I’m hoping to make a series of post in an attempt to provide more data and more feedback for the developers. Attempting to cover the encounters that some may have problems with. My goal is to mostly just to help.
At the end of the post I’ll draw up some conclusions on how to improve the dungeons. This post is design on my sole opinion and no one else’s. I chose Catacombs first because its the dungeon the everyone is the most familiar with. I will be making post based on explorer Mode in the future. If these post are treated with negativity by player or developers I will stop making them. Opinions are welcome to help improve this post. I admit I do not have the best of grammar.
My guild members and I usually use this sort of comp:
Profession / Spec / Weapons
Guardian / Survival CC Spec. / Hammer – Mace, Shield
Warrior / Tank – Survival / Hammer – Mace, Shield
Necromancer / Focused as Support Dps / Staff – Axe, Focus
Thief / Venom Dps Spec / 2x pistols – Sword, Pistol
Elementalist / Pure Dps / Staff – 2x Dagger
Subs:
Mesmer / Confusion Spec
Ranger / Condition Damage Dps
Engineer / Tank – Survival or support
If needed I can go into detail of builds, traits, etc.
Map:
First Room: Casket Room
Casket is a pretty simple room and is not very had to complete. The only problems I have come across is if have one idiot that runs ahead and opens every casket in the room (Not naming names). To open the gate you have to kill an Ascalonian Captain. This Captain is a pretty easy kite. He spawns by finding and opening the right Casket. Just take your time and open them one at a time
Conflict 1.
After killing him the gate opens and you on your way. You’ll go down a set of stairs where there are two Mobs and two spike traps (Pulling the chain in the back of the room disables them). After beating the two Mobs you go down a hall way where there is a Warrior, Elementalist and a Monk. This conflict a lot of groups seem to have a problem with since there are three mobs instead of two. The soundest strategy we found was isolating the monk away form the other two with our Guardian and immediately focusing the Elementalist. Isolating the monk ensures that it does not heal the Elementalist or the Warrior making them both easier to take down. Poison is also a great way to prevent the healing both the Warrior and Monk do.
Conflict 2.
The next fight you’ll encounter will be a warrior and two Archer’s position on the stairs leading to the spike trap room. This encounters pretty simple just kite the warrior back down the hallway where you just came from. This puts you out of sight from the archers. After the warriors finished the archers are pretty simple to take down.
The Spike Trap room is easy enough to get through just follow the left wall around the room and pull the chain, disabling the spike for the rest of the group to safely pass. The next thing you fight is an Ascalonian Captain Archer. The easiest way to beat this Captain is to just have your Dps’s stand behind the tanks so that the tanks are the ones getting knocked down instead of your damage dealers. After killing the Captain grab your pet rock (boulder) and continue. This Boulder is later used to gain access to the Ossuary Crypts via a pressure pad.
Ossuary Crypts: Easy
Ok so you opened the door with your pet rock. You can pretty much just run through the trap room.
After the trap room a graveling burrow will pop up in the corner. Just simply destroy it and the door will open, but watch out. Sometimes the random event troll spawns in Ossuary Crypts. The blue targets on the map indicate places that I know for sure where the Troll spawns. Keep in mind that the troll event is random and there is no way of knowing exactly where it will spawn.
Conflict 3.
After the opening the door in Ossuary Crypts there is a long hallway that leads to where you meet up with Eir Stegalkin. In this hallway there is another set of three mobs usually a Warrior, Mesmer and Elementalist. Have someone keep one of the mobs CC’ed preferably the Mesmer and focus the Elementalist. I say CC the Mesmer because of its shield it puts up that reflects projectiles making it harder on reanged dps.
Conflict 4.
After killing the mobs in the hallway you meet up with Eir and another Captain. This Captain is much like the very first Captain you encounter back in the Casket Room. Simply kite him and stay next to the wall so you don’t get knocked off into the ditch.
(edited by Rayliegh.6273)