Introduction to the Hive of the Gorgons Raid Guide
Welcome to the guide for Hive of the Gorgons, a 10-player raid in New World set in the revamped Cutlass Keys. This raid offers intense challenges across three chapters, each featuring waves of enemies, puzzles, and tough bosses like Echidna, Typhon, and the deadly Broodmother Medusa.
The rewards are worth the effort. You can earn high-end gear with a Gear Score of up to 725, unique perks, and rare crafting materials. This guide will help you prepare with tips on team setup, boss strategies, and essential items, so you can tackle the raid confidently and claim its powerful loot
In the Hive of the Gorgons raid, there’s often an emphasis on Gearscore when forming groups. While it’s true that higher Gearscore can lead to more damage potential, it’s important to remember that Gearscore alone doesn’t guarantee high performance.
The raid is a place to farm high-Gearscore items, so it’s totally acceptable to join with a 690+ Gearscore if you focus on having the right defensive setups and communication with your team. A well-rounded character with effective survivability perks and proper Amulets with Protection will be more valuable than someone with a high Gearscore but poorly optimized build
Entarance
How to start the raid
Raid located at South East of Cutlass Keys, but you don't have to be there to enter the raid. Although if you first time raider there is a quest I would recommend to pick up, so visit the area
Team Composition
Balanced team setup
You can find specialized builds for each role on the Gorgon Raid Builds page, powered by Kronyx. These builds are tailored for tanks, supports, and DPS roles, ensuring every team member is optimally equipped for their unique responsibilities in the raid. Each role plays a crucial part in the raid's overall success, from tanking and crowd control to healing and maximizing damage output.
Properly preparing your character with these builds will not only improve your personal performance but also enhance team synergy, which is vital for completing the raid’s complex mechanics and challenging encounters
Group 2
Damage Dealer
Damage Dealer
Support
Damage Dealer
Damage Dealer
Attribute distribution 101
Are you a Tank?
- Yes. Then you should play more than 16 constitution. Be sturdy and take some hits
- No. Then you shouldn't play more than 16 constitution. Kill everything before it kills your tank
Raid Preparation
Consumables
Angry Earth Ward Potions: Reduces damage from Angry Earth enemies by 10% for 40 minutes.
Angry Earth Coatings: Boosts your damage against Angry Earth enemies by 15%. You can craft those or buy at Trade Post
Honing Stones: Increases your weapon damage by up to 7%, depending on the tier. Don't cheap out, use the highest tear one! Rewards are worth :)
Health and Regeneration Potions: Stock up on Infused Health Potions and Regeneration Serums to stay alive during long fights.
Gemstone Dust and Elemental Absorption Potions: Provides additional defense against elemental attacks for specific encounters. Those are expensive but having Nature Absorption Potion will not hurt
Attribute Food: Boost your primary stats with top-tier food. For example, STR players should bring Gnufish, while INT users can benefit from Steamed Abaia Serpe
Trophies
Trophies can provide a critical damage boost:
Angry Earth Combat Trophies: Equip these in your houses to gain up to 15% extra damage against Angry Earth enemies. Even lowest tier trophies are effective if you’re on a budget.
Start
Raid starts after you open the door. Nothing much to worry about, it's pretty linear encounter. Kill mobs, move forward. Don't be stressed if you die and just respawn, you have unlimited lifes untill you enter boss arena
Orbs on Pillars
Overview
Objective: Activate and shoot red orbs on two pillars to turn them green.
Setup: Assign one player to stand on platforms near each pillar. This action activates the orbs for shooting.
Execution: Once the red orbs are active, other players must shoot them when the red circle appears, turning them green. Both pillars must be fully activated to unlock the door to the next area.
Challenge: Spiders will continuously spawn and attack platform players. The tank should taunt and keep the spiders centralized without killing them, as they respawn infinitely during this phase.
Key Tips:
Tanks and Healers: Tanks hold aggro on spiders, and healers ensure the platform players and tanks stay alive.
