The Ruined City of Arah Path 3: Forgotten

Level: 80.

Reward: 0.76 g + 100 tokens.

Average length: 25 minutes.

Difficulty: Hard.

Enemies: Undead.

Time: Day.

Use Potion of Undead Slaying, Sigil of Force and Sigil of Frailty.

Video guide (Banter Bill).

Current record: 33.

Use Sigil of Undead Slaying instead of Frailty.

First run per day gives 76 silvers and 100 tokens, Shards of Zhaitan. Next runs give only 26 silvers and 20 tokens. Tokens can be Converted to gold.

Every run gives 23% experience towards your next level and 30 Empyreal Fragments.

There is a high chance to get Amulet of the Dead, Orrian Artifact Shards or Risen Spineguard from enemies and chests. All can be traded but aren't valuable.

There is a very low chance to get an account bound Wraithlord Chains from the final chest. It's account bound so it's not valuable.


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Start

Use the nearby waypoint immediately. If you want to walk, watch your step because there is a hole right front of you with full of Orrian Spiders and Spider Hatchlings. If you fall down keep running while dodging until you reach allied NPCs.

Talk to Odgen Stonehealer to start the path selection. Choose Warden Illyra to find secrets of Forgotten. After the selection, go through the debris and turn right. Don't bother with Servants, Farmers or Villagers because they constantly respawn.


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Way to Wraithlord's Crusher

You could pull first sizeable group that includes 2 Risen Mages and lots of normal Risen to the camp to get some help from NPCs and to stack mobs together. Stand in the corner in the right exit of the camp to los them.

When you approach circular gate, it closes and 4 elite Risen appear (includes randomly one of Risen Berserker, Risen Defiler, Risen Devastator, Risen Elementalist, Risen Hunter, Risen Sentinel). Focus Hunter or Elementalist (if any) because they deal the most amount of damage. People often stand behind corner to stack them together but you ought to have projectile reflections or at least absorptions. After them keep sticking to left side to avoid enemy patrols.

If you delay path selection you can run to the gate, select path and with stealth skip 4 elite Risens. To use this effectively you need to stealth entire team or a Mesmer with stealth and Portal (utility). Using consumables that grant stealth is also feasible.

Swirling Winds can protect your team against deadly projectiles.

Consider casting Magnetic Aura or Magnetic Wave and standing on top of an Elementalist and a Hunter for few seconds.

Use Wall of Reflection and Shield of the Avenger to protect your team.

Using Feedback and traited with Warden's Feedback focus skills helps tremendously.

Toss Elixir U to get random protection from projectiles.

If your team lacks anti projectiles and you want to stack consider Earthshaker. Use it only with high dps parties.


Wraithlord's Crusher and Wraithlord's Hunter

Whole battle is based on avoiding Crusher's one-hit channeled melee attack. It's a very slow and well telegraphed move. However, there are two mechanics that makes this fight harder. Most important is the presence of Hunter that can immobilize you with two of his attacks and cover it with poison which he uses with his other attack. Hunter's basic ranged attack bounces and hits 3 times. Last hit will immobilize for 7 seconds. If you get his aggro you should stay away from others to not get them immobilized. When he glows he either shoots poison gas at Crusher or shoots slow projectile which immobilizes (easy to avoid with movement). If targeted at close range, he will dodge back and lay immobilizing trap. Dodge towards him or simply attack him without having him as a target.

Crusher has a minor healing ability and his shouts resurrect dead allies (this includes Hunter) and transfer all conditions to nearby enemies so using immobilize on him is counterproductive. To survive easily, make you sure you have 3-4 ways to counter immobilize (either good condition-removal, block, evade, teleport or immunity). Keep in mind that single blocks like Riposte will not protect your from Crusher if you are in melee range. If you have party members that are using range weapons from a distance, try to force it to slam in opposite direction of them.

The usual tactic is to focus Crusher because he will resurrect Hunter otherwise. However, when the former dies, all enemies it resurrected will die too. So hit Hunter too if possible. You can also focus on Hunter first because once he gets resurrected he will no longer use poison Cloud and once you kill Crusher, Hunter will die as well.

You can pull Crusher away from Hunter if you have pulled and killed starting enemies away from their spawn point (even if he resurrects them you will be safe as long as they do not get aggroed).

Magnetic Wave and Cleansing Flame both remove 3 conditions.

Ether Renewal cleanses conditions really fast on a 15s cooldown.

