My explorable mode video guides: http://bit.ly/RrL2jj
(edited by Kethas.7103)
Hi folks. After watching more than my share of pickup groups have trouble trying to learn instances as they go (with Lieutenant Kohler being Exhibit A), I decided the best way to help as many people as possible have an enjoyable dungeon experience was to bite the bullet and make a video guide. Several days later, here it is!
I hope you enjoy it, and I hope it helps you avoid some frustration and have a smoother time in Ascalonian Catacombs. A Caudecus’s Manor Explorable Mode guide is next up, so stay tuned.
Stay safe in Tyria. Remember, the pointy end goes TOWARDS the bad guys.
(edited by Kethas.7103)
Just a heads up: there’s been so much construction near where I live that it’s been hard to record decent audio. The Caudecus’s Manor video is mostly done and just needs voiceover work; expect it within a couple days. I’m confident a lot of folks will find it helpful.
Highlights:
Awesome, awesome, awesome video. The best I’ve seen, seriously. The only thing I can add is that having a smart ele is invaluable in this dungeon. A good staff ele can save you from every one of Kohler’s pulls, use meteor shower and frost bow for the burrows, apply group swiftness, can tank the Detha trap event because of so many aoe slows, cripples, chills, etc.
But I’m biased because I’m that ele for my guild xD
stuff
What exactly (which skills, what cooldowns) do eles bring in terms of area control?
Crippled in particular is one condition I’ve had to essentially relearn. After several of my early AC explorable groups couldn’t cripple/immobilize Kohler for beans, I assumed that Crippled was a really valuable and expensive condition to apply – something like slot a utility skill with a minute cooldown for 3s cripple.
Surprise, it was just inexperienced players. e.g. Warriors have several weapon skills that cripple with ~50% uptime.
Well for starters our staff E4 creates a line AoE that stacks cripple as long as an enemy is on top of it. E5 sends out a projectile which cause immobilize and bleeding. E3 gives projectile reflection (groupwide if traited for it) which can negate Kohler’s pull. W4 creates a huge AoE chill and ice field. A3 is a single target push and A4 is group swiftness and condition removal and A5 is an AoE daze.
Also, seriously check out frost bows on those burrows. Our group used the #4 ability on one and barely had time to see the health bar before it was gone.
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