sorry, no video.. but I finally did it after quite a bit of practice!
Figuring this dungeon out was probably the most fun I’ve had in GW2 outside of WvW and the Wintersday JP.
In total, it took about 2 hrs 10 minutes, but that includes about 30 minutes of almost beating Tazza before I hit the wrong skill and she reset.
How I did it (TL/DR version at the very bottom):
I used a fully knight’s armor, jewels, weapons build with runes of the forge.
As for traits:
- Death Magic V
- Blood Magic II, V, IX
- Soul Reaping II, X, XII
I use a staff for the entire dungeon.
This build was entirely to get through Tazza. Looking back now, the key was actually the Soul Reaping line for absorbing damage when you’re saving or out of dodges…
I’m pretty sure you can do this faster replacing all the Blood magic with:
- Spite V, VII/IX, XII,
..you’d have to be more consistent, but over a shorter period of time.
Here’s a short (LOL) guide, it’s for a Necro, but I think a lot of the ideas would work with other professions:
Before the Golem boss: get to Golem as fast as possible. Don’t fight the patrols (if possible) — note that there seems to always be one patrol after you meet the Golem. For the patrols: run to lose aggro, then step in a location (for example behind the fence on the right side of the far end of the bridge) where the patrol ignores you and continues on its way.
Golem boss: kill the adds first then the Golem. I use minions in this part of the dungeon: the healing minion, the bone minions, the flesh wurm, the shade, and the flesh golem elite. The buff to the healing minion has really made it viable.
- Use the staff to kill him from afar.
- You need to dodge only around 60% of his energy ball attacks (it guides — strafing doesn’t work). His windup is obvious so this is easy. Your healing minion fixes you up pretty fast. The Golem only targets you with this attack — don’t stand with a minion directly between you and the Golem when he uses this attack or the minion will be collateral damage.
- Drop the flesh wurm between him and yourself. When he shoots his pulling-balls stand behind the wurm — it won’t get pulled and will take the hits for you.
- It should be pretty easy to have at least 2 minions up at all times.
- If you get pulled, hit death shroud and back out. But avoid getting pulled because if the Golem is near the fencing, sometimes the pull flies you off the path and into the lava.
- it takes around 10 mintes to get from the start of the dungeon to killing the Golem.
Turrets/running the path: This is the most unfun part of the dungeon.
- use signet of the locust for speed
- use spectral walk for speed
- hit and run if you wish to do this without dying. When a patrol attacks, run until you lose aggro, step in a place where the patrols ignore you, then run back to turrets. Use spectral walk/dodging/staff 5’s fear/staff 3’s chill to run past patrols when you’re on your way to a turret. If faster is your goal, hit the turrets as much as possible and before dying, jump into the lava — usually you won’t damage armor as you die by falling damage. Turrets are objects so they don’t regenerate health so dying is not a big deal.
- this takes about 20 minutes.
- did i mention this part is not fun at all?
continued, next post.