Swirling Winds can protect your team against immobilize.

Use Null Field to remove conditions from the team.

Using Feedback and traited Focus skills prevent applications of immobilize from Hunter.

Healing Spring removes conditions from your team.

Use Renewed Focus or Shield of Wrath to tank Crusher if needed.

Use Wall of Reflection and Shield of the Avenger to prevent immobilize from Hunter.

Toss Elixir U to prevent immobilize from Hunter.


Way to Mage Crusher

The next part is filled with mostly elite Risen. There are six groups of 4 Risen. You should pull those groups very carefully. Using projectile reflections helps extremely against Risen Elementalists and Risen Hunters. Move towards the South while clearing 4 groups of elite Risen.

After a while you will face 2 another groups of elite Risen and Orrian Spiders if you keep moving forward. Both of those two groups are avoidable if you move between their aggro range. Turn the left immediately after those two groups and stick to the left side (there are Risen Hands nearby).

On the wide area there is patrolling a Giant. There are also a lot of Risen Hands which occasionaly will throw a rock that knocks you down. There are 3 entrance to the area of the next boss. Two of them (left and right) appear unguarded but in fact you will be ambushed by Orrian Spider and 2 Orrian Spiders. The center entrance is never used because it has a group of 6 elite Risen and 6 normal Risen.

This part is very often skipped but this skip is one of the harder in Arah because of the elite Risen which like to inflict long lasting Chill and tight space. There are four groups of 4 Risen. At the start stick to left side, wait for patrol to move out of way and quickly move to the ledge above. Then skip normally by using typical skipping methods.

After a while you will face 2 another groups of elite Risen and Orrian Spiders if you keep moving forward. Both of those two groups are avoidable if you move between their aggro range. Turn the left immediately after those two groups and stick to the left side (there are Risen Hands nearby).

There are 3 entrance to the area of the next boss. Two of them (left and right) appear unguarded but in fact you will be ambushed by Orrian Spider and 2 Orrian Spiders. Left way is often used because you can easily lose aggro by running to the nearby Ledge, right next to Mage Crusher. The center entrance is never used because it has a group of 6 elite Risen and 6 normal Risen.

Right after the Crusher you can jump up the cliff by using A coraltree. It takes some practice and you may have to use waypoint if you get stuck. Alternatively you can also sneak up. Let a patrol of 3 Risen pass you and then stick to the wall on left (you may have to get back if there's another patrol on the way). If you get caught you should either just die or run away from everyone else so you won't get them killed.

Once you are at the top you need to use A leap.

Use Wall of Reflection and Shield of the Avenger to protect your team against deadly projectiles of elite Risen.

Use Symbol of Swiftness, "Retreat!" and Judge's Intervention for mobility.

Use Wall of Reflection in front of close Hunters or Elementalists to protect your team.

Use shouts with Pure of Voice or Superior Rune of the Soldier to remove chilled from the team.

Blast your smoke field created by Smoke Bomb (bomb kit), Toss Elixir U or Smoke Screen (overcharge skill of Flame Turret) to get long lasting stealth.

Blast your Smoke Screen with Cluster Bomb and later use Shadow Refuge to get through undetected.


Wraithlord's Mage Crusher

If your team has high uptime of anti projectiles skills this boss is very easy to defeat. His basic attack is hard hitting slow projectiles that inflicts high amount of damage and poison. If you stay in melee it's very difficult to dodge it and everyone in melee needs to do it. On top of that there are multiple respawning Risen Hands which knock you down with their rocks. That's where anti projectiles comes handy.

Mage Crusher often plants marks which have no initial effect. After he jumps in the air they explode dealing high damage to everyone standing on top of them. Dodge or simply move out of them if there's a room for that.

After 75% he occasionally drains health from one player. It's rather long channeled attack, you should break line of sight, try to quickly move out of his range, keep dodging or try to interrupt him.

Without anti projectiles skills he is dangerous with his strong basic attack. This basic attack is hard hitting slow projectiles that inflicts high amount of damage and poison. If you stay in melee it's very difficult to dodge it and everyone in melee needs to do it. On top of that there are multiple respawning Risen Hands which knock you down with their rocks. Stay mobile and move in zig zag pattern to avoid most of them. You should have a stun breaker to save you from dangerous situations. If you want to melee him as a group you need to either block or use anti projectiles skills. You can dodge it but everyone needs to do it then. Alternatively, just the person that has his aggro could attack him from range while the rest can attack him from melee range.