DPS Role: Focus on hitting orbs quickly to avoid prolonged encounters.
Echidna
Summary of the boss fight:
At the start, everyone groups up in the middle, except for the tank. The boss will jump into the arena and, after a short delay, perform a "Stomp Attack" with its leg. Remember this one, as he will continuously do it during the pull. Riposte it, Block it, or Dodge.
After the tank grabs aggro, everyone should group up on one side of the boss and start doing damage. At one point, a bunch of rocks will appear around the boss, and shortly after, he will throw them. Along with the rock throw, he will perform a Tail Slam. You can stay under his tail but need to block, or you can position yourself on the side in the gap between the rocks.
One more attack the boss can do is a Spin Attack. He will telegraph it by raising his head and preparing to spin, giving you enough time to react. The best option to counterplay this is to block or riposte it.
After this, the boss will spawn a bunch of crystals. Before the 50% HP mark, we destroy only the crystals near the boss. Once he gets close to 50%, we need to ensure there are no crystals left on the arena. After crystals appear, you have around 15 seconds to attack them in melee. After that time, they will perform an AoE attack, so step away and let rangers deal with them, or react and dodge if you’re in melee.
After the small AoE, you have another 15 seconds to finish off the crystals. If any crystals remain on the arena after that, the boss will detonate them, dealing massive damage to the raid.
At the 50% HP mark, the boss will perform a Detonation Attack, which starts with a leg stomp. After dodging the stomp, focus on DPS—nothing can hurt you if the arena is clear of crystals.
After this, the boss will spawn another set of crystals and start jumping on random targets. Each time the boss lands, it will deal damage to everyone in the arena, so you need to dodge regardless of your position. The goal remains the same as in the previous phase: clear the crystals, but now you also need to focus on surviving the boss's jumps. The boss will jump 3-4 times, with the last jump targeting someone near the tank or the tank itself.
After this, everything will repeat, and no new mechanics will appear.
Shortened Summary:
Crystals: Clear crystals; be careful in melee.
Stomp: Dodge or block the leg stomp.
Spin: Block or riposte the spin.
Rocks: Stay in the gap and block the tail slam.
Detonation Attack: Dodge the stomp; do damage until crystals spawn.
Jumps: Dodge when the boss starts jumping down.
Boss Attacks the Tank Should Be Aware Of:
Paw Slash: Two slashes. Block the first, dodge the second.
Paw Stomps: Multiple stomps. Dodge to avoid damage.
Bite: Dodge or block.
Head Slam: Dodge or run away. If you have no stamina, counter with Defensive Resolve to prevent knockback and mitigate damage.
Spin: If at full HP, counter with Warhammer Grit Abilities (Clear Out or Shockwave). Otherwise, use Defensive Resolve to prevent knockback and mitigate damage.
Rocks: Counter with a heavy grit attack if you have 300 Constitution. Otherwise, stay in the gaps.
Trash mobs
After the Echidna fight is done, it’s time for the trash part again. Kill everything you see until you reach the swimming pool room.
In that room, you only need to kill the Corvid and the Boar on the opposite side of the pool. The easiest way to handle this is to pull them with ranged attacks to the right side of the door and kill them there without aggroing any other mobs.
When the Corvid comes closer, position yourself so that if it jumps backward, it moves into the corner, not into the swimming pool or towards the mobs on the left side.
The rest of the mobs can be skipped. Run to the door on the right side, and they will not follow you through. In the next room, swim diagonally to avoid aggroing additional mobs, and hug the wall to sneak behind the Reindeer and Rat guarding the exit.
Medusa's Maze
Plan:
The maze is patrolled by two Medusas. Assign two players to grab their aggro and keep them busy by running and hiding behind walls to avoid the Medusas' screams.
The rest of the team should stick together and move along the right wall. Locate the ground pads guarded by spiders. After killing the spiders, leave two damage dealers at each pad and continue moving to the next ones.
There are six pads around the maze. All pads must be activated simultaneously to unlock the exit.
