The Ruined City of Arah Path 2: Mursaat

Level: 80.

Reward: 1.26 g + 100 tokens.

Average length: 28 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: 32.

Use Sigil of Undead Slaying instead of Frailty.

First run per day gives 1.26 gold 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 Recipe: Operative's Creed from the final chest. The recipe allows you to craft Operative's Creed which gives a better gold return for your tokens.


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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 Scholar Yissa to find secrets of Mursaat. After the selection, go through the debris and go forward. Don't bother with Servants, Farmers or Villagers because they constantly respawn.


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Way to Belka

At the start you will get ambushed by lots of Orrian Spiders. You should kill them for loot and sigil stacks.

After you pass the gate, you will face a Risen Defiler. Its poison aura is a high-damage poison DoT, try to either stick to the wall as much as possible, dodge through it or use condition removal if you get poisoned as fast as possible before you enter combat due to the damage. This mob also has a pull skill, dodge when you see it whirl. After the single Risen Defiler there are two groups of 2 Risen Berserkers with one or 2 Risen Defiler. Run past the Risen Berserkers avoiding their melee-only attacks and avoid poison clouds/pulls from Risen Defilers.

Finally, before the first boss encounter there is one final group of 3 Risen Berserkers and one Risen Deadeye. Risen Deadeye has a lethal sniper-attack. If you find yourself targetted by its beam, it means you are about to be shot. The shot also pierces so do not stand in the beam even if you are not its target. Dodge, use an invulnerability skill, blind the Deadeye or interrupt it. Normal blocks and anti projectiles skills are ineffective against their attack. It also plants a bomb on nearby targets which explodes after 10s. Dodging or blocking works normally. Both of those attacks can be seen in your UI.

After the Deadeye group, stick to the right side in order to avoid aggroing Belka. Keep running or hide behind a wooden structure until all enemies lose aggro.

At the start you will get ambushed by lots of Orrian Spiders. You should kill them for loot and sigil stacks.

After you pass the gate you will face a Risen Defiler. Its poison aura is a high-damage poison DoT, equip a condition removal to remove the posion. It is possible to melee them but you need to back off before the poison kills you. This mob also has a pull move, dodge when you see it whirl or you might be pulled inside its poison cloud. After the single Risen Defiler there are two groups of 2 Risen Berserkers with one or 2 Risen Defiler. Focus on the Defilers first.

Finally, before the first boss encounter there is one final group of 3 Risen Berserkers and one Risen Deadeye. Risen Deadeye has a lethal sniper-attack. If you you find yourself targetted by its beam, it means you are about to be shot. The shot also pierces so do not stand in the beam even if you are not its target. Dodge, use an invulnerability skill, blind the Deadeye or interrupt it. Normal blocks and anti projectiles skills are ineffective against their attack. He also plants a bomb on nearby targets which explodes after 10s. Dodging or blocking works normally. Both of those attacks can be seen in your UI. Killing the Deadeye should be the team's priority.

Use either Ether Renewal to remove poison or Glyph of Elemental Harmony to gain swiftness.

Both Obsidian Flesh and Mist Form give you invulnerability that helps immensely when skipping Defilers and Deadeyes.

Try to teleport through Defiler's poison cloud with Lightning Flash.

Ride the Lightning gives you additional mobility.

If your team lacks swiftness, consider equipping Signet of Air for a passive movement speed bonus.

When running use "Stand Your Ground!", "Retreat!" and Virtue of Courage to prevent Defilers from pulling.

Use Renewed Focus to block shot from the Deadeye or blind him with traited Virtue of Justice or one of many weapon skills.


Operative Belka

Her only dangerous attack is a ballistic projectile which deals extreme damage. If you see a glowing orb of energy coming towards you, dodge away. It is not used on targets standing close toher but may hit players in close range if you move fast.

Her basic attack shoots 3 projectiles which apply burning. Grab Consider using condition removal if you party has low sustain. She also occasionally teleports, gaining projectile reflection (signified by an icon under her healthbar) and shoots fast projectiles which knock back. Stop using projectile based attacks when you see her use the bubble.

Every 25% more and more Suspicious Pots ignite. Stay away from them. Be careful not to confuse their red circles with that of Belka's ballistic projectile.

Because Belka does not move naturally you can easily run behind something to get cover and regenerate.

Run straight through her to the bonewall after her. This will make her disengage and become passive. You can attack from 1200 range without her attacking back.