Mage Crusher often plants marks which have no initial effect. After he jumps in the air they explode dealing high damage to everyone standing on top of them. Dodge or simply move out of them if there's a room for that.

After 75% he occasionally drains health from one player. It's rather long channeled attack, you should break line of sight, try to quickly move out of his range, keep dodging or try to interrupt him.

Use Swirling Winds to protect your team from his strong basic attack and knockdown from Risen Hands.

Toss Elixir U can be used to grant your team anti projectiles skills.

Pick Wall of Reflection and Shield of the Avenger as utilities to prevent strong basic attack and knockdown from Hands.

Use "Retreat!" or Virtue of Courage when Mage Crusher is about to trigger his marks.

Use Feedback and Temporal Curtain with Phantasmal Warden traited with Warden's Feedback to prevent strong basic attack and knockdown from Risen Hands.

Go in melee range and use Whirling Defense.


Corrupted Light

Underwater tunnel is filled with Rotten Mouths. They barely do any damage and the only threat they present is getting in combat slowing your move speed down. Once you resurface, there will be 2 Orrian Gorillas and 2 Orrian Gorillas. Their knockdowns last very long, take stun breaker or stability to counter them.

To open next pair of doors you need to bring "Corrupted Light"-bundle taken from the nearby globe to the holder near the closed door. While holding the bundle you receive constant damage. To complete this part you have to pass it to the other players. Keep in mind that throwing the bundle is a ground targeted skill - aim behind your target so he catch it. You can use mobility skills, teleports and swiftness to move faster.

After you complete it, there are another closed doors with exactly same mechanics to open it, except you have to bring the bundle much further.

Underwater tunnel is filled with Rotten Mouths. They barely do any damage and the only threat they present is getting in combat slowing your move speed down. Once you resurface, there will be 2 Orrian Gorillas and 2 Orrian Gorillas. Skip them, run quickly towards first globe and complete both parts without failing. Otherwise angry gorillas will catch you.

Lightning Flash gives you additional mobility.

Interact with the light without accepting it. Turn your character appropriately, use Ride the Lightning and quickly take light before getting too far.

You can use Ride the Lightning while catching the bundle to move much faster while holding the bundle.

Rocket Boots give you additional mobility.

Interact with the light without accepting it. Turn your character appropriately, use Rocket Jump and quickly take light before getting too far.

You can use Rocket Jump while catching the bundle to move much faster while holding the bundle.

Use Symbol of Swiftness and "Retreat!" for mobility.

Use Virtue of Resolve for an extra heal.

Interact with the light without accepting it. Turn your character appropriately, use Leap of Faith and quickly take light before getting too far.

You can use Leap of Faith while catching the bundle to move much faster while holding the bundle.

Portal (utility) is extremely useful, especially for 2nd "Corrupted Light".

Blink gives you additional mobility.

You can plant a Flesh Wurm to work like Portal.

Use Spectral Walk in the middle of the run. Run up to the light, pick up the bundle and use spectral walk again to teleport with the bundle.

Shadow Step gives you additional mobility.

Interact with the light without accepting it. Use Infiltrator's Arrow and quickly take light.

You can use Infiltrator's Arrow while catching the bundle to teleport with it.

Use Defiant Stance when at low health for big healing.

Interact with the light without accepting it. Turn your character appropriately, use Rush and quickly take light before getting too far. Follow up with Bull's Charge.

You can use Savage Leap, Rush, Bull's Charge, Whirlwind Attack while catching the bundle mid-air.

Video of a solo.


Way to Lupicus

On big open area there are lots of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and Orrian Warrior.

Killing them takes a lot of time so you should try to sneak through. Stick to left side and take out Turrets, preferably by utilizing projectile reflections or absorptions. Pay attention to enemies on the middle. There are some spots where you can aggro enemies due to their movement. If any enemy is close enough wait until it goes away and then proceed. If any enemy aggroes, try to pull it to you and kill it.

When you reach the door you have to kill 2 Undead Abominations. Their charge is really dangerous so get out of its way or interrupt them. Their attacks are slow so you can easily dodge them all. Focus Abominations even if you aggro something. Once they are dead, the door opens and you can run in. It should be easy to kill any following enemies then.

On big open area there are lots of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and Orrian Warrior.

If you decide to clear the area, try to pull mobs one by one if possible, avoid stepping on corpses and use projectile reflections to destroy Turrets.

