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Last edit 05.05.2013.
If you haven't run dungeons much you should check "How to prepare for dungeons" first.
Story (Level 80)
Spoiler
- Difficulty: Easy.
- Duration: Long.
First door
- Keep standing on two pressure plates to open door.
- Enemies respawn (2 Silvers (Berserker, Defiler, Ravager) and 3 Normal (Preserver, Ravager Subjugator).
Risen Lich (Champion)
- Get same attunement as the Lich.
- Horror Blast: Low-range PBAoE + High-range PBAoE. Knockback + Low damage and swaps all attunement (players and Lich) random attunement if none. "Moves right arm behind back".
- If you are out of sync, dodge this. If you are in sync don't dodge!
- Alternatively stay behind until you get synced.- Life Siphon: PBAoE. High life-steal. Used rarely.
- Phase Blink: Projectile. Medium damage and delayed (~3 s) teleport if it hits. "Spins".
- Disrupting Blasts: Multiple projectiles (360 degrees). If you have same attunement: Protection (5 s) per hit. If you don't: Very high damage per hit. Minimum-range (stack). "Holds right arm behind and moves it forward".
- Stay away at high-range or inside Lich if out of sync. Otherwise just try tank it for Protection.
Second door
- Focus enemies. 1 Risen Grub (Silver) and ~15 Risen Grubs (Normal), ambush.
- Destroy Obelisks.
Bloated Creeper (Champion)
- Roar: Cone. Fear and Weakness (10 s). Can't be blocked or evaded. "Roars".
- Throw: Piercing projectile. High damage. Landing effect: Small AoE-field (lasts 30 s). Passing causes Poison (5 s) and Weakness (10 s), can't be blocked or evaded. Basic attack. "Moves right arm behind back".
- May stack lots of these at same location. May cause very long duration.- Massive Smash: Melee. High damage and 5 Vulnerability (5 s). Re-targets after cast. "Glows".
- Summoning Stomp: Aura (~5 ticks in 5 s) + Summons multiple inert Risen Grubs (Normal). High damage per tick. "Jumps".
- Stay away from melee some seconds after it has jumped.
- Kill only nearby Grubs (they just idle).- Eats Grubs: Gains buff (2 min). Increases Power and Armor.
Third door
- Stay at range. Orrian Eyes (Structure) have limited range and their Blind makes you useless.
- Ticking AoEs: Low damage per tick.
- Just don't start camping inside one.
Risen Knight (Champion)
- Multiple sources on long-duration conditions. Focusing on condition removal is advised.
- Slash: Projectile. High damage, Poison (5 s), Bleeding (5 s) and 10 Vulnerability (20 s). Basic attack. "Raises sword".
- Dodge.- Aerial Assault (1): High-range PBAoE. Medium damage, Poison (10 s) and Crippled (10 s). "Rises to sky fast".
- Dodge.- Frost Fields (2): 4-7 projectiles. Landing effect: small AoE-field (lasts 25 s). Passing causes Crippled (3 s) and Chilled (3 s), can't be blocked or evaded.
- Not used if Frost Fields are still on ground.- Debris: 2-3 delayed (~1.5 s) AoEs. High damage, Launch (~2 s) and Risen Plague Carrier (Normal). "Rises slowly to sky".
- Dodge or get out or area.
- Kill Carriers before they explode or get out of range.
Airship: Giants
- Run inside to take cover if needed (applies to all Airship parts).
- 4 Giants at right side of the ship throw projectiles which summon Risen Eagles/Brutes/Thralls/Plague Carries (Normal).
- Use Cannons Reflection Shield to reflect attacks back. Kill enemies while waiting for cooldown.
Orrian Towers
- Enemies keep respawning?. So just focus Towers while kiting.
- Gorilla Tower: Sneak up from behind to avoid Orrian Eyes.
Mouth of Zhaitan (Legendary)
- Orb of Flame: Interrupting Vortex causes 25 Vulnerability (15 s) and ~5 second Stun.
- Burst: Projectile with small AoE. High damage and Burning (5 s). "Moves right arm behind back".
- Block or evade.- Vortex: High-range PBAoE. Pull and copy one Boon. "Stomps ground and pulls air in".
- Throw Orb of Flame to interrupt.- Devastating Blow: Melee. Extreme damage. "Jumps".
- Block or evade.
Airship: Cleanup
- Keep killing enemies.
Airship: Ogravros the Moondeath
- Appears on right-side after diving under the ship. Go shoot it with Cannons.
- Don't bother with Reflection Shield. Its attacks can't be reflected.- Simplest tactic is to have 3 guys permanently on right-side Cannons while two guys clear up enemies.
Airship: Fafnarin the Heartslayer & Horrogos the Soulbreaker
- Dragons appear on both sides. Try to focus one side first (finish off one dragon).
- You can try decided some roles but improvise if needed (try to have as many people on Cannons as possible).
Big airship: Charging cannon
- Avoid delayed AoEs (black).
- Kill stuff, revive NPCs (especially Zoijja).
Big airship: Cleanup
- Kill everything
Big airship: Zhaitan
- Use Cannons to attack Zhaitan (two Cannons on left-side need to be rotate, with others just shoot forward).
- Kill Tentacles if they bother you.
Last edited by Wethospu; 05-05-2013 at 12:08.
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Explorable (Level 80)
Spoiler
- Path 1 (Jotun): Hard path. Takes about 60-90 minutes with decent team.
- Path 2 (Mursaat): Hard path. Takes about 45-75 minutes with decent team.
- Path 3 (Forgotten): Hard path. Takes about 30-60 minutes with decent team.
- Path 4 (Seer): Very hard path. Takes about 90-150 minutes with decent team.
- Focus Illusionists (extreme damage Chaos Storm) and Deadeyes (extreme damage ranged attack).
Path 1: Jotun
Spoiler
Start
- Enemies are often skipped. After door stick to right side.