Occasionally she will wake up and either attack or teleport around. Just run back to the bonewall to make her passive again. Her health won't regenerate.

Belka doesn't appear if NPC is too far away when you enter the area. Run together to keep NPC close. If someone is behind ensure NPC is with you before getting to the area. There is no known fix.

Swirling Winds can be used to protect your team from the ballistic projectiles.

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

Use Aegis when you see her shooting a ballistic projectile to protect your team.


Golem Suit

You need to pass through a cave with lots of Undead Abominations and Orrian Spiders. Their melee range is much bigger than normal, enabling them to hit players even from a certain distance.

Intended way is to use a nearby asuran golem and chargers lying around it to get through. However in some cases it might be easier to run without it, especially if you have access to stealth.

One player gets inside the golem and one player charges it with a charger. Charging the golem gives it "Energized" buff which allows it to use the buff to create a protecting shield. This buff doesn't stack so charging him while buff is up just wastes the charger.

Decide initial charging order to avoid wasting charges. Pay attention to the buff on golem. When it disappears the first player uses his charger. When it disappears again the second player uses his charger. Once all 4 initial charges have been used you should be pretty far already. Newer players should use their charger first because it's easy to lose focus and mess up.

Before grabbing a charger use any area swiftness or vigor skill to get through faster. When golem dodges it will make a short dash allowing it to move faster. When buffs are up pick up a charger and proceed quickly to avoid buffs wearing off.

Golem user should keep up the protective shield at all times so stay near him. After using your charger look for a new one. Chargers are scattered along the corridor. However remember to use any area buffs before picking up.

Take revival skills to get people up fast if they get down. If you stop to revive them normally you will get killed. When you get through the corrifor, enemies should focus a flashing beacon nearby. Sometimes 2 Orrian Spiders will follow you, just kill them at range.

If someone didn't get through and he can't skip it alone, you have to proceed without him or waypoint back.

With decent players and access to stealth getting without golem will be much easier and faster. Stack stealth and swiftness before going in. Use mobility skills to move faster and try to stay out of combat by blocking or evading attacks.

Take revival skills to get people up fast if they get down. If you stop to revive them normally you will probably get killed. When you get through the corrifor, enemies should focus a flashing beacon nearby. Sometimes 2 Orrian Spiders will follow you. Ignore them and proceed with skipping.

If someone didn't get through and he can't skip it alone, you have to proceed without him or waypoint back.

Use either Ether Renewal to remove cripple or Glyph of Elemental Harmony to gain swiftness.

Both Obsidian Flesh and Mist Form give you invulnerability which helps immensely when trying to get through.

Lightning Flash gives you additional mobility, try not to use hit any enemies with it if you are not in combat yet.

Ride the Lightning helps with skipping.

If your team lacks swiftness, consider equipping Signet of Air for a passive movement speed bonus.

Use "Retreat!", "Save Yourselves!" and another shout in conjunction with Pure of Voice or Superior Rune of the Soldier for swiftness and to remove cripple.

You can use Judge's Intervention for additional mobility if you are already in combat.

Use Shield of Wrath and Virtue of Courage for blocks.

Smoke Screen with Cluster Bomb and Shadow Refuge allow you to easily get through undetected.


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Way to Abomination

The open area is filled with Risen Sentinels and Risen Deadeyes. They form a very dangerous combo because Sentinels stun and put down rings of warding while Deadeyes kill you at range.

Stick to the right side all the time to avoid most of the enemies. Apart from typical skills for skipping prepare 1 or 2 different sources of stability or even teleports, mostly against Sentinels and their rings of warding. Take damage immunity or invulnerability if you have trouble evading Killshot from Deadeyes.

The first group has 2 Risen Sentinels and a Risen Deadeye. If you only have one source of stability, try not to use it here. Quickly run into the tunnel. After the tunnel there are 3 Risen Sentinels and 2 Risen Deadeyes. Stick to the right side if you want to avoid as many mobs as possible and do not have stealth.

Run forward until you see a Detonator. Use it to kill the nearby horde of normal Risen. Further down the road you will see an Orrian Drake and 8 Orrian Drakes to your right which you should just ignore.

The open area is filled with Risen Sentinels and Risen Deadeyes. They form a very dangerous combo because Sentinels stun and put down rings of warding while Deadeyes kill you at range.

Focus on Deadeyes first. Pull the enemies inside the tunnel to force Deadeyes to come to you, but pay attention to any sticky bombs on your allies. Stick to the right side if you do not have stealth and want to avoid as many mobs as possible.