When you reach the door you have to kill 2 Undead Abominations. Their charge is really dangerous so get out of its way or interrupt them. Their attacks are slow so you can easily dodge them all. Focus Abominations even if you aggro something. Once they are dead, the door opens and you can run in. It should be easy to kill any following enemies then.

Run past the first few turrets and use Wall of Reflection on the rock or in the corner by the door to destroy problematic Turrets.

Use Binding Blade to pull any aggroed enemies closer.

Rotate blind and aegis when killing the Abominations.


Giganticus Lupicus

This boss fight consists of 3 distinct phases. In the first phase, Lupicus remains mostly stationary and does three different moves (but one is only used if you are within melee range). If you want to play it safe and simply range it, have your party stack in one spot. Its first move, the roar, summons 0-4 Locusts which will start moving towards your group. They can only damage you if you stay stationary but if you have 1-3 people with melee weapons you can kill them really fast when they come within your melee range.

Its last skill infects the targeted player. Infected players glow with a dark green light. After roughly 4s this player will be knocked down for about 5s and spawn an inactive Grub (Passive), which will move towards Lupicus, and get eaten by it after a few seconds (or immediately after Lupicus finishes its current animation if you are in melee). This will give him 1 stack of Empower, granting him more damage and armor. What you have to do is to either dodge or use an immunity skill (this skill is unblockable) when his hand is up to prevent the infection. If you fail to do so, burst the grub down before it starts moving.

At 75% HP, after finishing its current animation, Lupicus turns invulnerable for 5s and infects the closest target (even NPCs, this infection is unavoidable), entering phase 2.

This boss fight consists of 3 distinct phases. In the first phase, Lupicus remains mostly stationary and does three different moves. Its first move, the roar, summons 0-4 Locusts which die really fast to cleave damage. They can only damage you if you remain stationary so try to stay mobile throughout the whole phase.

Its next attack is the kick. Lupicus leans on his left foot before kicking but it is quite fast, making it difficult for inexperienced players to dodge. Try to predict it - if it does not do anything for about 3s he might try to kick. This move can instantly down players with low defensive stats.

Its last skill infects the targeted player. Infected players glow with a dark green light. After roughly 4s this player will be knocked down for about 5s and spawn an inactive Grub (Passive), which will move towards Lupicus, and get eaten by it after a few seconds (or immediately after Lupicus finishes its current animation if you are in melee). This will give him 1 stack of Empower, granting him more damage and armor. What you have to do is to either dodge or use an immunity skill (this skill is unblockable) when his hand is up to prevent the infection. If you fail to do so, burst the grub down before it starts moving.

At 75% HP, after finishing its current animation, Lupicus turns invulnerable for 5s and infects the closest target (even NPCs, this infection is unavoidable), entering phase 2.

This boss fight consists of 3 distinct phases. In the first phase, Lupicus remains mostly stationary and does three different moves. Its first move, the roar, summons 0-4 Locusts which die really fast to cleave damage. They can only damage you if you remain stationary so try to stay mobile throughout the whole phase.

Its next attack is the kick. Lupicus leans on his left foot before kicking but it is quite fast, making it difficult for inexperienced players to dodge. Try to predict it - if it does not do anything for about 3s he might try to kick. This move can instantly down players with low defensive stats.

Its last skill infects the targeted player. Infected players glow with a dark green light. After roughly 4s this player will be knocked down for about 5s and spawn an inactive Grub (Passive), which will move towards Lupicus, and get eaten by it after a few seconds (or immediately after Lupicus finishes its current animation if you are in melee). This will give him 1 stack of Empower, granting him more damage and armor. What you have to do is to either dodge or use an immunity skill (this skill is unblockable) when his hand is up to prevent the infection. If you fail to do so, burst the grub down before it starts moving.

At 75% HP, after finishing its current animation, Lupicus turns invulnerable for 5s and infects the closest target (even NPCs, this infection is unavoidable), entering phase 2.

Use stability and time your dodge to avoid spawning the final grub.

Use Aegis to protect your team from its kick.


Giganticus Lupicus (Phase 2)

Try to kill the last Grub (Passive) but if not possible let Lupicus (Phase 2) eat it. Kill any remaining Locusts. Lupicus (Phase 2) has 4 different abilities.

Its first attack is the Dash. It shadowsteps slowly towards an enemy, damaging and knocking down everyone nearby upon reaching its target. A simple dodge or block is enough to avoid it.

