Ascalonian Catacombs Path 2: Trap and kill the Ghost Eater

Level: 35.

Reward: 0.76 g + 100 tokens.

Average length: 15 minutes.

Difficulty: Easy.

Enemies: Graveling, Spider and Ghost.

Time: Night.

Use Sigil of the Night and Sigil of Force.

Video guide (Banter Bill).

Current record: 3.

First run per day gives 76 silvers and 100 tokens, Ascalonian Tears. 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 Foefire Amulet, Foefire Amulet (masterwork), Ghostly Spineguard or Ring of the Catacombs from enemies and chests. All can be traded but aren't valuable.

There is a very low chance to get an account bound Ghost Eater's Hide from the end boss, Ghost Eater. It's account bound so it's not valuable.


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Get to the Camp

Watch out for Spike Traps on ground in front of a Breeder. Wait them to disappear or jump on coffins.

Escort nearby NPCs to the camp. Use area swiftness to make them run faster.

One player escorts NPCs while giving them area swiftness. Everyone else proceeds to Spider Queen.

Use Charge (Warhorn) and Inspire for area swiftness to make the NPC move faster.


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Stairs

Once you enter the stairs a Burrow appears at the bottom. It will spawn lots of Graveling Hatchlings which stack bleeding fast.

Focus the burrow immediately to destroy it before you get overrun by hatchlings. Keep circling around the burrow to avoid most graveling attacks.

Once you enter the stairs a Burrow appears at the bottom. Just keep going and move fast through trap room.

The Burrow only activates once the path has been selected. Delay the path selection until everyone (including you) has entered the stairs and it won't appear at all.

There's a secret event below the stairs (waste of a time reward wise). Turn left immediately after stairs and enter small room. When you activate one torch 4 random Ghosts appear.


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Traps

Watch out for Spike Traps on ground and Flame Jets on walls (especially when going down stairs).

You can either stick to left and jump over a gap or stick to right and jump over Flame Jets. Melee players should use latter so they can easily melee Gargoyle Heads.


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Spider room

Filled with Spider Hatchlings and low level Spider Hatchlings. Spider Queen and 11 Spider Hatchlings appear when all low level Spiders have been killed. Also 4 Gargoyle Heads which you should destroy if possible.

Don't kill last low level spider until the room is clear of other enemies! Making the Spider Queen appear middle of fight often gets unprepared team killed.

Proceed carefully, don't aggro the whole room. Bring condition removal against poison. Teams often pull all enemies behind corner in the gap between stairs and wall.

Reflection/absorption is effective at mitigating hatchlings' attacks.

Run to the room as a team and quickly kill every spider. Stack might immediately when low level spiders are dead and then wait for Spider Queen to appear.

Reflection/absorption is effective at mitigating hatchlings' attacks.

Clean the room carefully. If you kill all low level spiders Spider Queen appears which makes it much harder. First destroy two Gargoyle Heads right after flame traps. You can hit them both through corners with melee attacks. Then clear the lower area from Spider Hatchlings. Pull them behind any corner to maximise your area damage.

When the lower area is clear equip a high range weapon and take down two remaining Gargoyle Heads without aggroing spiders on the higher part. Finally take down the remaining spiders which makes Spider Queen appear. With experience you can clear hatchlings while fighting Queen.

To kill hatchlings more easily and safely, start running back immediately. Run through the trap room and move behind the corner right after the second spike trap. About half of the hatclings will come there while rest reset. After that quickly burst down any remaining hatclings before Queen becomes a threat.


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Spider Queen

First focus on any leftover Spider Hatchlings. Once they are dead don't hesitate to fall back as a team to regenerate if needed.

Ranging her is very easy because she doesn't attempt to get close. At high range you only have to care about one attack, Venom Spray. When she glows she will shoot 3 large ticking AoEs which deal lots of damage over time. If you get downed inside one you will very likely get defeated.

Pay attention to the ground and move out of any red circle. Keep in mind that the attack can't be reflected, blocked or evaded. Try to stay away from others so you don't have to move when they get targeted and vice versa.

You should have a condition removal if you accidentally get too close and get immobilized by her. Patiently wait until the attack finishes and then remove the immobilized.

First focus on any leftover Spider Hatchlings. Once they are dead don't hesitate to fall back as a team to regenerate if needed.

Meleeing her is very dangerous unless you know her attacks well or can kill her fast. Try to learn her animations so you can counter the attacks properly.

Her most dangerous attack is Venom Spray. When she glows she will shoot 3 large ticking AoEs which deal lots of damage over time. If you get downed inside one you will very likely get defeated. Keep in mind that the attack can't be reflected, blocked or evaded so you have walk out of it. Consider using a mobility skill.