Run forward until you see a Detonator. Use it to kill the nearby horde of normal Risen. Further down the road you will see an Orrian Drake and 8 Orrian Drakes to your right which you should just ignore.

Both Obsidian Flesh and Mist Form give you invulnerability which helps immensely when skipping Sentinels and Deadeyes.

Lightning Flash gives you additional mobility and a way to escape rings of warding.

Armor of Earth grants stability needed to get out of rings of warding.

Ride the Lightning helps with skipping.

If your team lacks swiftness, consider equipping Signet of Air for a passive movement speed bonus.

Lightning Flash enables you to escape out of rings of warding.

Armor of Earth grants stability needed to get out of rings of warding.

Use Symbol of Swiftness and "Retreat!" for group swiftness. Use "Stand Your Ground!" if someone gets trapped inside Sentinels bubble. Use Renewed Focus to block Deadeye's sniper shots.

Use Smoke Screen with Cluster Bomb to get through the first group. Use Shadow Refuge to get through the second group.

Use Temporal Curtain to pull the first group away to the left. Then stick to the right wall to get through without aggro.


Berserker Abomination

Very easy to kill if you can avoid its attacks. 3 Handlers respawn in the area. They drop Tranquilizer Guns upon death. You should fight the boss behind a pair of stones near the entrance to the area to LoS the Handlers.

The Abomination's normal attack is so slow that you can just run through it to avoid being hit. Dodge if unsure because of high damage it deals.

When it jumps up you must dodge, otherwise you will be launched and take extreme damage. Staying at range is a bit risky because the Abomination will throw rocks with an unreliable hitbox at ranged players. It can hit for extreme damage even if it seems like it missed.

Occasionally, the Abomination will enter into berserker mode during which it turns red and becomes much bigger. It does not take any damage and constantly applies strong burning at close range. Shoot it with a Tranquilizer Gun to remove the buff but keep in mind that tranquilizing interrupts animations, be prepared to dodge rocks, stomps or autoattacks without animations.

Very easy to kill if you can avoid its attacks. 3 Handlers respawn in the area. They drop Tranquilizer Guns upon death. You should fight the boss behind a pair of stones near the entrance to the area to LoS the Handlers.

The Abomination's normal attack is so slow that you can just run through it to avoid being hit. Dodge if unsure because of high damage it deals.

When it jumps up you must dodge, otherwise you will be launched and take extreme damage. Staying at range is a bit risky because the Abomination will throw rocks with an unreliable hitbox at ranged players. It can hit for extreme damage even if it seems like it missed.

Occasionally, the Abomination will enter into berserker mode during which it turns red and becomes much bigger. It does not take any damage and constantly applies strong burning at close range. Shoot it with a Tranquilizer Gun to remove the buff but keep in mind that tranquilizing interrupts animations, be prepared to dodge rocks, stomps or autoattacks without animations.

The most efficient way to stop it from berserkering is to interrupt it with typical control skills.

Sometimes its Stomp may deal damage at start of the animation. There is nothing you can do about it. This should happen only once.

Use "Stand Your Ground!" when it berserks to prevent knockback.

Use Aegis when it jumps to protect your team.

Use Binding Blade to pull the Handlers if needed.

Basilisk Venom interrupts its berserkering even with defiance.


Way to Lupicus

A Risen Hunter and about twelve normal Risen patrol the area. It is advised to kill them for loot and to gain sigil stacks. Try to LoS them by standing in the right corner of the wall. Further on the way there is a Risen Berserker which you can skip.

In the big open area there are a lot of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and a Orrian Warrior.

Killing them takes a lot of time so you should try to sneak through. Stick to the left side and take out Turrets, preferably by utilizing projectile reflection or absorption. Pay attention to enemies in 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 towards your group and kill it.

When you reach the door you will have to kill 2 Undead Abominations. Their charge move is really dangerous so get out of its way or interrupt it. Their attacks are slow and easily dodgeable. Focus on the Abominations even if you accidentaly aggro something else as well. Once they are dead, the door will open and you can run in. It should be easy to kill any enemies that are still following you inside the arena.

A Risen Hunter and about twelve normal Risen patrol the area. It is advised to kill them for loot and to gain sigil stacks. Try to LoS them by standing in the right corner of the wall. Further on the way there is a Risen Berserker which you can skip.

