MMOEXP New World:New World: Sandwurm Elite Trial Full Walkthrough and Rewards Explained

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In the sun-scorched expanses of New World's Aeternum, the Elite Trial: Arena of Shah Neshen, The Devourer—better known as the Sandwurm Raid—stands as a pinnacle of PvE challenge. Introduced in Season 2: Blood of the Sands, this 20-player encounter pits brave souls against a colos

In the sun-scorched expanses of New World's Aeternum, the Elite Trial: Arena of Shah Neshen, The Devourer—better known as the Sandwurm Raid—stands as a pinnacle of PvE challenge. Introduced in Season 2: Blood of the Sands, this 20-player encounter pits brave souls against a colossal, ancient beast lurking beneath Brimstone Sands. Shah Neshen, an intelligent guardian turned devourer, demands flawless coordination, role mastery, and strategic prowess. Victory yields elite gear, but failure buries teams in sand and acid. This guide delivers a New World Gold coins step-by-step walkthrough and loot breakdown for aspiring conquerors.
Accessing the Arena

Head to southwest Brimstone Sands, near the Wurmsign Obelisk. Form a raid group of at least 12 players (20 recommended) via the Activities tab under Elite Trials. Level 60 minimum; gear score 625+ advised. Queue as a full raid for optimal matchmaking. Once inside, the arena unfolds: a vast pit ringed by environmental hazards like light mechanisms and scorpion caves. Buff up with potions—Infused Beast Ward for tanks and lights, Angry Earth for others—and stock acid resistance elixirs.

Recommended Team Composition

Success hinges on balanced roles:

2 Tanks: High health, taunt-focused (e.g., Sword Shield/War Hammer).

4 Healers: Sustain specialists (e.g., Life Staff/Fire Staff).

4 Lights: Mobility DPS for mechanics (e.g., Musket/Bow).

10 Heavy DPS: Raw damage dealers (e.g., Great Axe/Hatchet).

Assign positions early: Tanks left of the boss, ranged on lights, melee in the core.

Full Walkthrough

The fight spans multiple phases, blending adds, mechanics, and enrages. DPS check is tight—aim for 1 million+ collective output.
Phase 1: Initial Assault and Adds

Shah Neshen erupts from the sands, spewing acid pools that deal ticking DoT. Tanks grab aggro immediately, positioning the wurm's head center-left to avoid arena wipes. Ranged DPS focus the maw while melee cleave adds.

Spawn waves hit fast:

Scorpions: Emerge from side caves. Tanks taunt their side's scorpion; all DPS burn the opposite one. Prioritize stingers— they envenom, reducing heals by 50%.

Burrowers: Underground minions that surface for leaps. Stack and burst; dodge tail sweeps or get stunned.

Key Mechanic: Earth Worms. Shielded adds appear mid-phase. Activate arena light mechanisms (glowing pads) to gain buffs stripping shields. Lights stand on pads to channel light beams, exposing worms for heavy hits. Fail this, and shields regenerate, extending the phase.
Potions pop here: Acid resistance for pools, beast wards for adds.

Phase 2: Shield Break and Enrage

At 70% health, the wurm burrows, summoning a sandstorm. Vision drops; audio cues (roars) guide positioning. Emerge targets two players for Devour. Marked victims run to edges, baiting the wurm's lunge—dodge roll at 3/4 charge.

Shields reform: Repeat light mechanic, but now with roaming scorpions. Break all three shields to trigger vulnerability (10% extra damage taken). Ignore, and enrage triggers at 50%, boosting wurm speed and damage by 25%.

Healers shine: Cleanse poisons, top off during storms. Tanks swap on taunt cooldowns to manage stacks.

Phase 3: The Devourer Unleashed

Below 30%, acid floods the arena. Tanks front-line, forcing the wurm to vomit centrally. Ranged stack on lights for final shield breaks. Burrower swarms intensify—AoE cleave essential.

Final enrage at 10%: Wurm gains frenzy, chaining lunges. Burn cooldowns; pop heroics. Execute with focused fire on the exposed underbelly.

Wipe risks: Pool stacking, missed devours, shield fails. Practice rotations in normal mode if available.

Loot and Rewards

Triumph delivers riches scaled to expertise +10 gear score. Every clear grants:

1 Rolled Sandwurm Item (weapon, armor, jewelry; 625+ GS).

Sandwurm Materia (currency for crafting named Duneborn weapons or Shah Neshen accessories—costs 1000 Materia each).

Minor Spoils Cache: Dark Matter, Heartrune shards.

Weekly Major Sandwurm Spoils (once/character):

Named Fixed-Perk Weapon (710 GS).

Trinket or LMH Armor Piece (710 GS).

Exclusive Sandwurm Hide cosmetic.

Craft at the arena forge for custom rolls. Trade extras on the Exchange for profit.

Conquering Shah Neshen cements legends in Aeternum. Assemble your raid, master the buy New World Gold sands, and claim the Devourer's bounty. Glory awaits—dive in.

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