Most importantly you have to try direct the attack away from Queen so you can stay on melee range (can't reach her if she is inside one). She won't move out on her own unless you break line of sight (use the statue in middle). If possible, save interrupts for this attack.

Her Entangling Web attack hits several times dealing decent damage and immobilized on medium range. If you get immobilized you can't move or dodge so AoEs will kill you. Take plenty of condition removal until you know how to reliably avoid it. Also try to direct it away from other players.

Avoiding Web is very tricky because she is able to change direction twice, after the cast and after the first hit. Easiest way to avoid it is to use a single block while moving around her. Block will absorb the first hit and movement avoids the rest. You can also dodge it but you need a good timing unless you spend 2 dodges.

If you get hit you have two options. Either wait until the attack finishes or remove it during the attack while dodging away. Latter allows you to take less damage but may just get you immobilized again.

Her Bite is a fairly powerful melee attack with lots of damage coming from bleeding. Unless you have high toughness and/or good condition removal you don't want to tank it. It also applies weakness which severely reduces your direct damage.

Most importantly try to stay behind her back if someone else is being targeted. If you are the target try to block or dodge whenever you can. If you get low health you can move away from her and she will probably attack someone else.

It is possible to avoid the attack by precise movement by either running through her or away from her. However, this requires lots of practice to do reliably.

Learn the jump timing to make Venom Spray overshoot. This makes the fight much easier because you don't have to move around the room. Stay at high range and jump right before her glowing ends until you learn the timing.

Then learn how to avoid Entangling Web with a single dodge. This is easy to do as long as you don't dodge too early. Take lots of condition removal and stay bith further than melee range so she won't Bite. This also allows you to train jumping against Venom Spray. If you have an access to a block, practice also using it. Activate the block and just keep circling around her.

For an easy way, let the NPC tank it. Web doesn't deal much damage so NPCs can survive against it for a long time, as long as you direct Venom Spray and Bite away from them.

If you can deal with her other attacks, practising Bite isn't needed because you can dodge most and afford getting hit few times. It's possible to avoid the attack by running through or away from her. This needs a really good timing and/or swiftness but improves your survivability a lot.

Some examples in a quickly made Video.

Start with a long lasting interrupt to prevent her using Venom Spray and to give you few more extra seconds. Burst her down in the open as fast as possible. If she manages to use Venom Spray move out of the AoEs immediately unless you can burst her down.

Stay behind her back to avoid her melee and web attack. If your team lacks damage use the statue in the middle to move Spider Queen out of her AoEs.

Reflection/absorption is effective at mitigating hatchlings' attacks if any remain.

Use Ice Storm and Frost Fan for a burst, then drop it.

If you need defense, take warhorn for Charge (Warhorn) and Call to Arms to remove immobilized and improve survivability of whole party.

Use Riposte or Counter Blow as a short cooldown single block.


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Corridor with spikes

Multiple Spike Traps in the corridor and a patrol with a Stalker, a Graveling, a Breeder and a Howler. Pull enemies away from the traps because traps deal lots of damage.

Focus Breeder or interrupt it to not get overrun by Hatchlings. Keep an eye on the Graveling to dodge its leap. Take a stun break unless you know how to avoid their control skills.

Don't rush in to the corridor. Each trap deals 2000 damage so triggering multiple traps will get you killed. Armor, evading, blocking and most immunities have no effect. Instead, observer trap locations and their on-off pattern and rely on smart movement.

There are multiple safe spots at side of the corridor. If you get low health go wait there for a few seconds to get out of combat regeneration. Traps can be triggered only once (until they reappear) so you can safely move through triggered traps.

Be careful when using any mobility skills (except teleports) because you can easily trigger multiple traps and get downed. Reviving may be hard if you get downed middle of a trap.

There is a switch at left end of the corridor. Use it as fast as possible to help everyone else to get through. Then kill 2 Gargoyle Heads.

Skipping is not suggested because enemies are pretty fast to kill and skipping is very risky without coordination or a long stealth. Use mobility and teleports.

If you have access to stealth, cast it before aggroing enemies or going to traps. Run together but don't stack so triggered traps won't hit multiple players. Player with most health should go first to trigger traps when needed. Each trap deals 2000 damage so rotate the first player as needed.

Without stealth it is very tough as enemies will also attack you. Bring stability or a stun break if you get hit by their control attacks. If anyone gets downed it is probably safer to leave him there. Disable traps at end of the corridor, lose aggro (or kill enemies) and then go resurrect him.

Remember to disable traps at end of corridor in case you wipe. Spend your remaining dodges to avoid Fireballs from Gargoyle Heads to stay out of combat.

Stack behind A corner and burst elite enemies down.

Dodge twice after corridor to avoid Fireballs from 2 Gargoyle Heads to stay out of combat.

Use Portal if your team has issues.

Use Blink to teleport over some traps.