Its next move is Lupine Blast. It is a slow-moving projectile which can either be dodged at closer range or evaded by zig zagging when at higher range. If you stay within melee range, this attack cannot hit you.

Its close range move, mighty Blow, is very distinct and is often used after Lupicus (Phase 2) finishes his Dash and someone gets knocked down.

Its last and most dangerous attack is Frenzied Blast. Lupicus (Phase 2) puts its hands on its chest, launching a barrage of projectiles all over the arena. Those projectiles first hit those standing closer to it, hitting targets in melee range almost immediately. Projectiles also come in 3 waves. On top of that, if more than 2 players are fighting Lupicus (Phase 2), some red circles are not drawn, and at long range the circles might disappear before the projectiles hit the ground. To counter this move, try to either move towards him while dodging or move towards the walls of the arena. You may also use block/immunity skills and anti projectiles skills, but keep in mind that personal reflects are ineffective if you do not use them in conjunction with immunity skills. Prepare to dodge Lupine Blast afterwards as he may use it shortly after finishing casting Frenzied Blast.

At 50% HP, Lupicus (Phase 2) once again turns invulnerable, casts a less dangerous version of Frenzied Blast and enters Phase 3.

First thing you should do is kill the last Grub (Passive). Usually, there are two ways of dealing with it. Either get some distance from Lupicus (Phase 2) and burst it while waiting for Frenzied Blast, or use anti projectiles skills and kill the grub before Lupicus (Phase 2) finishes its animation.

This phase is really straightforward and fast if your team has projectile reflections. Lupicus (Phase 2) has 4 different attacks.

Its first attack is the Dash. Lupicus (Phase 2) shadowsteps slowly towards an enemy, damaging and knocking down everyone nearby upon reaching its target. A simple dodge or block is enough to avoid it. If your whole team is in melee range, he will never use it unless on an NPC.

Its next move is Lupine Blast. It is a slow-moving projectile but still hard to dodge at close range. Try to keep anti projectile skills up so you don't have to worry about this.

Its close range move, mighty Blow, has a distinct and slow animation - Lupicus (Phase 2) swipes with its arms. It is possible to simply move through it behind its back with swiftness to completely avoid its damage. Otherwise, a dodge is enough.

Its last and most dangerous attack is Frenzied Blast, especially so if you are in melee range. Lupicus (Phase 2) puts its hands on its chest,launching a barrage of projectiles all over the arena. Those projectiles first hit those standing closer to it, hitting targets in melee range almost immediately. Projectiles also come in 3 waves. On top of that, if more than 2 players are fighting Lupicus (Phase 2), some red circle are not drawn, and at long range the circles might disappear before the projectiles hit the ground. To counter this move, use your AoE projectile reflects, duration-based blocks, immunity skills or dodge twice. Projectile reflects are extremely effective here and it is even possible to immediately trigger phase 3 if the whole party stays in melee range.

At 50% HP, Lupicus (Phase 2) once again turns invulnerable, casts a less dangerous version of Frenzied Blast and enters Phase 3.

With 3 or more players every AoE circle of Frenzied Blast won't get drawn. Try to have full health so you won't get downed if you get hit.

Swirling Winds will protect your team from Frenzied Blast.

Mist Form and Obsidian Flesh are effective against Frenzied Blast.

Using Mist Form or Obsidian Flesh in conjunction with Magnetic Wave or Magnetic Aura can reflect a portion of Frenzied Blast.

Toss Elixir U can either reflect or absorb Frenzied Blast or Lupine Blast.

If you push Lupicus to the wall, Toss Elixir U at the wall to reflect all of the projectiles for massive damage.

Use Gear Shield to block Frenzied Blast.

Use "Stand Your Ground!" to prevent the infected player from getting knocked down by the final Grub.

Use Wall of Reflection when in melee to reflect some damage, but do not count on it to keep you safe, unless everyone standing near you will stack in its field (if a projectile hits the ground nearby, the splash may still damage you).

If you push Lupicus to the wall, use Wall of Reflection with Consecrated Ground at the wall to reflect all of the projectiles for massive damage.

Shield of the Avenger and Shield of Absorption will protect your team from Frenzied Blast.

Shelter, Renewed Focus or two dodges with Shield of Wrath help against Frenzied Blast.

Use Aegis against melee attacks when reviving or if yor team is doing full melee.

Feedback protects melee players from the big AoE and deals extreme damage. Use it when Lupicus (Phase 2) starts the animation and then try to get inside the bubble or blink inside.

