Aside from the two bugged paths in Citadel of Flame this was the last dungeon path I needed for my Master Dungeon Explorer title, and considering I’ve done Citadel of Flame paths too up to the end boss in Path 1 (who regenerates far too fast due to crystals spawning way too fast to bring down with anything but a combination of 4 Rangers/Warriors and a Mesmer) or Path 3 where you actually kill the boss but aren’t awarded dungeon completion I’ve basically done every single explorable.
I could go on and on about the health of literally everything in any dungeon and ridiculous amount of trash spawns (most of which can be skipped by simply running past it) and how dungeons aren’t balanced at all and every dungeon has an easier “farm” path. It’s painfully obvious these dungeons weren’t well play tested. Overall the Arah paths are all too long, but Forgotten is the most acceptable all of them. Let’s talk about Seer, the worst of them.
The trash in Arah is hard. It’s challenging. This is a good thing. In the Seer path you have some of the hardest trash packs, with 2 hunters + mage + illusionist. It’s ridiculously easy to split these packs though, and the majority of the time we wound up doing that. There is also a lot of trash that is a pushover such as the Gorillas and Spiders (no Champion versions show up in this Arah path that can party wipe, the sliver elite and hatchlings can’t possibly wipe a party) that really serve no purpose other than to delay you. This could definitely be removed. The trash leading up to Giganticus (which is the same on all paths except Seer has non-Champion versions of the Abominations) is ridiculous and serves no purpose other than to delay you for 30 minutes (which you cannot avoid) and can’t really wipe you as they are all single pulls. Keep in mind between each boss there is multiple rooms of trash that takes ~30 minutes to clear or 2 minutes to run past.
The first boss is a Priest of Balthazar. The hounds of Balthazar can’t really wipe a party out and again seem to serve no purpose other than to force you spend 10 minutes pounding on trash with too much health. The Priest himself serves no challenge whatsoever, with a whooping one ability used throughout the fight (2 if you count the fire raining down throughout the fight) which is the Warrior skill we coined “Spin to Win”. Just dodge roll it and proceed to fight against his health bar for 15 minutes. Extremely boring and poorly designed. Your reward for the effort? 1 Shard of Zhaitan.
The second boss Melandru is even more of a joke. There are multiple places in the room where you can avoid all the damage throughout the entire fight. Sit in one place and AFK for 20 minutes as your attack slowly picks away at the ridiculously large health pool. Collect your other single Shard of Zhaitan.
Next you have Lyssa, but first you have to deal with the bug where the script where the NPC is suppose to blow up the wall bugs out. Graphically, the wall explodes, but you can’t walk through the walk and are forced to glitch your way through another area of the instance to get past. Yes, we had to exploit to get to the next boss because the script bugged out. We spent an hour figuring that out.
So after clearing through another hour of trash you are finally at Giganticus who is in fact a well designed encounter. It’s probably the most fun fight in the game, though it does suffer from the same problem this game has everywhere and he has way too much health. It’s a 15-20 minute fight when done properly and can easily wipe your group and take a while getting used to. I have no qualms here, and you are actually awarded 4 Shards for your effort.
We were clearing through more trash and took out the anti-air cannons event, which surprisingly awarded 4 Shards even though it was easier than most other areas in the instance? Well, at least we got something for clearing trash for a change.