Use Smoke Screen with Cluster Bomb and Shadow Refuge to easily run through with your team.

Defiant Stance or Endure Pain doesn't work against traps.

Use Healing Surge to quickly heal after getting hit by traps.

Use Flashing Blade and Judge's Intervention to teleport over traps (target Gargoyle Head.


Cave Troll

Troll may appear from several spots during the run (5 for path 1, 7 for path 2, 7 for path 3). It is pretty tough to kill because it deals lots of damage and control. Often skipped.

If it appears close to Kholer you can pull it there and let them fight together. This allows to kill both of them easily but takes a long time (just remember to hit Troll few times to get loot).

See Ranged or Melee tactic for more info.

Troll may appear from several spots during the run (5 for path 1, 7 for path 2, 7 for path 3). Just ignore him and run through.

Troll is very dangerous even at range because his every attack can't be blocked and hits hard. You have to dodge a lot so try to boost your Endurance regeneration.

His normal ranged attack bounces, weakens and dazes so be ready to evade if you see something flying towards you. Sidestepping won't work as the projectile follows you. He occasionally roars to fear. It can't even be evaded so you should have a stun break with ~20 s cooldown.

When he looks up he is about to jump which can destroy whole team. He leaps towards his target with big AoE and shoots a projectile at every player upon landing. Be ready evade if he leaps towards you. If you get hit you have to stunbreak immediately so you can dodge the follow up projectile. If your Endurance is low you can also jump over the projectile but you need better timing. If you are at high range you can just sidestep to avoid it.

Troll is very dangerous even at range because his every attack can't be blocked and hits hard. You have to dodge a lot so try to boost your Endurance regeneration.

Try to stay behind his back so you can see if he is going to attack you. Learn his basic attack animation to evade it properly. He occasionally roars to fear. It can't even be evaded so you should have a stun break with ~20 s cooldown.

When he looks up he is about to jump which can destroy whole team. He leaps towards his target with big AoE and shoots a projectile at every player upon landing. Be ready evade if he leaps towards you. If you get hit you have to stunbreak immediately so you can dodge the follow up projectile. If your Endurance is low you can also jump over the projectile but you need better timing.


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Lieutenant Kholer

Unorganized teams usually skip him because he can easily kill the whole group with his pull and spin. However killing him spawns a chest and a waypoint so learn him and kill him.

At start and every 25% 2 Ghosts appear. Focus them to reduce pressure.

Keep an eye on Kholer at all times to see when he raises his sword and glows. Be ready to dodge, use stability, use anti projectile skills or run behind a corner. Take a stun break / immunity as a fail safe because spin after pull does extreme damage and lots of conditions.

His normal melee attacks/leaps don't hit very hard, you can always kite him a bit if needed.

Unorganized teams usually skip him because he can easily kill the whole group with his pull and spin. However killing him spawns a chest and a waypoint so learn him and kill him.

At start and every 25% 2 Ghosts appear. Focus them to reduce pressure.

Keep an eye on Kholer at all times to see when he raises his sword and glows. Be ready to dodge, use stability, use anti projectile skills or run behind a corner. Take a stun break / immunity as a fail safe because spin after pull does extreme damage and lots of conditions.

His normal melee attacks/leaps don't hit very hard, you can always kite him a bit if needed.

Stack behind A corner and use a non-crippling attack to pull him. This keeps him still and allows you to quickly kill spawned elite Ghosts. Pay attention to Kholer as his pull attack may be hard to see through all the spell effects.

Be ready to dodge away or use an immunity once this fails.

Use Feedback when he glows to protect team from the pull.

Use "Stand Your Ground!" or Wall of Reflection when he glows to protect your team from the pull.

If you have to pull use a non-crippling ranged attack such as Impale. You may quickly switch weapon while the projectile is mid-air.

Tremor deals lots of damage and also knocks down any elite Ghosts.

Use Ice Storm and Frost Fan for massive burst, then drop it.


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Way to spikes

After Kholer and bridge you should to stick to right. Avoid Flame Jet and Spike Traps. On middle you will get ambushed by 4 Spiders. They are really easy to kill as long as you keep circling around them.

Troll may also appear if you go to middle of the room.

Hug the wall on right after going over the bridge near Kholer. Just run through any traps and heal up if needed.


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Spikes

You need to kill Graveling (Breeder) and lots of Gravelings and Hatchlings while keeping Detha alive. Every 25% health lost causes Detha to kill nearby thrash enemies.

Two different tactics are commonly used. In the first one, people stack at the middle trap while one player uses the middle trap. In the other one, people stack behind a pillar on the edge while one player uses both traps on the same side.

The second is slightly worse because traps can't reach the stacking spot. If any gravelings get through players have to kill them on their own unlike with the first tactic. Also with the first tactic, the trap operator has more time to help with ranged attacks.