If you push Lupicus to the wall, use Feedback to reflect all of the projectiles for massive damage.

Whirling Defense protects you and reflects a lot of damage if you time it correctly, consider traiting Off-Hand Training to also protect your team.

Lightning Reflexes gives you an additional dodge.

Using Smoke Screen may protect your team but it is not a perfectly safe option.

Infiltrator's Strike and Shadow Return can be used to safely avoid its Frenzied Blast by teleporting out-and-in of melee range.

Withdraw, Roll for Initiative and Signet of Agility give you additional dodges.

Shield Stance and Riposte are every effective against Frenzied Blast. Just keep in mind that you have to get some distance from Lupicus (Phase 2) to avoid counterattacking with riposte.

Endure Pain might help you against Frenzied Blast.


Giganticus Lupicus (Phase 3)

After the transition Lupicus (Phase 3) will start to chase its targets, It will still use Lupine Blast, albeit not as frequently. Apart from Lupine Blast, Lupicus (Phase 3) replaces its moveset with 4 new moves.

Its first new skill is an Life Drain during which it will rise in the air and float for a few seconds. This ability hits every target in range twice every second. Try to get outside its range as fast as possible, utilize dodges, teleports and other mobility skills. You can also use this attack as an opportunity to go out of combat for a brief period of time as Lupicus (Phase 3) will not reset that quickly.

Its next move is called Life Drink. Lupicus (Phase 3) makes a horizontal motion with its right arm. Since this attack hits 4 times in 2s, targeted player has to dodge twice, use 2s blocks or both to completely negate the damage, which is high enough to kill most professions. Keep in mind that this attack has much longer range. Lupicus (Phase 3) prioritizes ranged players when using this attack. Both this and former attack, as their names suggest, heal it. Should it use them at the very start of phase 3, it is possible for it to heal itself above 50% and go back to phase 2.

Its medium range skill, Frenzied Blast (same name as one of its P2 abilities), shoots multiple projectiles over a medium sized area. Dodge once or twice if you are in the center of its effect, use anti projectiles (personal reflects are ineffective) or simply block with skills that give duration-based blocks. Have in mind that, like all of the Giant's projectiles, those also explode on impact meaning that you can be hit outside of the red circle.

Lastly, its most dangerous attack, called Necrid Trap, as the name suggests, entraps target player and everyone around them, dealing high amounts of damage. The targeted player cannot leave the dome without using stability, immunity skills (blocking does not allow you to leave the trap), normal teleports or using mobility skills in the opposite direction to Lupicus (Phase 3), while non-targeted players can try to dodge outside of the place where the dome is about to appear, combined with the same skills as the targeted player. If you cannot leave the trap, try to use blocks or dodge within the dome without touching its borders to reduce the damage taken. It is also possible to get out of it by using a stunbreaker at the right time when being pushed back inside on contact with the border, but it is very unreliable. Lupicus (Phase 3) prioritizes moving and downed players when using this skill, try to remain still as much as possible.

Lupicus (Phase 3) usually focuses on a single target, who might end up downed because of that. Try to revive as fast as possible but make sure you do not get your entire team killed in the process. Try to pull the boss away from downed teammates. Most of its attacks have medium range, making kiting an effective tactic. Keep in mind, however, that it is immune to Cripple and Chill/Immobilize last shorter on it.

After the transition Lupicus (Phase 3) will start to chase its targets, It will still use Lupine Blast, albeit not as frequently. Apart from Lupine Blast, Lupicus (Phase 3) replaces its moveset with 4 new moves.

Its first new skill is an Life Drain during which it will rise in the air and float for a few seconds. This ability hits every target in range twice every second. Try to get outside its range as fast as possible, utilize dodges, teleports and other mobility skills. You can also use this attack as an opportunity to go out of combat for a brief period of time as Lupicus (Phase 3) will not reset that quickly.

Its next move is called Life Drink. Lupicus (Phase 3) makes a horizontal motion with its right arm. Since this attack hits 4 times in 2s, targeted player has to dodge twice, use 2s blocks or both to completely negate the damage, which is high enough to kill most professions. Keep in mind that this attack has much longer range. Lupicus (Phase 3) prioritizes ranged players when using this attack. Both this and former attack, as their names suggest, heal it. Should it use them at the very start of phase 3, it is possible for it to heal itself above 50% and go back to phase 2.