In the big open area there are a lot of exploding corpses, Orrian Guard Turrets, Risen Illusionists, Risen Hunters, Risen Mages, Risen Elementalists and a Orrian Warrior.

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

When you reach the door you will have to kill 2 Undead Abominations. Their charge move is really dangerous so get out of its way or interrupt it. Their attacks are slow and easily dodgeable. Focus on the Abominations even if you accidentaly aggro something else as well. Once they are dead, the door will open and you can run in. It should be easy to kill any enemies that are still following you inside the arena.

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.

Destroy Turrets with the help of Magnetic Aura and Magnetic Wave or protect your team with Swirling Winds.

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


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 Alphard

This part can be easily skipped by one person up to the next waypoint but the way is quite long. After leaving the arena you will encounter 2 Risen Deadeyes on your right side. Turn into right "alley". At the end of it there will be another 2 Risen Deadeyes and then long run to the water. Keep in mind that this area is filled with Land Mines. When walked over they will pop in the air and shortly explode dealing extreme damage. This means you can just walk over them but you should not walk right after someone. It's one of the reason why you only one person should do whole skip.

Water-part is filled with Water Mines and with Magma Turrets which shoot projectiles. Just follow a trail of effects (they give swiftness) while avoiding mines. After them you will face two groups of 2 Risen Sharks. Their charge attack can easily down you if you do not pay attention. If you have problems just kill them.

After water you get to a huge mine field. The easiest way to finish it is to turn right shortly after entering the field. This "secret" way bypasses all mines and enemies. Keep sticking to right side to avoid enemies until you reach waypoint.

Your party may now use this waypoint and get to the next boss. Next area is filled with mines meaning you should not move in a group. There are 2 patrols with Inquest Technicians and elite Risen. You can get through undetected if you stick to left or right side. Sticking to left side is a bit slower but almost guarantees safe skip. If you stick to the right side you may have to wait a bit if mobs get close. Bring stability to counter stun-lock if you get caught.

The area is filled with Land Mines. When walked over they will pop in the air and shortly explode dealing extreme damage. This means you can just walk over them and that you should not walk right after someone. After leaving the arena you will encounter 2 Risen Deadeyes on your right side. They are very easy to take out as long as you get close. After killing them take a right or left route, both of them lead to another group of 2 Risen Deadeyes.

Water-part is filled with Water Mines and with Magma Turrets which shoot projectiles. Just follow a trail of effects (they give swiftness) while avoiding mines. After them you will face 2 Risen Sharks. Their charge attack can easily down you.

After water you get to a huge mine field. The easiest way is to turn right shortly after entering the field. This "secret" way bypasses all mines and enemies. Keep sticking to right side to avoid enemies until you reach waypoint.

After waypoint there are again lots of mines. There are 2 patrols with Inquest Technicians and elite Risen. Bring stability to counter stun-locks.

Both Obsidian Flesh and Mist Form give you invulnerability that helps with skipping Deadeyes and Technicians if you get their aggro.

Lightning Flash and Ride the Lightning gives you additional mobility.

If your team lacks swiftness, consider equipping Signet of Air for passive movement speed bonus.

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

Use "Stand Your Ground!" against Risen Sharks and Technicians if needed.


Alphard, Serpent of the Waves

Moderately difficult boss without anti projectiles skills.. Conditions expire very fast on her so do not rely on them. Her autoattacks apply one stack of bleeding each but she sometimes uses Unload, a channeled attack, which deals only direct damage.

One of her dangerous move is Throw Anchor which is a similar to that of Kholer's but with less visible cue and much faster activation time. If at least one party member gets pulled she will plant a bomb that explodes after approximately 3 seconds. Avoiding the explosion is a priority during the fight.

Her signature attack, Dagger Storm, is when she flashes and teleports to the middle of the arena. Immediately after she gets a lightning buff icon without any description and starts to spin while shooting projectiles all around the place which bounce and deal extreme damage per hit. They cannot be blocked and dodging is not reliable because they move very fast. During this attack she will also reflect projectiles for the first few seconds. Keep in mind that using summons and pets is not be a good idea because those projectiles may bounce on them which might result in killing you.

Every 25% she spawns 6 Alphards. If you have a decent uptime of anti projectiles skills you can simply ignore team. If they present a problem just kill them quickly. Remember that you can rally from them in case someone gets downed.