Avoid engaging the Medusas in combat. If you encounter them, quickly take cover behind walls to block their scream attacks.
Tip:
There’s always more than one way to do things. Keep experimenting with group splits, or ask one player to kite both Medusas. Find your unique way to play the game!
Typhon
Fighting Typhon (images incoming)
Fighting Typhon in the Hive of Gorgons raid in New World is a challenging and dynamic experience, with several mechanics that test the coordination of your team. Typhon is a DPS check, requiring a solid strategy to handle the increasing number of mobs and diminishing cover over the course of the fight.
The fight starts in a room with 4 pillars. Let the tank grab aggro after the short boss intro animation and then start dealing damage. The boss will jump frequently and turn randomly, so let your tank move as little as possible while you position yourself at the back of the boss.
At one point, a few players will have red circles appear under their feet. While everyone is doing melee damage, it can be hard to identify who has them. Simply dodge once, and if you see red circles under your feet, run away from the group. The red circles will pop 3 times, spawning thorns that deal massive nature damage. Keep running, and if you’re not slowed, you can simply outrun the thorns' spawn animation. After 3 pops, return to the boss and continue dealing damage.
Occasionally, one side of the room will be completely covered in thorns, indicated by red zones on the ground. If the middle of the room becomes covered with vines, pull the boss to one of the corners on either the right or left sides of the arena. Make sure Damage Dealers have enough space to position themselves behind the boss and deal damage. If the left or right side is covered with vines, pull the boss to the opposite side of the room.
Adds Phase
Typhon will spawn Corvids, Wolves, and Spiders:
Corvids: These jump a lot. If not killed, Typhon will gain empower stacks.
Wolves: They can knock you down. Focus on killing them after the Corvids.
Spiders: They can slow you with their attacks. Kill them last if you are handling other mobs.
If the fight becomes chaotic and you decide to kite one wave of mobs, make sure to kill the spiders first so you can move freely around the room while dodging attacks from Wolves and Corvids.
You have limited time to kill the adds. If you don’t kill them, Typhon will consume them and gain buffs.
Tanking Tip
During the adds phase, the tank can run away from the clump and hide behind a pillar to avoid the boss’s attacks. This will reduce stress on the healers, allowing them to focus on healing the Damage Dealers while they handle the mobs.
Hide or Die
Shortly after the adds phase, Typhon will move to the middle of the room and mark one player with an "eye mark". If you are marked, hide behind a pillar immediately. The boss will charge, destroy the pillar, and then become stunned for a few seconds, giving your team free DPS time.
If you don’t hide, you will be killed instantly, and you cannot respawn.
After you lower the boss’s HP to 70%, he will phase, knocking everyone around him back, and rush to the second room. The first room will start to fill with vines, so everyone should follow the boss into the second room.
The second room fight features only 3 pillars, spawns additional adds, and introduces a few new melee attacks from the boss:
Jump Attack: The boss can jump and perform an AoE strike, dealing damage upon landing. Dodge or block it.
Heavy Slash: The boss charges a heavy attack and deals slash damage. Dodge or block it.
Frenzy Swipes: The boss performs a series of 5 furious attacks, swiping around him. Be cautious and avoid getting dragged in front of the boss.
The rest of the mechanics remain the same as before. Kill the mobs, dodge the mechanics, and push the boss to 30% HP to trigger the final phase.
Final Phase
The last room is similar to the second room but has only 2 pillars. Make sure your DPS is optimized to handle this phase efficiently. Otherwise, you’ll start losing players one by one
As mentioned, this boss is a DPS check, so ensure you’re running proper builds to maximize your damage output.
Ranged vs. Melee: While some bosses favor ranged attacks, this fight leans more toward melee DPS. Weapons like the spear, rapier, or hatchet are effective, and maximizing damage output is key. Using abilities to "rend" (reduce Typhon’s defense) will also help your team progress faster.
Next chapter soon
Working on description of next boss fight, will be uploaded soon