Ascalonian catacombs how long
There are some issues getting to the boss though as one of the trash pulls you encounter will contain 3 rangers. Master Nente will be standing on a rock in the middle of the room but he will teleport to the ledge that you are standing twice during the fight and summon wolf adds.
The wolf adds, however, are not immune and you can throw boulders at them to knock them down. This fight is all about balance between ranged and melee as certain parts of the fight favors ranged while other parts favor melee. For the first part, Nente will be standing at the middle rock and ranged is favored but if you like to melee, you can climb up on the log leading to the central platform.
This part of the fight allows the melee characters to really shine. He will also summon a ghost wolf called Fang and your group must deal with this add. Burning Fang down asap is a good strategy as otherwise he will chase random group members down and kill them. Kasha is another easy boss. AoE damage is very good here as you can both damage Kasha and her minions at the same time.
Dedicate one or two people on add duty if needed. She has an occasional fear but there is really no other mechanics to it. Kill the adds, kill Kasha, and loot the chest! One warning: do not stand on top of the stairs as there is a fire wall that will damage you if you stand there. There is platform directly behind Kasha with a statue that ranged characters can stand.
This fight is probably the hardest in this dungeon even harder than the final boss. It is recommended that you do this boss last after Nente and Kasha as it is a long fight and can be demoralizing if you start off with this pair first. One thing you should keep in mind is that when your group wipe, your progress on the boss do not reset so you can just keep running back and finish the fight off.
Ralena is an elementalist and Vassar is a mesmer. They will deal more damage if they are close together so the trick is to separate them apart.
You can either kite one of them around using line of sight to force them to move apart or use the door trick. Even if you separated them, they will occasionally port to each other — this is preceded by Together we cannot fail! The door trick is fairly simple. There is a stone near the door that controls the movement of the door. If you stand on it, the door opens. At first, only 4 spawn 4, but one more will spawn for every group after, up to 8.
The ghosts disappear when Detha finished building all the traps. When killing the ghosts, the group should prioritise necromancers, elementalists, and rangers. Monks and warriors are less dangerous.
Stability, stun-breaks, and condition removal will be useful to counter the knockdowns and fear effects. Skills that group enemies together are extremely useful here.
The Ghost Eater is protected by a Ghost Shield. This shield protects the boss from all damage, and spawns ectoplasmic oozes when the Ghost Eater is hit. The three traps installed by Detha will remove the boss's shield, but they must be charged first.
To charge these traps, the party must pull the ectoplasmic oozes to the traps by using the guns, Anti-Spectral Ordnance , that are near the traps. Skill One will lift the oozes with a yellow beam, and skill two will pull the lifted oozes with a green beam. Only oozes lifted in the air by skill one can be pulled by skill 2. Players have to pull, or lure, oozes to Detha's trap. When the oozes are inside the area of the trap, players have to lift them using skill 2, the trap then consumes the ooze and charges up.
Three oozes are needed to charge a trap. Once a trap is charged and the Ghost Eater itself is pulled within range of the trap, the trap fires and discharges, removing the boss' Ghost Shield.
At this point, he is vulnerable to the player's attacks. Players have to drop the guns and attack it. The Ghost Eater spawns deadly area of effect attacks, blue pools on the ground, it is imperative to get out of them as soon as possible as they deal massive damage over time.
Path 3 begins after killing Kholer. The party heads east into The Lovers Crypt. The path is guarded by spiders, Ascalonian ghosts, and traps. The party should decide whether to kill the mobs or skip past them. In this section, players must defend two asuran beacons. If either of the beacons is destroyed, the event resets. Graveling burrows will spawn one after the other and gravelings will spawn from them.
A new one burrow spawns every ten seconds. This fight is fairly simple as burrows do not have much health, and enemies take a few seconds to spawn from them once the burrow is created. The party should stay together and quickly kill the burrows. If the party has low damage and gravelings do spawn, they should cleave them down while focusing the burrows. Afterwards, players are transformed into Ascalonian ghosts, and the north door opens.