Traps instantly kill any gravelings except the champion. When the champion appears focus it down fast to finish the event. If you get downed tag gravelings to rally when they get killed by traps. When enough gravelings are killed the trap operator should come down.

Detha kills every nearby thrash enemy each time she loses 25% health. If you stay back she can kill enough gravelings on her own as long as you kill the champion fast enough.

When operating traps use "On My Mark!" to help bursting down the champion.


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Way to Ghost Eater

Go north and kill 2 Scavengers, a Howler and a Stalker. Focus on Scavengers. Be ready to dodge when they glow and leap or they may knockdown and kill you (randomly fails). Take a stun break as a fail safe.

Kill 3 Elites and Scavenger. Focus on Elites but keep an eye on Scavenger to dodge its leap. Take a stun break as a fail safe.

Either go left (9 Ghastly Oozes) or right, pull chains and kill appearing Oozes.

You need have to killed Kholer. This will skip one Champion so you will miss its loot.

Go to the waypoint near Kholer. Go north and kill a Breeder and 4 Gravelings.

Kill 3 Elites and Scavenger. Focus on Elites but keep an eye on Scavenger to dodge its leap. Take a stun break as a fail safe.

Either go left (9 Ghastly Oozes) or right, pull chains and kill appearing Oozes.

If you have killed Kholer then go to the waypoint near him. After pulling chains you should consider killing Oozes or Detha may get stuck (only way to fix her is to get her killed).


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Setting up traps

Detha will set up traps at 3 locations. Ghosts will keep spawning while she builds. You can let her die if needed but it will halt building until resurrected.

Don't revive Detha midfight. She may just go to next trap which spawns even more enemies!

Pull enemies behind corner for better cleave/area damage. Reflect and absorption are effective at mitigating damage from elementalists and rangers.

For the first two traps, let give Detha stability and then let her die. After she dies, immediately ressurect her with a Ressurrection skill, and kill the mobs.

For the final trap, stealth Detha.

Quickness is effective on speeding up her build speed. Swiftness will speed up her travel time between traps.

Detha may not set up the traps if she was in combat or dead when you entered the trap area. Make sure Detha is alive and all enemies have deaggroed before going to the middle. Also you can use stealth to safely pass the enemies.

If Detha bugs you may try killing her by pulling enemies but this rarely works.

When stacking at corner use stolen Fear for long control (needs a proper position).

When stacking use Cluster Bomb for area damage and blast finishers.


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Ghost Eater

Ghost Eater is protected by a Ghost Shield which makes him immune to conditions and damage. To remove it for 30 seconds, you have to power up traps and pull Ghost Eater to it.

At start you should power up at least 2 traps. Most importantly don't attack or aggro Eater. If anyone does that just run away and let him reset. Powering up traps while fighting him makes it unnecessarily hard.

Instead, pick up an Anti-Spectral Ordnance and shoot Ghost Eater with the first skill (second one aggroes him, also on-crit effects may aggro him). Hitting him makes Ectoplasmic Oozes to appear. Then one player uses skill 1 to raise and another player uses skill 2 to pull an Ooze. Pull it to a trap and repeat 3 times to power it up.

Once everything is done, aggro Ghost Eater and pull it to a trap. Then burst him hard until he gets his shield back and pull him to another trap. If you run out of traps don't panic. Keep him at the trap, grab an Ordnance and just raise an Ooze near the trap. If the Ooze is close enough it will immediately disappear and power up the trap without using pull at all.

Ghost Eater is quite dangerous. His normal attack shoots 3-6 projectiles in a cone and at close range it may deal lots of damage. Use anti projectile skills to protect and deal lots of damage. If you don't have enough anti projectile coverage then learn to dodge it. At close range you should dodge through him based on animation.

Occasionally he will shoot 3 ticking AoEs. Try to learn its animations so you can prepare. If you are on a red circle then dodge out fast or you will die.

Use reflects to protect your party and to deal massive damage.

Tactic 1 (standard): Charge one trap safely without aggro and stack behind a corner. One player pulls Eater through the trap, lets him use Ectoplasmic Spew (area attack) and then pulls him to the corner. Everyone else stacks might and prepares to burst him down.

Tactic 2 (for weak groups): Same as above but charge 2 traps. Second one is a back up if Eater gets Ghost Shield back.

Tactic 3 (speed): Pull Eater immediately over a trap to charge it faster (only have to raise Oozes). Then either burst him there or pull behind a nearby corner.

There is a very low chance to get an account bound Ghost Eater's Hide from Ghost Eater. It's account bound so it's not valuable.

Use Feedback for an easy reflect.

Use Wall of Reflection for a reflect.

Use Dagger Storm if your party lacks a reflect.

Use Whirling Defense if your party lacks a reflect.