Its medium range skill, Frenzied Blast (same name as one of its P2 abilities), shoots multiple projectiles over a medium sized area. Dodge once or twice if you are in the center of its effect, use anti projectiles (personal reflects are ineffective) or simply block with skills that give duration-based blocks. Have in mind that, like all of the Giant's projectiles, those also explode on impact meaning that you can be hit outside of the red circle.

Lastly, its most dangerous attack, called Necrid Trap, as the name suggests, entraps target player and everyone around them, dealing high amounts of damage. The targeted player cannot leave the dome without using stability, immunity skills (blocking does not allow you to leave the trap), normal teleports or using mobility skills in the opposite direction to Lupicus (Phase 3), while non-targeted players can try to dodge outside of the place where the dome is about to appear, combined with the same skills as the targeted player. If you cannot leave the trap, try to use blocks or dodge within the dome without touching its borders to reduce the damage taken. It is also possible to get out of it by using a stunbreaker at the right time when being pushed back inside on contact with the border, but it is very unreliable. Lupicus (Phase 3) prioritizes moving and downed players when using this skill, try to remain still as much as possible.

Lupicus (Phase 3) usually focuses on a single target, who might end up downed because of that. Try to revive as fast as possible but make sure you do not get your entire team killed in the process. Try to pull the boss away from downed teammates.

General strategy is to stay in melee range, remain still, absorb/reflect/block Frenzied Blast, run away from his AoE Life Drain and return into melee range as quickly as possible afterwards.

Use Lightning Flash to get out of the AoE Life Drain.

Armor of Earth, Mist Form, Obsidian Flesh and Lightning Flash allow you to escape Necrid Trap.

If you are caught by the trap some distance away from Lupicus (Phase 3), you can use Flashing Blade or Judge's Intervention to teleport out of the bubble.

Use Wall of Reflection to reflect lots of damage or Shield of Absorption to negate its Frenzied Blast attack.

Use "Stand Your Ground!" to help your teammates get out of Necrid Trap. You can also use Renewed Focus to walk out of it. Use Shield of Wrath if you are unable to get out to tank some of the damage.

Use Shield of Wrath to block 3 out of 4 hits of its Life Drink.

Dodging twice and using Shelter allow to you to survive the Life Drain without getting out of its range. Wait until Lupicus (Phase 3) finishes channeling the skill before going back into melee range to avoid knockback.

Use Feedback to reflect Frenzied Blast for massive damage.

Blink can get you out of its Life Drain.

Prepare Mantra of Concentration and have Blink ready to escape Necrid Trap.

With full endurance you can dodge twice and then use Blurred Frenzy to completely negate the damage done by Life Drain without getting out of its range. Wait until Lupicus (Phase 3) finishes channeling the skill before going back into melee range to avoid knockback.

Use active Flesh Wurm to escape Necrid Trap or Life Drain.

Trait your Death Shroud to grant stability to easily escape Necrid Trap.

Use your elite transformations to get stability.

Whirling Defense allows you to deal massive damage by reflecting Frenzied Blast.

Lightning Reflexes helps get out of the Life Drain quickly.

Infiltrator's Strike and Shadow Return make avoiding its Life Drain much easier.

Withdraw and Roll for Initiative gets you out of its Life Drain very fast.

Use Shield Stance or Riposte to block his Life Drink or tank the damage if inside the bubble.

Whirlwind Attack in conjunction with one dodge offers additional mobility and evade to get out of its Life Drain without getting hit.

With a Sigil of Energy and full endurance bar you can use three dodges with Whirlwind Attack to evade all Life Drain hits without getting out of its range. Wait until Lupicus (Phase 3) finishes channeling the skill before going back into melee range to avoid knockback.


Way to Wraithlord

No one fights the following mobs and so should not you. Send one mobile person to get the next waypoint.

At the beginning there are 3 Risen. They will start moving forward if you follow the road. This makes them move out of the way when jumping over wall on the left side. After this group there will be an ambush of 6 Orrian Spiders and a bit after that an ambush of Orrian Spider and 3 Orrian Spiders. Just run past them while dodging champion's deadly attack. You will get near a caged chicken which triggers a cinematic. Continue forward. Once you reach the open area there will be 5 elite Risen. Just jump down. You should get last waypoint soon after.

This area is being patrolled by 3 Giants. You can kill them one by one, they are fairly easy, just take something to remove weakness and fear or stability and dodge their stomp. They also throw rocks and send 3 shockwaves (animation is similar to their stomp) which needs 2 dodges and a block or more than one block.