- Before door: 2 Silver-Risen (Elementalist, Hunter, Illusionist, Mage).
- Ambush: ~4 Vile Oozes (Silver).
- On left side: 3 Silver-Risen (Elementalist, Hunter, Illusionist, Mage). They move to middle if you get close.
- 3 Orrian Guard Turrets (Structure) and ~3 corpses.
- On left way: Ambush: 12 Undead Spider Hatchlings (Normal) and 3 Orrian Spiders (Normal).
- Go right way.- Skip ends when you get inside cave (two ways to enter). Clean up both Spider-ambushes.
- On left way: Ambush: 5 Undead Spider Hatchlings (Normal).
- On right way: 3 Silver-Risen (Elementalist, Hunter, Illusionist, Mage).
- On open area: ~6 Orrian Guard Turrets (Structure)
- Before aggroing Ooze it is good to clear nearby Guard Turrets and Risen. This makes skipping easier and removes risk of aggroing them during fight.
Ancient Ooze
- Killing spawns a chest at Jotun.
- Exploit: Jump on a coral-tree and Ooze can't hit you.
- Bounce (moving): Dash with PBAoE (3 hits in 2 s). High damage and Launch (3.5 s) per tick. Used at distant targets. Used every ~8 s. "Glows (1 s) and starts bouncing".
- If ranged: keep slowed and stay at distance.
- If melee: keep chasing and dodge at opposite direction Ooze is going.- Bounce (still): 6 PBAoEs in 4 s. High damage and Launch (3.5 s) per tick. Used at close targets. Used every ~10 s. "Glows (1 s) and starts bouncing".
- If ranged: relax.
- If melee: dodge back and get back in fast so Ooze doesn't use other skill.- At 25% splits to two Champion Oozes and drops "Blood of the Ancient"-bundle. Bundle constantly spawns Vile Oozes (Silver). Bring it to Jotun as fast as possible (dodge to move faster)..
- To make run shorter pull Ooze near Jotun before it splits (or use Portal).
- Escorting is very fast if everyone participates. Drop bundle when out of dodges and someone else picks it up. Requires good coordination.
Way to Crystalline Entities
- Enemies are often skipped. Skip will be much easier if you can lose aggro of Champion Oozes before going in.
- On open area: enemies you didn't kill.
- 4 Silver-Risen (Elementalist, Hunter, Illusionist, Mage).
- On left side: Ambush: ~3 Vile Oozes (Silver).
- On right side: Ambush: ~3 Vile Oozes (Silver).
- 2 Orrian Drakes (Silver).
- 2 Orrian Drakes (Silver).
- Ambush: ~15 Lesser Oozes [Fighting] (Normal).
- 3 Orrian Drakes (Silver).
- If skipping, run all way to end to lose aggro.
9 Crystalline Entities (Champion)
- If enemies are green go near Orrian Drakes to trigger Jotun.
- Stand on light to get "Green Light"-stacks. Stacks greatly increase your damage against light-enemies while degenerating your health. Wait for ~5 stacks and kill enemies.
- Get out of light to regenerate.
- Don't aggro too much if you are not sure you can handle it.- Immune to Conditions.
- Jab: Melee. High damage.
- Keep moving.- Don't forget chest at Jotun.
To Tar
- 3 Orrian Drakes (Silver).
- On right side (purple glow): Ambush: ~3 Orrian Spiders (Silver) and ~5 Orrian Spiders (Normal).
- ~30 Normal-Risen. Use Detonator to destroy.
- On right side: Orrian Drake (Champion) and ~8 Orrian Drakes (Silver).
Tar boss
- 4 corpses on area. Clean up (walk over).
- Rally from Tars (Normal).
- Stand on four springs to spawn it (also prevents Tars (Normal) from spawning).
- You can move when Boss is out.- Tar spit (if not Burning): Multiple AoE-fields. Passing "Stuns" for 1 minute (unbreakable). Spawns Tars (Normal).
- Keep Tar Burning to prevent. Use Whiskey if needed.- Tar spit (when Burning): Multiple ticking AoEs. Medium damage and Burning per tick.
Giganticus Lupicus: Check Giganticus Lupicus
Way to Korga
- All enemies are often skipped.
- 2 Silver-Risen (Elementalist, Mage, Illusionist, Hunter).
- Note: Corpse right after corner so watch out!- 5 Silver-Risen (Elementalist, Mage, Illusionist, Hunter).
- 2 Orrian Drakes (Silver) and 3 Orrian Gorillas (Silver).
- 2 Orrian Drakes (Silver) and Orrian Gorilla (Silver).
- Ambush: ~6 Orrian Spiders (Silver).
Korga the Mighty
- Killing spawns a waypoint and a chest. Often skipped.
- Dashes twice and then attempts to resurrect nearby corpses.
- Control its dashes to keep it in same place.
- Use Staff found nearby to lay a trap which stuns Gorilla.
The spider room
- Two respawning Reflecting Crystals. Crystals are needed for end-boss.
- Ambush: 2 Orrian Spiders (Champion), 3 Orrian Spiders (Silver) and ~10 Orrian Spiders (Normal). Often skipped (grab a Crystal and run!).
- Can be a very tough fight unless one player can kite Champions while everyone else kills rest.
- If you have Staff from Korga it is very useful here.
Jotun Stargazer (Legendary)
- Gather 3-5 Reflecting Crystals before engaging. Use Crystals to reflect projectiles and cover up party-members.
- Damage of reflected projectiles depends on offensive stats. Try make sure top damage dealers get hit (also bring offensive utilities).
- When reviving cover downed people with your body.- Homing projectile: Homing projectile. Fatal damage. "Swings left arm (0.5 s)".
- Use Reflecting Crystals (or reflecting skills) to reflect.
- Stand on top of Jotun to ensure getting hit.
- Crystals break randomly on hit (2-50 hits). Watch out.