The dungeon continues in the Hall of Champions, the path there is guarded by spiders. Inside the Hall, five graveling burrows will spawn, each spawning hordes of gravelings. The party needs to destroy all four of them. Gravelings disappear when their burrows are destroyed. Clearing the fifth burrow opens the exit and unlocks a waypoint. The Ascalonian ghost Warmaster Grast joins the party to help them defeat the final boss.
Players then go to the Rockfall Chamber, and enter the Graveling Tunnels. These tunnels are, as expected, infested by graveling. The party should decide if they are going to kill them, or simply skip past them.
Skills that break stun or provide stability will be extremely useful for these tunnels. Colossus Rumblus is notorious for one dangerous attack players should take care of. It will get on all fours and flail its arms for a while as it sways in a circle. This creates a cave-in, rocks will fall from the ceiling, dealing massive damage in a large area.
To dodge this deadly attack more easily, players can use skills that destroy or reflect projectiles. If present, the ghost NPC Warmaster Grast should throw up a protective blue shield that destroys the rocks - as long as he stays alive, the party doesn't need to bring their own projectile negation.
It may benefit the party to keep a target above the Warmaster's head so it is easy to find him when the boss does this attack. Master Nente is a fairly easy boss and most groups tend to start this one. There are some issues getting to the boss though as one of the trash pulls you encounter will contain 3 rangers.
Master Nente will be standing on a rock in the middle of the room but he will teleport to the ledge that you are standing twice during the fight and summon wolf adds.
The wolf adds, however, are not immune and you can throw boulders at them to knock them down. This fight is all about balance between ranged and melee as certain parts of the fight favors ranged while other parts favor ranged.
For the first part, Nente will be standing at the middle rock and ranged is favored but if you like to melee, you can climb up on the log leading to the central platform. This part of the fight allows the melee characters to really shine. He wil also summon a ghost wolf called Fang and your group must deal with this add. Burning Fang down asap is a good strategy as otherwise he will chase random group members down and kill them.
A lot of groups here will focus on Nente and ignore the wolf add, causing a potential wipe as the wolf will roam unchecked and hunt down party members.
Kasha Blackblood. AoE damage is very good here as you can both damage Kasha and her minions at the same time. Dedicate one or two people on add duty if needed. She has an occasional fear but there is really no other mechanics to it. Kill the adds, kill Kasha, and loot the chest! One warning: do not stand on top of the stairs as there is a fire wall that will damage you if you stand there. There is platform directly behind Kasha with a statue that ranged characters can stand.
Ralena and Vassar. This fight is probably the hardest in this dungeon even harder than the final boss. I definitely recommend doing this fight last as it can be demoralizing and cause the groups to split apart. One thing you should keep in mind is that when your group wipe, your progress on the boss do not reset so you can just keep running back and finish the fight off. Ralena is an elementalist and Vassar is a mesmer. They will deal more damage if they are close together so the trick is to separate them apart.
You can either kite one of them around using line of sight to force them to move apart or use the door trick. Even if you separated them, they will occasionally port to each other — this is preceded by Together we cannot fail!
The door trick is fairly simple, you see that stone on the ground? If you stand on it, the door opens. If you pop a boulder on it, the door opens until that boulder is removed. What you can do is gather outside the door, have one person stand on that stone so the door opens, and then another person go in to pull the two bosses out. Once one of the bosses is out, step off the stone and close the door shut. The spirits down there, though affected by the Foefire , are holding back gravelings , a long-forgotten native creature of the land that was forced into the depths centuries ago.
Completing this dungeon's explorable mode or its reward track awards Ascalonian Tears which can be used to purchase the dungeon's armor and weapons from any Dungeon Merchant. This widget requires Javascript to function. Try disabling any scriptblockers you may have active and then reload the page. Eir Stegalkin, the norn hero, has gone into these ancient, ghost-haunted catacombs.
Rytlock Brimstone wants you to go after her, before she stirs up King Adelbern's long-dead citizens. For the siege weapon, see Arrow Cart. Ascalonian Catacombs 7 6.
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