Sarrow's Embrace Explorable... Help needed
Been only in 3rd path. It is quite brutal, but doable. Many shooters. Final boss is going to be multiple kite fest. Don’t do this path as your first )
just do it for the first time,like everyone else,and if you encounter any problems google the boss name,you will usually find info on how to defeat it.
any tips, strats or advice on the other paths? anyone?
Should I have posted this in the “Players helping Players” index cause this index seems to be mostly complaint threads, not that there’s anything wrong with that? Where’s a mod to move a thead when you need one…
just do it for the first time,like everyone else,and if you encounter any problems google the boss name,you will usually find info on how to defeat it.
Thats not very helpful. I am not looking for someone to direct me to do it on my own with no assistance. Reread my first post again if you need to…
Have you ever heard the saying “Prior Planning prevents pis-poor performance”?
Having done all the paths at least twice each (and inquest a bunch more)
Military:
Trash tips: There’s really not a whole lot going on here. Look out for anything that dazes, but beyond that most trash is manageable
Boss tips: Only a few bosses deserve mention. The boss who you fight by the geysers has 2 mortars near him, slightly out of reach, but they can be hit by attacks that ignore the Z axis. You can also position 2 people near the mortars (at one point a mortar just would not leave me alone, so I ran underneath the raised platform. I got taken out of the fight, but the mortar never shot at my team again, which was worth it) The boss sometimes gives flame shield things to people, this will damage friendly players nearby, so A. spread out and B. get ready to jump in a geyser to cleanse it.
After him is the armorer crawler. While not a boss per se, it has gobs of hp, and lots of trash. My advice for this is to use the rooms elevation against the dredge. Start towards the bottom of the room near the carrier, then slowly make your way up the ramp while avoid dredge fire. Once youve reach the top of the ramp area, jump down onto one of the lower platforms, and then rinse repeat. Dredge cant follow you off cliffs, so for about 10 seconds every rotation you have aggro free time to hit the carrier
The penultimate final boss can be pulled away from his 4 guards, making the fight much easier.
The ultimate final boss is a bit of a doozy. He throws down lava fields (dodgeable) vacuums you in (not really dodgeable, but not that dangerous) smacks you in the face (dodgeable) and spawns adds (obnoxious) the adds are silver ringed, so fighting them is really not advised. Just kite around the room. Use the same trick from the armored crawler, and climb up the steps, over the pipes ETC, then jump down in order to give yourself plenty of free DPS uptime on the boss.
Inquest:
Trash – They recently buffed this. At the start of the dungeon will be 15 waves of grenadiers that run towards the waypoint after the asura gate. Each wave has about a minute inbetween spawning. I suggest you fight at the waypoint (more room to kite) and then begin praying, because grenadiers are terrible.
Bosses – after the grenadiers there is no more trash, and instead you have 4 boss fights, weeeeee. First one is a golem who does nothing of note besides grip people and spin. Second is nokk, he sometimes freezes people in time (big red circle is the telegraph) he’ll also blast people into the lava if you’re standing in such a way that flying backwards would send you off the platform. He summons singularities. Not much health, and they have a nasty AOE effect. But they’re stationary (as is the AOE) and he’ll respawn them constantly if you kill them, so just leave them be if you can. Run through the next corridor and hug the left wall. Ahead you’ll see 3 golem bosses. Recognize them? They are SE story mode golems, but with way less hp and damage. Same strategy for them. The far left golem buffs himself with unstable shield, once that ends, anyone in melee range gets stunned for ~5 seconds. The middle one shoots fire and lava fields, and while he does heal from conditions, its not enough to warrant not using them. Just burst him down as hard as you can. The far right golem uses poison, and grips people while spinning, try to have a stun break or always keep a roll up.
The final boss spawns illusions of people. They have very low hp, but can have some nasty effects (ele’s do tons of damage, engineers immobilize you) so kill them whenever you see one. She also will put a bunch of red circles on the floor. If you dont dodge this, you will die.
CONT.
tell your guardian to bring Wall of Reflection if he isnt already, it will save you alot of issues with the Inquest grenadiers.
Slavery:
The longest of the paths
Trash – Tons of it. So much trash you will hate yourselves. First thing to note is dredge bombardiers, they throw grenades. Be careful when you see them, and target them first. In the first area there are some over-aggro concerns because of the patrols. Be careful. When one of the dredge says he needs a rock to open the door, he will fight and fight and fight. The only way to do it is to kill ~5 waves of 6 dredge each, at which point they’ll stop spawning and he finally opens the door. Once you enter the cave area with taskmaster you can skip all the trash with relative easy. Just kill taskmaster by jumping down to the left, then after the next event with the glowing rocks, just run through the cave. Once into the main square, head to your right, there is a rather large section on the right that dredge dont seem to chase you into. This is your new home. From that platform, begin to raid the nearby mortar encampments. Rush in, take out the mortars and then leave. This will skip ~30 more trash including a champion.
Bosses – The first boss of note is a tunneler I believe (I may be remembering this wrong. He’s either in slavery or military, but im 90% sure its slavery) he gives himself quickness, then punches you for 5 bleed stacks per hit. He also tunnels into the ground at which point he explodes up when he pops out, 1 shotting anyone nearby.
Then you have the foremen which are just stronger versions of trash mobs.
After them is Taskmaster. He’s immortal until you lure him under the crushers nearby. When they crush and he’s under it, it’ll damage him and break the shield.
The 5 dredge mining suits are a penultimate boss fight. But they’re pretty bad. Basic strategy is really 1. burst one down ignoring adds and other suits 2. Run away 3. come back and do it again. My group found that at 3 mining suits we were good to just keep fighting rather than backing off. The trash they spawn does eventually despawn if you’re out of aggro range
Final boss – This one is tricky. They both need to be killed within a certain timeframe of each other or they’ll fully heal themselves. Basically get both of them as low as possible before you kill them. It will help so much to have voice chat for this. We had 2 on each golem, then me running back and forth adding DPS as required to keep them level. The dredge in the arena occasionally makes them immortal. But I never saw it enough to be an issue. He apparently stops if you kill 1 golem. So if its being too much of a pain, burst one golem, let it heal, then proceed as normal.
That’s about it for SE explorable. Total run times:
military – about an hour if you dont wipe at all
slavery – it took us 2 hours, with some player deaths, and even skipping all the trash. if we did it again we could probably shave it down to an hour and a half
inquest – depends on the grenadiers. ~15 minutes for them (as they are on a timer) then about another 20-25 for the bosses.
For those that have offered help & info namely Zenyatoo, Lorana, AzureDream. Much appreciated.