- If you can't reflect stay behind someone.- Lava Font: Small ticking AoE (extreme damage, lasts 6 s). High damage and Burning per hit. "Raises left hand and glows (1 s)".
- Dodge.- Flame-wall: Shrinking AoE-field. Passing causes fatal damage.
- If someone needs to get in prepare to revive.
Path 2: Mursaat.
Spoiler
Operative Belka
- Exploit: Belka can't hit you if you attack from 1200 range.
- Belka is immobilized so she doesn't reset unless you wipe. This allows hit&run-tactic if needed.
- Fan of Fire: 3 medium-range piercing projectiles (cone). Low damage and Burning per hit. Basic attack.
- Teleports: Teleport + projectile-reflection (~5 s).
- Knockback bolt: Projectile. Medium damage and Knockback.
- Glowing Ball: Slow ballistic ranged-attack with AoE. Extreme damage.
- May overlap/get mixed with Fire barrels. Dodge if unsure.
- Attack tracks movement but red circle doesn't so pay attention.- At 75%/50%/25% more and more Pots start attacking.
- Suspicious Pots (Structure): Flamestrike: Channeled PBAoE. Medium damage and Burning per hit.
Golem suit
- Exploit: Can jump over wall.
- One players takes the suit and reapplies shield when needed.
- Alternatively just run without suit.- Everyone else charges the suit.
- Charge when "Energized" buff disappears, don't wait until shield runs out!
- Decide initial order.
- Good idea to call "Charge"-skill before charging to avoid overlap (if problems).- Everyone else also brings mobility, stealth, etc.
- Leave dead people behind. You get a waypoint in the end and enemies start attacking a beacon.
- Bug: enemies have long range and they will hit people at waypoint. Use immunity/evade if you use that waypoint.
Berserker Abomination
- 3 respawning Inquest (Normal) on area. Killing drops a Tranquilizer.
- Abomination Swipe: Slow melee. Very high damage. Basic attack. "Slow swing".
- Circle-strafe or run through to avoid.- Jump: High-range PBAoE. Extreme damage and Knockback. "Jumps".
- Dodge.- Rock: Slow projectile. Extreme damage and Knockdown.
- Moving works, dodging is more safe.- Berserks: Initial Knockback. Grants invulnerability? and more damage. Inflicts very strong Burning on melee-range.
- Use a Tranquilizer or interrupt.
- Tranquilizing interrupts animations but doesn't stop attacks so watch out for unfinished attacks (rock, etc.).
Giganticus Lupicus: Check Giganticus Lupicus
Water & Big mine field
- When you reach end of first water area go and right, then follow sharks and blue torches.
- Hug right on big mine field to find "secret, no mines at all" way.
- After waypoint stick to left, wait for monsters to go and skip everything.
Alphard, Serpent of the Waves
- Resistant to conditions: All conditions expire rapidly.
- Vital Shot: Projectile. Low damage and Bleeding. Basic attack.
- Tank, dodge or hide.- Rapid-fire: Channels projectiles (very high damage). Low damage per hit.
- Dodge or hide.- Pull (1): Projectile at everyone. Pull. Uses (2) if any targets were hit.
- Dodge or anti-projectile.- Big Ol' Bomb (2): Delayed AoE. Extreme damage and Launch.
- Preparing (1): Flashes and teleports to middle to prepare. (2) starts when gets "Energized" buff.
- Bug: Melee-attacks may interrupt this (very likely with 2+ players).- Daggerstorm (2): Channels bouncing projectiles (360 degrees). Extreme damage per hit. Can't be blocked.
- Hide behind barricades.
- Watch out for uncovered pets and minions.- At 75%/50%/25% Summons Clones: Shoots and Rapid-fires with lower damage.
Operative Brie
- On room before boss huge left wall to avoid enemies.
- First phase: Only one player can have the "buff", cycle attacking players. Everyone else defends terminal.
- With high damage that one player is enough.- Second phase (50%): Everyone can go in.
- Chain Lighting: Bouncing and homing projectile. Low damage.
- Turbo Laser: Ranged-attack. Extreme damage and Burning.
- Move.- Orb of Wrath: Homing projectile. High damage.
- Dodge.- Fire Storm: Multiple ticking AoEs. High damage and Confusion per tick.
Path 3: Forgotten
Spoiler
- Level 80. Medium. Medium.
- Focus Illusionists. Their Chaos Storm deals extreme damage.
Wraithlord's Crusher (Legendary) and Wraithlord's Hunter (Champion)
- Crusher Mighty Smash: Medium-range melee. Extreme damage. "Glows".
- Stay behind Crusher or dodge.- Crusher Healing Signet: Passive Healing. Used to heal.
- Crusher Revive Shout: Revives nearby allies. Revived allies die when Crusher dies.
- You can kill Hunter but there's no point focusing him because he will be back.
- If you pull him back he will revive 3 Silvers (so you have to kill them again).- Crusher Plague Shout: Transfers conditions to nearby enemies.
- Hunter Evasive Trap: Dodges to lay trap: Medium damage, 3 Bleeding (5 s, 87 per tick) and Immobilized (5 s). Only used if Hunter is targeted.
- If possible (when meleeing) don't target Hunter so he won't use this.
- Keep distance.- Hunter Bouncing Shot: Bouncing projectile. Low damage and Crippled (3 s) .
- Hunter Binding Shot: Slow bouncing projectile. Low damage and Immobilized (4 s) . "Glows".
- Keep moving or dodge.- Hunter Poison Cloud : Ranged-attack with AoE-ticks (very high damage). Low damage and Poison per hit. Targeted at location of Crusher. "Glows".
- If you kill Hunter he will no longer use this attack.
Way to Mage Crusher
- ~6 groups of ~4 Silver-Risen (Elementalist, Hunter, Illusionist, Mage). Skippable.
- After reaching wide area (with Giant (Champion)) there's three ways (left, forward, right).