Once you reach an altar in the centre of this area, a cinematic will run. If NPC died during the run and you did not get a cinematic you need to revive her. If she does not move you need to get an enemy to attack her.

This part is always skipped. Always. Send just one person with enough mobility to get the next waypoint.

At the beginning there are 3 Risen. They will start moving forward if you follow the road. This makes them move out of the way when jumping over wall on the left side. After this group there will be an ambush of 6 Orrian Spiders and a bit after that an ambush of Orrian Spider and 3 Orrian Spiders. Just run past them while dodging champion's deadly attack. You will get near a caged chicken which triggers a cinematic. Continue forward. Once you reach the open area there will be 5 elite Risen. Just jump down. You should get last waypoint soon after.

This area is being patrolled by 3 Giants. Just stick to left or right side to avoid them.

Once you reach an altar in the centre of this area, a cinematic will run. If NPC died during the run and you did not get a cinematic you need to revive her. If she does not move you need to get an enemy to attack her.

Blast your smoke field created by Smoke Bomb (bomb kit), Toss Elixir U or Smoke Screen (overcharge skill of Flame Turret) to get long lasting stealth.

Use Rocket Boots for mobility.

Use Symbol of Swiftness, "Retreat!" and Judge's Intervention for mobility.

Line of Warding can be used to keep Spiders away from the NPC.

Use shouts with Pure of Voice or Superior Rune of the Soldier to remove crippled from the team.

Blast your Smoke Screen with Cluster Bomb and later use Shadow Refuge to get through undetected.

You can easily get through alone with Signet of Rage, Charge (Warhorn), Whirlwind Attack, Rush, Savage Leap and Bull's Charge. Use Mending if you get crippled.


The ritual: Cleansing the chicken

First part of this boss fight is about controling at least 2 out of 3 pillars which shoot balls at the chicken in order to cure it. At the start, control of all 3 pillars belongs to you. Soon after, Wraithlord who is invulnerable and has strong poison aura (stay away from him) will shadowstep towards one random pillar. If you did not send anyone on that point, he will uncap it. On top of that, after ~20 seconds, 6 Undead Wraiths appear which will try to uncap more points.

To capture a circle you need to have more players than enemies on it. Same applies to losing the cap. With the same amount of players and enemies on one point its color will change but it's actually not capped. Look at the color of the projectiles shooted from a pillar to be certain. You can stay in a circle even when the boss came as long as you stay near the edge, outside of his poison Aura's range.

The fastest and easiest way is to send 1-2 players while everyone else does not enter the area. When Wraiths appear, sent players should attack them to draw aggro and just kite in the middle. Rest of the players can now enter and cap all pillars (as long as they do not attack anything and get aggro). The players kiting Wraiths in the middle should be aware that the Wraithlord occasionaly spawns a few Undead Tendrils which deals some amount of damage, dodge it when you see him channeling an attack. Also, every hit made by Wraith gives one stack of corruption which stuns you after getting every 5th stack.

Ritual doesn't start if you used a teleport to skil "Up the slope" dialogue. There is no known fix.

Also elite wraiths may not rarely spawn. Aggroing and deaggroing Wraithlord immediately may have something to do with it.

Use Symbol of Swiftness, "Retreat!" for mobility.

Use "Stand Your Ground!" if you get stunned by Corruption.

Video of a solo.


Wraithlord

The fight is really easy as long as you do not stand on his cone attack. It quickly stacks Corruption which makes you take a lot more damage and spawns Wraiths after a certain threshold. Once in a while white spots appear on ground, stand on them to remove stacks of Corruption.

Wraithlord's basic melee attack and Undead Tendrils do some damage but also bleeding and poison. Condition removal is good choice for that fight.

If you do not stay in melee range he likes to use a combo that immobilize you (spawns Undead Tendrils), then dashes which deals high damage and grants 5 stacks of Corruption (which stuns you as well) and lastly starts to channel his cone attack.

There is a very low chance to get an account bound Wraithlord Chains from the final chest. It's account bound so it's not valuable.

Virtue of Resolve traited with Absolute Resolution is able to quickly remove conditions.

Use shouts with Pure of Voice or Superior Rune of the Soldier to remove conditions.

Use "Stand Your Ground!" if you or someone else get stunned by Corruption.

Plant light field (Symbols) and use Whirling Wrath to quickly remove conditions.

Use Null Field to remove conditions.

Use Healing Spring to remove conditions.