First of all, I realized there is already a guide that tells people about everything in COE dungeon, however I’m getting tired of having pug or even guild group that failed to comprehend what the dungeon really is testing you on.
First and foremost, COE is not for solo players. It is not for those that only fend for themselves but rather requires trust and teamwork.
General Rules:
1. if large golems are in place, always do Support > Assult K > Battle J > others
you may ask why, this is simply because:
- Support golem’s flameshield will basically kill anyone who’s not using heavy armour
- Assult K is more of a focus high burst damage attack that only works on one person
- Battle J will use chill at a distance, making it impossible to escape small bombs or other aoes constantly
2. prepare a weapon that will give your profession close range AOE (greatsword / flamethrower / axe). This will make alpha encounters like cakewalks.
3. DO NOT kite alpha. I don’t care what your definition of kiting is. but if you are dragging alpha across the whole room with your teammate constantly chasing it, THEN you are kiting it. Kiting alpha makes the killing slower and will thin out your team across larger area, easier to get killed one by one when crystallized / down)
4. DO NOT attempt to revive another person during alpha phase unless you are absolutely sure you can dodge the aoe alpha is going to cast on you both. And don’t wait for revive. Use the undead arms from the ground to get yourself up or die trying.
5. At the Robotic boss with 4 turrets, take out retaliation as top priority unless you are a whole team of guardian. retaliation is useless against guardian but it can do some wonder damage towards non-guardian professions. Protection turret is semi-necessary but you can take it down if you like.
Path 1: Submarine
This is arguably the easiest path if you have a team that knows what they are doing and can do aoe heals.
(Bosses)
- Alpha phase 1(earth cone spikes, dragontooth, melee 120 range flame aoe, summon risen mobs)
- Alpha phase 2(earth cone spikes, dragontooth, melee 120 range flame aoe, crystallization, summon undead arms)
- Alpha phase 3(earth cone spikes, dragontooth, melee 120 range flame aoe, crystallization, essence healing, summon undead arms)
- son of svir boss
- Robot with 4 Turrets (static field, flame wall, energy ball, charge)
for Alpha phase 1, the more you stay melee range (like in your face melee) the better your team can survive, unless you can constantly stay @ 1200 range, if you’re targeted by Alpha, you will be hit by the earth cone spike because alpha likes to cast his dragontooth on you and when you dodged out he then cast that cone spike on you. you may encounter groups that like to stay behind alpha at all times, this is simply because alpha’s melee spike circle is small, and staying melee has better chance at dodging it rather being at range.
for Alpha phase 2, same principle applies, but if you don’t have teleportation skills like thief/mesmer/elementalist/guardian, you better stay melee so your teammate has better chance of saving you from the crystals. if you think going range is going to save you, don’t bother because no one is ever going to notice you are in a crystal or you are downed.
for Alpha phase 3, do the same as phase 2.
for Son of Savir boss, DON’T attack with your pet, DON’T use illusions, DON’T use minions and DON’T tank the boss unless the boss has just charged into a pillar. They distracts the bosses and make the fight longer by letting bosses charging into bunch of trash aggro targets. If you don’t allow the boss to charge into the pillar, the only thing that can hurt him would be condition damages.
for Robot with turret, just follow the generic guideline since it’s all the same.