- Left-way is used most often but some groups may go right too. In both ways you get ambushed by Orrian Spider (Champion) and 2 Orrian Spiders (Silver). Skippable.
- In both ways you can run past spiders and lose aggro. However ambush in left-way is further away from the boss which makes it easier to lose aggro.
- If you go forward there's about 6 Silver-Risen and 6 Normal-Risen which are harder to skip.- Run to cliff near Mage Crusher to lose aggro.
Wraithlord's Mage Crusher (Legendary)
- Exploit: There's a spot close to him where you can keep attacking but he won't attack you.
- Multiple respawning Risen Hands (Structure) in area.
- Fetid Blast: Slow projectile with AoE. High damage and Poison (10 s, 188 per tick). "Swings left arm".
- If at high-range you can just keep moving left and right.
- Otherwise, dodge/block/anti-projectile.- Fetid Mark: AoE. No initial effect. "Glows and crouches".
- Jumps: Triggers Fetid Marks. Very high damage and Knockdown (3 s) per hit. "Rises in air".
- Run out Marks or dodge.- Life Siphon: Channeled ranged-attacks (very high damage). Low life-steal per hit. 1200 range. "Points staff, life-steal sound".
- Try to outrange, break line of sight or keep dodging.
Corrupted light
- To open closed doors you must place place Light near them.
- Carrying Light does ~2000 damage every second so you need to pass it to each other.
- Target bit after everyone or it just lands on their foot and you lose it.
- Take mobility and healing skills so you can carry it further.
- Right before taking Light you can use weapon-mobility skills (like Warrior Rush).
- You can also use weapon-skills right before someone throws it at you (bit risky and needs good timing so don't do it unless there's someone else around).- First gate: Short distance. Every class should be able to solo it.
- Second gate: Much longer distance. Some classes can solo it though (Mesmer Portal).
- Move as a close group, try stay front of Light-carrier. This makes throwing near impossible to fail.
Giganticus Lupicus: Check Giganticus Lupicus
Way to end fight
- Multiple enemy groups. All often skipped.
- 3 Silver-Risen (Illusionist, Hunter, Mage, Elementalist).
- Ambush: 6 Orrian Spiders (Silver).
- Ambush: 1 Orrian Spider (Champion) and 3 Orrian Spiders (Silver).
- Waypoint + Cinematic.
- 5 Silver-Risen (Illusionist, Hunter, Mage, Elementalist).
- 3 patrolling Giants (Champion).
Cleansing chicken
- 1 Wraithlord, 3 circles, 2 Risen Wraiths [Corruptor] (Silver) per circle.
- Wraithlord is invulnerable, surrounded with high damage aura, uses Grasping Dead and occasionally dashes to a circle.- Goal is to control circles. You convert a circle by having more players than enemies inside. Similarly it gets converted back if there are more enemies than players.
- With equal players and enemies color of circle changes to blue, however it doesn't converted!
- Pillars shoot white/green projectiles to chicken based on control. Rely on that instead of circles.- 1-2 players should aggro Wraiths by hitting them and then just run around the area.
- Rest of the players should keep circles controlled. Avoid hitting Wraiths so you don't get aggro.
- If Wraithlord dashes to your circle keep distance but still stay inside circle.
- It is usually easier and faster if cappers wait behind until runners have aggro.
Wraithlord (Legendary)
- Corruption: Increases damage you take from boss attacks. Stand on white light (appears once in a while) to remove.
- 5: Stun (1.5 s).
- 10: Stun (1.5 s). Damage taken ~2 x.
- 25: Risen Wraith [Drain] (Silver).- Slash: Melee. Medium damage, Bleeding (15 s, 94 per tick) and Poison (25 s, 188 per tick). Basic attack.
- Corruption: Channeled cone (~15 hits in ~7 s). Low damage and Corruption per hit.
- Dodge as fast as possible to evade first hits.
- Animation is bit off, focus direction of its mouth.- Grasping Dead (1): AoE. Medium damage and Immobilized (3 s). Only used at distant targets. "Pulls right arm behind".
- Lupine Blast (1,2): Dash. End effect: 2 PBAoEs. First: No effect. Second: High damage, 5 Corruption and Immobilized. Only used at distant targets.
- Single-blocks won't work because "fake" hit.- Summons Undead Tendrils (Structure).
Avoid and rally.
Path 4: Seer
Spoiler
Start
- Ambush: ~20 Orrian Spiders/Hatchling (Normal).
- After first gate: ~10 Risen Villagers.
- Ambush: Undead Knight (Champion), extra NPCs escape.
Kaisar, High Priest of Balthazar
- Whirling Fire: Slow dash with PBAoE-ticks (~10 hits in 2 s). ~2500 damage per hit. Can't change direction. Used on close targets. Used every ~9 s "Moves sword left and starts spinning clock-wise (0.3 s)".
- Dodge through.- Fire-AoE: Multiple delayed (3 s) ticking AoEs. Medium damage and Burning per hit. Initial effect: ~8000 damage.
- Avoid.
To Melandru
- Moving green stuff, avoid.
- Ambush: 4 Vile Oozes (Silver).
- ~5 Silver-Weapons.
- Moving green stuff and aoes, avoid.
- 5 Silver-Risen.
- Use buckets to activate stumps (guarded by 1-2 Orrian Gorillas (Silver)).
Vahid, High Priest of Melandru
- Common tactic is afk at range. Melee is possible but is very dangerous.
- Vahid doesn't move.
- Launch: PBAoE. Launch. "Two explosions".
- Dodge/block when you see second explosion.- Spawns Trees.
- Ignore.
Farnaz, High Priestess of Lyssa
- Moa: Morphs target to Moa. "Purple glow".
- Try to dodge.- Summons clones.
- Kill.- Summons multiple clones. Inflicts 5 Confusion per clone when killed (easily gets to 25).
- Use area-effects to bring them down.