If you want to melee her and you lack anti-projecties skills, the person that has her aggro should kite around the barricades while hitting her. Dodging the pull is extremely important but harder than it is if you attack her from a distance. Try to dodge backward so that you do not get hit by the explosion in the event someone else gets pulled. The second part of the attack, the bomb, is very easy to avoid, just run out of red circle or dodge during explosion animation. One of the way to survive Dagger Storm is to run behind barricades and take cover. It is possible to attack her behind barricades with ranged weapons while jumping. You may also pull her to the entrance where bone wall spawns after you aggroed her, in that case you can simply wait there for her to finish Dagger Storm.

Moderately difficult boss without anti projectiles skills.. Conditions expire very fast on her so do not rely on them. Her autoattacks apply one stack of bleeding each but she sometimes uses Unload, a channeled attack, which deals only direct damage.

One of her dangerous move is Throw Anchor which is a similar to that of Kholer's but with less visible cue and much faster activation time. If at least one party member gets pulled she will plant a bomb that explodes after approximately 3 seconds. Avoiding the explosion is a priority during the fight.

Her signature attack, Dagger Storm, is when she flashes and teleports to the middle of the arena. Immediately after she gets a lightning buff icon without any description and starts to spin while shooting projectiles all around the place which bounce and deal extreme damage per hit. They cannot be blocked and dodging is not reliable because they move very fast. During this attack she will also reflect projectiles for the first few seconds. Keep in mind that using summons and pets is not be a good idea because those projectiles may bounce on them which might result in killing you.

Every 25% she spawns 6 Alphards. If you have a decent uptime of anti projectiles skills you can simply ignore team. If they present a problem just kill them quickly. Remember that you can rally from them in case someone gets downed.

To defeat her in the least painful way, in the event that your party lacks anti projectiles skills and cannot reliably dodge her pull, lure her to the left side of the area, outside of the arena made by four barricades. There, Alphard will despawn immediately after spawning and dodging her pull should be much easier because of the distance. Keep randomly strafing to avoid getting hit by her attacks, evade or block the pull and dodge or hide behind the left barricade when she starts to use Dagger Storm.

Moderately difficult boss without anti projectiles skills.. Conditions expire very fast on her so do not rely on them. Her autoattacks apply one stack of bleeding each but she sometimes uses Unload, a channeled attack, which deals only direct damage.

One of her dangerous move is Throw Anchor which is a similar to that of Kholer's but with less visible cue and much faster activation time. If at least one party member gets pulled she will plant a bomb that explodes after approximately 3 seconds. Avoiding the explosion is a priority during the fight.

Her signature attack, Dagger Storm, is when she flashes and teleports to the middle of the arena. Immediately after she gets a lightning buff icon without any description and starts to spin while shooting projectiles all around the place which bounce and deal extreme damage per hit. They cannot be blocked and dodging is not reliable because they move very fast. During this attack she will also reflect projectiles for the first few seconds. Keep in mind that using summons and pets is not be a good idea because those projectiles may bounce on them which might result in killing you.

Every 25% she spawns 6 Alphards. If you have a decent uptime of anti projectiles skills you can simply ignore team. If they present a problem just kill them quickly. Remember that you can rally from them in case someone gets downed.

Easiest way to defeat this boss is to melee her under the protection of anti projectiles skills which negate most of her skills. Try to attack her from 130 range, otherwise anti projectiles skills might not work against the pull move. LoS her near the left wall where bone wall spawns after you aggro her. This way you can simply wait safely till she finishes Dagger Storm.

Alphard may immediately reset to full health during the fight. This might happen if people are behind bone wall when Alphard attempts to pull everyone in. Make sure everyone is in the area before you engage.

Also if you wipe, the bone wall may stay up. To prevent it, wait a bit after wipe before waypointing. This may not always work. To fix it do a full party wipe few times or jump over the wall with swiftness.

Swirling Winds blocks her normal attacks and Throw Anchor.

If you are sure that everyone will evade the pull, use Magnetic Wave or Magnetic Aura to reflect the damage done by the bomb.

Toss Elixir U to get random protection from projectiles.

Use Wall of Reflection and Shield of the Avenger to negate most of her attacks. Watch out for the shield as it might cause Dagger Storm to bounce on it.

Feedback with untraited Phantasmal Warden are good ways to protect your team.

Go in melee range and use Whirling Defense to reflect projectiles.

Smoke Screen should be used to protect your team.

Take Deep Cuts to keep up the bonus from Attack of Opportunity.