- Use condition-removal (party-wide if possible), stop attacking if needed.- Staff attack: Projectile. Medium damage and random condition.
Corrupted light
- To open closed doors you must place place Light near them.
- Carrying Light does ~2000 damage every second so you need to pass it to each other.
- Target bit after everyone or it just lands on their foot and you lose it.
- Take mobility and healing skills so you can carry it further.
- Right before taking Light you can use weapon-mobility skills (like Warrior Rush).
- You can also use weapon-skills right before someone throws it at you (bit risky and needs good timing so don't do it unless there's someone else around).- First gate: Short distance. Every class should be able to solo it.
- Second gate: Much longer distance. Some classes can solo it though (Mesmer Portal).
- Move as a close group, try stay front of Light-carrier. This makes throwing near impossible to fail.
Giganticus Lupicus: Check Giganticus Lupicus
Ghasem, High Priest of Grenth
- Clear two ambushes at black spots (sweep the area).
- Activate Priest by killing Undead Wraith.
- Wraith teleports to black spots (total of five) always following same rotation.
- Learn the rotation. This allows you to assist people.
- Hit (melee) Wraith immediatelly to avoid it resetting.- Kill veteran enemies to kill Priest.
- Run through falling rocks and fall from cliff to skip enemies.
Simin, High Priestess of Dwayna
- Hopefully helping image.
- Use offensive consumables and utilities. Swap gear/traits if possible.
- Stack plenty of "Tears of Dwayna" at one spot. Decide roles: North-runner (3-sparks), South-runner (2-sparks) and Tear-thrower.
- Runners: Mobility (at least Swiftness). If needed, Stability to prevent Petrify during run.
- Non-runners: Hug wall when Simin disappears.
- Tear-thrower (ranged, lowest DPS): Watch party-UI (non-simplified) and use tears to cure Petrify. Attack when possible.
- This is very important role so focus. Proper curing gives high boost to DPS and spark-runs.- Non-tear-throwers: Keep eye on general situation and use tears if needed.
- Dark Pact: Ranged-attack. Low damage and "Dead Eyed Stare" if not already.
- Chain-bolt: Bouncing projectile (3 bounces, high damage). Medium damage per hit.
- Storm: AoE-ticks. Random damage (medium to very high) per tick.
- Cloak, Invulnerability and Regen: Used periodically when below 50% health.
- Lure Sparks to middle statue to break.
- Popular starting tactic (4-1) is running only 4 Sparks and letting Simin come out naturally (after 1 minute). Next time you just have to run 1 Spark which makes Cloak extremely short.
- If you are slow and timer always runs out it may feel that it's "stuck" on 50%. Try to improve your tactic and execution.- Dead Eyed Stare: Debuff which slows movement and skill recharge. Inflicts "Petrified" upon expire.
- Petrified: Debuff which "stuns". Inflicts "Petrified" upon expire.
- Use "Tears of Dwayna" to cure.
- Stability prevents effect but doesn't prevent status.
- Bug: If "Dead Eyed Stare" ends while "Petrified" you can just attack to break the effect (status remains).
Drake (Champion)
- After Simin, head north-east to Champion Drake. Skippable.
- Unlike every other Drake in the game this one is actually dangerous. It shoots homing missiles! (ok, some kind of balls).
- After the Drake keep hugging the left wall until you see a well. Jump down to well and keep going!
Bloodstone Shard
- Mix of every Priest/Priestess encountered.
- Most importantly cure "Petrified", kill summons and avoid AoE.
- No knocking poison balls on melee range.
Giganticus Lupicus (Legendary)
Spoiler
- Immune to Blindness, Crippled and Control-skills.
- On big room you can hug left/right wall to skip most of the enemies (risky if you aggro too much).
- Three phases, triggered at 75% and 50%.
- Get immunity, blocks, Vigor, etc.
- To quickly gain health run to other side of the arena to get out of combat (don't do this with 1-2 alive).
- Example video: http://www.youtu.be/Ui9kSD4aGOA
Phase one
- Ranged players should stack to kill Grubs and Locusts faster.
- Melee players should avoid each other and not stay in front of Lupicus. Lupicus will turn to face you when it is going to attack/infect.
- Warning: If you can't dodge infection you will most likely hurt your team.- Infects players: Inflicts green-effect. Grubs spawns after ~5 seconds. Only targets players. "Waves hand in a circle with green-effect".
- Dodge when its hand is up. Dodging it prevents Grub from spawning.
- Run to other players when infected to allow everyone focus it.- Roars: Does nothing (usually connected to Grub spawning but that has its own timer).
- Spawns Locusts: Deals high damage upon contact.
- Focus them down if stacking.
- Keep moving to avoid damage (circle, etc.).- Kick: Melee. Very high damage and Knockback. Usually used between every other attack (sometimes not at all, rarely twice). "Leans bit on left foot".
- Dodge, if you are too slow try to predict it.- Phase two starts when Lupicus reaches 75% health. It turns invulnerable and infects nearest target (unavoidable, targets non-players too). Infected player should run away from Lupicus. Scatter and focus last Grubs.
Phase two
- When low health get away from Lupicus to trigger "out-of-combat" regeneration. Careful, if everyone is out-of-range it will reset.
- Lupine Blast: Projectile with small AoE. Very high damage and Poison (~5 s). Doesn't hit on melee-range. "Turns bit left and shoots from left hand".
- Keep side-stepping to one direction. Change direction to avoid.
- Dodge if unsure.
- Very dangerous when reviving because it will hit you both.- Frenzied Blasts: Channels projectiles with small AoE (360 degrees). Three waves of multiple projectiles. Very high damage per hit. Ballistic-curve. ~20 s cooldown. "Puts hands on its chest and leans bit forward".
- Warning: All circles won't get drawn. You may get hit out of circles by "rogue" projectiles.
- At long range circles may disappear before projectile arrives.
- May use Lupine Blast very quickly after this.
- Dodge twice, use AoE anti-projectile skills (Mesmer Feedback extremely effective on melee-range) or invulnerability skill.
- If you run out of everything try to out-range whole attack (if everyone does this you risk reset).- Dash: Dash with PBAoE at end. Very high damage and Knockdown. Evades. Only used on distant targets. Sometimes uses Lupine Blast mid-dash.
- Dodge, leap, teleport or dash.
- Targets same player (highest armor?).- Melee: Melee. Very high damage, 3 Bleeding (~20 s) and Knockback. "Slow swing".
- Dodge.- Phase three starts when Lupicus reaches 50% health. It turns invulnerable and uses mini-Frenzied Blasts.
- Lupicus may revert back to phase 2 (especially transition phase) if you let it self-heal with life-steal.
Phase three
- Necrid Trap: Channels AoE (extreme damage). High damage per tick. Edges Knockback preventing escape. Used on melee range. Tracks movement. Used on downed and moving targets. "Leans bit back and raises arms."
- Try stay still unless avoiding something.
- Stability, immunity or warp out.- Frenzied Blast: Channels slightly homing projectiles on area (extreme damage). Medium damage per hit. Used on melee-range. "Shakes both hands pointed at you and leans bit forward".
- Dodge, twice if needed.- Life Drain: Channels huge PBAoEs (very high damage). Medium life-steal per hit. "Raises its arm and start rising to air".
- Run away dodging.- Life Drink: Channels ranged-attacks (~5 hits, extreme damage). Medium life-steal per hit. "Moves right arm to very left and starts pointing at you".
- Dodge twice.- Lupine Blast: Projectile with small AoE. Very high damage and Poison. Doesn't hit on melee range. "Uses right hand instead".
- Keep side-stepping to one direction. Change direction to avoid.
- Dodge if unsure.
- Very dangerous when reviving because it will hit you both.- Lupine Death: Channels projectiles with small AoE (360 degrees). High damage per hit. Ballistic curve. Used upon death.
Last edited by Wethospu; 14-05-2013 at 13:47.
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Bestiary
Spoiler
?Undead Abomination (Silver)
- Immune to Crippled, Chilled or Immobilized and all Control-effects (Stun, Knockback, Knockdown, Launch, Daze, Pull).
- When hit: Low chance to remove all Frenzy-stacks and Stun (3 s).
- ?Abomination Swipe: Slow melee. High damage. Basic attack. "Swings right arm (2.5 s)".
- Move out of way.- ?Abomination Slam: Slow melee. High damage and Knockback (2 s). "Glow and jumps (1.5 s)".
- Move out of way.- ?Charge: Dash (extreme damage, hits ~4 times in 2.5 s). High damage and Knockback (1 s) on passes targets. Only used at distant targets. "Bends forward an glows purple (1 s)".
- Move out of way, dodge if needed.
Giant (Champion)
- Throw Boulder: Projectile with small AoE. Extreme damage and Knockdown (2 s). "Grabs boulder from ground".
- Dodge towards to destroy projectile while evading.- Giant Stomp (1): Projectile. High damage and Crippled (10 s). "Stomp with left foot".
- Giant Stomp (2): Projectile. High damage and Knockback. "Stomp with left foot".
- Giant Stomp (3): Projectile. "Smash with right".
- Giant Stomp: Medium-range PBAoE + small-range PBAoE. Extreme damage and Crippled (10 s) + Launch. "Stomp with right foot".
- Roar (1): Medium-range PBAoE. Weakness (10 s). Can't be blocked or evaded. "Roars".
- Roar (2): Medium-range PBAoE. Fear (2 s). Can't be blocked or evaded. "Roars".
Dominated Berserker (Silver)
- Axe Swing (1): Melee. Low damage, Might (5 s) and Fury (5 s).
- Axe Slice (2): Channeled melee-hits (2 hits in 1 s). Low damage, Might (5 s) and Fury (5 s) per hit.
- Brutal Strike (3): Channeled melee-hits (3 hits in 1 s, medium damage). Low damage, Might (5 s) and Fury (5 s) per hit.
- Whirling Axe: Channeled PBAoEs (high damage). Low damage per hit.
Dominated Sentinel (Silver)
- Shield Bash: Dash. Low damage and Stun (2 s).
- Sword of Wrath: Melee. Low damage.
Inquest Technician (Silver)
- Subvert: Channeled ranged-attacks (15 hits in 9 s, high damage). Low damage, Stun (1 s) and "Subvert" (5 s) per hit. "Gun electrifies + Beam".
- Interrupt to help others. Stability to help yourself.- "Subvert": Regenerates health.
Magma Turret (Structure)
- Invulnerable.
- Magma Orb: Projectile. Low damage.
Net Turret (Structure)
- Can be destroyed.
- Net: Projectile. Immobilized (1 s). "Smoke".
- Dodge bit after "Smoke" to evade.
Orrian Drake (Silver)
- Poison Cloud: Few projectiles (cone) with AoE-ticks (~10 ticks, high damage). Low damage and Poison per tick. Has minimum-range.
- Hug to be safe.- Melee: Melee with low damage.
Orrian Guard Turret (Structure)
- Machine Gun Fire: Fast projectile. Low damage and Blind (1 s). Used very rapidly.
- Zig-zag at range or use anti-projectile.
Orrian Gorilla [Explorable] (Silver)
- Smash: Melee. High damage. Basic attack. "Swings left arm".
- Massive Smash (1): Melee. Medium damage and Knockdown (~7 s). "Pulls right arm back, bits slower than Smash".
- Thump (2): Quick melee. Low damage and Knockdown (~7 s).
- Roar (1): Channeled PBAoEs (3 hits in ~3 s). Weakness (5 s) per hit. Can't be blocked or evaded. "Glows and roars".
- Shockwave (2): Melee. Medium damage. "Swings right arm".