Way to Brie

One of the harder skips because of vast amount of stuns mobs posses. If someone dies during the run it may be too hard for him to do it alone. It's advised that you wait till you can swap utility skills for the ones that give you stability, consider also elite transformations for long lasting stability. Having a thief helps tremendously.

First group of mobs is composed of 4 Plague Carrier Abomination. They will run towards you and explode dealing high damage and spawning ~10 Risen Grubs which are quite harmless. Shortly after there are 2 Plague Carrier Abominations and Inquest Technician. There will be also 2 groups of 2 Inquest Technicians and 2 Plague Carrier Abominations each circling a big ship wrack. They move counter-clockwise so you should stick to the right side. If you get stunned and die because of Plague Carrier Abominations try to rally on spawned grubs. Those spawned grubs can also start to attack Inquest Technician if they lose your aggro making them completely harmless. If you die first part of the second run might be much easier. Also keep in mind that those groups have longer range of aggro.

After that there is a group of Risen Defiler, Risen Sentinel and 2 Risen Berserkers. Watch out for pulls and ring of warding.

Next mobs are 2 groups of 2 Inquest Technicians and 2 Risen Deadeyes. Really hard to skip if you do not have stability or stealth. On open area there will be lots of patrolling enemy groups. To avoid them all you should hug to the left wall.One patrol may attack you at end so wait until they have went away. Once you see a ledge just jump on it and keep moving.

For this part having stability or CC is recommended because of the presence of Inquest Technicians.

First group of mobs is composed of 4 Plague Carrier Abomination. They will run towards you and explode dealing high damage and spawning ~10 Risen Grubs which are quite harmless. Just dodge their explosion or even blind them. Shortly after there are 2 Plague Carrier Abominations and Inquest Technician. There will be also 2 groups of 2 Inquest Technicians and 2 Plague Carrier Abominations each circling a big ship wrack. They move counter-clockwise so you should stick to the right side if you do not want to fight two groups simultaneously. If you get stunned and die because of Plague Carrier Abominations try to rally on spawned grubs. Also keep in mind that those groups have longer range of aggro.

After that there is a group of Risen Defiler, Risen Sentinel and 2 Risen Berserkers. Focus Defilers down before he reaches the team and poisons everyone.

Next mobs are 2 groups of 2 Inquest Technicians and 2 Risen Deadeyes. If you lose aggro of them they will start to attack each others.

On open area there will be lots of patrolling enemy groups. You can easily avoid them all by hugging the left wall). One patrol may attack you at end. Once you see a ledge just jump on it and keep moving.

Both Obsidian Flesh and Mist Form give you invulnerability that helps immensely when skipping Deadeyes coupled with Technicians.

Lightning Flash and Ride the Lightning give you additional mobility.

Armor of Earth is a good counter against Technicians.

If your team lacks swiftness, consider equipping Signet of Air for passive movement speed bonus.

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

"Stand Your Ground!" is a good counter against Inquest Technicians.

Use Renewed Focus to block shot from a Deadeye.


Operative Brie

She is very easy (even solo) as long as you do not try to tank her attacks. She is phased and immune to damage caused by non-phased targets. While she is over 50% you have to use nearby terminal to get phased for 20 seconds and to get huge damage boost. Terminal recharges in 20 seconds so only person can attack her. Same person can't use terminal again until 1 minute has expired so you may have to rotate players. Clones/pets or conditions won't benefit from increased damage so rely on direct damage.

Using the terminal causes enemies to attack the terminal until Brie reaches 50%. That's why killing her fast is top priority because you get teleported out if the terminal gets destroyed. First wave has 3 Plague Carriers and a Technician. Second wave has 2 Plague Carriers an 2 Dominated Berserkers. Third wave has a Plague Carrier, Dominated Deadeye and 2 Dominated Berserkers.

With offensive build, buffs and boons you can easily kill her in several seconds before any enemies even appearing. Once she reaches 50% you lose the damage bonus and everyone can attack her.

Her normal ranged attack bounces but will not do much damage. When she glows with purple light she will shoot a laser with extreme damage. All you have to do is step aside. There will be also a lot of ticking AoEs in the area. They can easily kill some people. She may also shoot a glowing ball, which is a homing projectile. Try to avoid it by dodging towards its path if you see it coming.

There is a very low chance to get an account bound Recipe: Operative's Creed from the final chest. The recipe allows you to craft Operative's Creed which gives a better gold return for your tokens.

Use Eviscerate when she's almost at 50%.