Orrian Gorilla [Story] (Silver)
- Shockwave: 3 projectiles (cone). Low damage per hit. "Glows and smashes ground".
- Roar: Low-range PBAoE. Fear (4 s) and Stability (15 s). "Glows and roars".
Orrian Spectral Archer (Silver)
- Trick Arrow: Bouncing projectile. Low damage per hit.
- Pin Down: Projectile. Medium damage and Immobilized.
- Pinning Barrage: Channeled AoE. Medium damage and Crippled (1 s) per hit.
Orrian Spectral Ghostblade (Silver)
- Leap: Leap. Medium damage and Crippled (5 s).
- Pull (1): Delayed PBAoE. Low damage and Pull.
- Spin (2): Channeled PBAoE (very high damage). Medium damage per hit. End effect: Launch (3 s).
Orrian Spectral Flamecaster (Silver)
- Spin: Multiple projectiles (360 degrees) in 2.5 s (medium damage). Low damage and Burning per hit. End effect: Vulnerability and Launch (4.5 s).
Orrian Spider (Champion)
- Spider alternates Venom Spray and Venom Blast.
- Venom Spray: Channeled cones (high damage). Medium damage and Poison per hit. Grants Predator Swiftness. "Glows".
- Side-step to avoid.
- Tank to make Malrona vulnerable (Predator Swiftness).- Venom Blast: Multiple projectiles (cone) with AoE (extreme damage). Very high damage per hit. "Glows".
- Stay behind if you are not targeted.
- Dodge 1-2 times (melee has to dodge based on animation).
- Reflecting projectiles is very effective, especially AoE (like Feedback).- Predator Swiftness: Increases movement speed. Takes a lot more damage.
Orrian Spider (Silver)
- Bite: Melee. Medium damage, Crippled (6 s) and Poison (6 s, 188 per tick).
Orrian Eye (Structure)
- Machine Gun Fire: Low-range fast projectile. Low damage and Blind (1 s). Used very rapidly.
- Stay at range.
Plague Carrier Abomination (Silver)
- Explode: PBAoE + Summon 10 Risen Grubs (Normal). Very high damage, Knockdown (3 s), Poison (~8 s, ~100 per tick), Vulnerability (~8 s), Weakness (~8 s) and Crippled (~8 s).
Risen Grub (Silver)
- Undead Grub Spit: Slow projectile. Medium damage. Basic attack. "Holds head back".
- Slime Spray: 3 low-range projectiles with ticking AoE (~6 hits in ~4 s, lethal damage). High damage per tick. Only used at close range. "Holds head back bit longer".
Risen Deadeye (Silver)
- Kill Shot: Piercing projectile. Damage based on distance (from medium to extreme). Knockback. "Beam and debuff at target".
- Hug to prevent huge damage. Learn to dodge it (based on distance)
- Don't stand in beam or behind targeted player.
- Interrupt or Blind.- Kick: Melee. Low damage and Knockback.
- Plant: Melee. Inflicts "Bomb".
- "Bomb": End effect: PBAoE. Very high damage and Knockdown.
- Dodge.
Risen Defiler (Silver)
- Alternates between Throw Anchor and Smash.
- Throw Anchor (1): ~5 projectiles (cone). Medium damage per hit. "Spins".
- Pull (2): Projectile. To target: Pull. To itself: Low damage and Pull.
- Smash: Melee. High damage. "Holds weapon behind back".
Risen Elementalist (Silver)
- Self-buff:
- Cone of Corruption: Channeled cone (lasts 2 s, 5 hits, very high damage). Medium damage and Chilled (8 s) per hit. Able to rotate.
- Vapor Blades: 7 returning and piercing projectiles (cone). Medium damage and 3 Vulnerability (3 s) per hit.
- Don't hug in front of him, extreme damage at close distance.
- Reflecting is extremely effective.
Risen Hand (Structure)
- Kill to rally.
- Throw Boulder: Projectile. Low damage and Knockdown (3 s). "Hand swings and throws a rock".
Risen Hunter (Silver)
- Self-buff: PBAoE. Stability (9 s), 3 Might (9 s) and Regeneration (9 s). Spawns an Orrian Eagle.
- If you want to use CC use it on Hunter before he gets this off.- Axe throw: Bouncing projectile (5 times, very high damage). Medium damage per hit.
- Reflecting is extremely effective.
- Extremely dangerous if it bounces between two targets. Try to dodge.
- Side-step at range to avoid.
Risen Illusionist (Silver)
- Chaos Storm: AoE-ticks (extreme damage). High damage and random condition (Weakness, Poison, Chilled, Stun) per tick.
- Ability capable of wiping entire parties. Dodging out of this is top priority.- Channel: Channels ranged-attacks (lasts ~2 s, ~7 hits, medium damage). Low damage and Vulnerability (4 s) per tick.
Risen Mage (Silver)
- Water Bolt: Projectile. Medium damage.
- Side-step, dodge or tank.- Corrupted Geyser: 7 AoE-ticks (6 hits in 5 s, very high damage). Medium damage and Regeneration (5 s) per hit. AoE's may overlap. "Bends forward and raises left arm".
- Dodge to avoid first tick. Can be very dangerous if AoE's overlap.- Wave of Corruption: PBAoE. High damage, Launch and cures one Condition. "Rises up".
- Dodge.
Risen Sentinel (Silver)
- Shield Bash: Dash. Low damage and Stun. "Dashes shield forward".
- Banner of Strength: AoE-field. Passing causes Knockback (prevents escape). Increases Power and Condition Damage.
- Sword of Wrath (1): Melee. Low damage.
- Sword of Arc (2): Melee. Low damage.
Risen Wraith [Corruptor] (Silver)
- Corruption: Debuff, stacks 25 times. Increases damage taken. 5 stacks Stun, 10 stacks Stun.
- Slash: Melee. Low damage and Corruption (25 s).
- Life Drain: Delayed (3.5 s) high-range PBAoE. Medium life-steal and corruption. "Spins around".
- Warp: Teleports to target. Only used at distant targets.
Risen Wraith [Drain] (Silver)
- Vampiric Touch: Melee. Medium damage. "Swings right arm".
- Teleport: Short dash. "Raises hands, turns transparent".
- Roar (1): After 4 seconds Grenth's Mark (debuff, 30 s). Can't be blocked or evaded. "Roars".
- Grenth's Mark (2): Channeled ranged-attacks (30 hits in 30 s). Low damage per hit. "Life-steal effect and sound".
- Doesn't seem to heal Wraith.- Grenth's Mark: Debuff. Fatal damage when ends. Can't be blocked or evaded.
- Not consistent behavior (boons may help).
Rotten Mouth (Trap)
- Putrid Blast: Projectile with small AoE. Low damage and Poison (4 s, 81 per tick).
Unknown [Water Mine] (Trap)
Undead Knight (Champion)
- Slash: Melee. ~8500 damage and Bleeding (258 in 3 s). Basic attack. "Swings sword (0.5 s)".
- Can just circle around Knight.- Vampiric Thrust: Melee. ~5500 damage. Heal 50% of damage dealt. "Swings sword (0.5 s)".
- Circling may not work (bit faster?).- Wing Buffet: Melee. ~5250 damage and Launch (2.3 s). "Rises up (2.15 s)".
- Can just circle around Knight.
Undead Tendril (Structure)
- Destroy to rally.
- Slash: Slow melee. Low damage, Poison (25 s) and Bleeding (15 s).
- Keep your distance.
Unknown [Land Mine] (Trap)
- Can be destroyed with Melee (maybe other?), much easier just walk over.
- Detonate: Delayed PBAoE. Extreme damage and Burning. Self-destructs.
Unknown [Water Mine] (Trap)
- Detonate: PBAoE. High damage and Crippled. Self-destructs.
Vile Ooze (Silver)
- Ooze Multi: Melee. Medium damage. Inflicts Weakness (10 s), Crippled (10 s), Poison (10 s) and 3 Vulnerability (10 s).
- At 20% splits to two Lesser Oozes. Oozes combine to Vile Ooze if they reach each other.
- Focus Lesser Oozes (pre-hit brown spots).
- Try to focus one Vile Ooze (more dies at the same time more likely Lesser Oozes reach each other).
Normals
Spoiler
Lesser Ooze (Normal)
Orrian Eagle (Normal)
- Claw: Medium-range melee. Low damage. "Dives towards target".
- Should be mostly ignored, can clean up if many.
- Use to rally.- Swoop: Melee + Evade. Medium damage. "Glows".
Orrian Farmer/Servant/Villager (Normal)
- Claw: Melee. Low damage. Basic attack.
- Frenzy: Buff (6 s). Attacks do 50% more damage.
- Kick: Melee. Low damage and Poison (5 s).
Orrian Gorilla [Explorable] (Normal)
- Smash: Melee. Medium? damage. Basic attack. "Swings left arm".
- Massive Smash (1): Melee. Medium? damage and Knockdown (~7 s). "Pulls right arm back, bits slower than Smash".
- Thump (2): Quick melee. Low? damage and Knockdown (~7 s).
- Roar (1): Channeled PBAoEs (3 hits in ~3 s). Weakness (5 s) per hit. Can't be blocked or evaded. "Glows and roars".
- Shockwave (2): Melee. Medium? damage. "Swings right arm".
Orrian Wizard (Normal)
- Necrotic Grasp: Projectile. Low damage. Basic attack.
- Buff: 3 Might (5 s) and Fury (10 s).
- Dark Halting: ???. Low damage and Crippled (5 s).
Risen Brute (Normal)
- Whirl: Melee. Low damage. Basic attack.
- Whirl: Melee. Medium damage and Knockdown (3 s). "Glows".
Risen Grub (Normal)
- Undead Grub Spit: Slow projectile. Low damage. Basic attack. "Holds head back".
Risen Eagle (Normal)
- Claw: Two melee-hits (medium damage). Low damage per hit.
- Bombing Run: Channeled delayed (1 s) AoEs on area. Low damage per hit.
Risen Plague Carrier (Normal)
- Explode: Short-range PBAoE. Very high damage, Vulnerability (10 s), Crippled (10 s), Weakness (10 s) and Poison (10 s). Self-destructs. "Glows".
- Kill before it finishes or get out of range.
Risen Preserver (Normal)
- Water Bolt: Projectile. Low damage.
- Corrupted Geyser: 7 AoE-ticks (6 hits in 5 s, high damage). Low damage and Regeneration (5 s) per hit. AoE's may overlap. "Bends forward and raises left arm".
- Wave of Corruption: PBAoE. Low damage, Launch and cures one Condition. "Rises up".
Risen Ravager (Normal)
- Arcane Bolt: Projectile. Low damage.
Risen Shark (Normal)
- Charge: Dash with channeled PBAoE (4-5 hits in 1 s, medium damage). Low damage, Bleeding (10 s) and Knockback per hit.
- Bite: Melee. Low damage and random Condition (Bleeding (8 s), Poison (8 s), Weakness (8 s)). Basic attack.
Risen Subjugator (Normal)
- Shadow Orb: Projectile. Low damage.
Undead Spider Hatchling (Normal)
- Bite: Melee. Low damage, Crippled (6 s) and Poison (6 s).
Risen Thrall (Normal)
- Claw: Melee. Low damage. Basic attack.
- Frenzy: Buff (6 s). Attacks do 50% more damage.
- Kick: Melee. Low damage and Poison (5 s).
Toxic Ooze (Normal)
- Power Spit: Projectile. Low damage and Immobilized (4 s).
- Ooze Multi: Fast melee. Low damage.
- Ooze Mace: Melee. Low damage. "Spins mace".
Last edited by Wethospu; 07-05-2013 at 12:31.

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