Crucible of Eternity Story: Stop Kudu

Level: 78.

Reward: 0.26 g.

Average length: 39 minutes.

Difficulty: Medium.

Enemies: Inquest, a bandit and a giant.

Time: Day.

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

Cutscenes.

Current record: 26.

Use Sigil of Mad Scientists instead of Frailty.

Against Kudu's Power Suit, use Potion of Outlaw Slaying, Sigil of Force and Sigil of Justice.

Against Kudu's Monster, use Sigil of Force and Sigil of Frailty.

First run per character gives a level 80 rare head armor.

First run per day gives 26 silvers.


Crucible Access Platform

If the entrance to the dungeon is closed, you need to open it by doing an event called Toil for the Coil. Alternatively you can leave party and try relogging until you get to another instance.

Talk with Zojja to begin. Logan Thackeray and Rytlock Brimstone will join you.

You can enter the dungeon even when it's closed by A little jump.


Security Checkpoint

There are 2 Gunners and 2 Insurgents. Once you get closer the Proximity Alarm Device, which you must kill to progress, becomes vulnerable.

Focus it down to open the door and stop enemies from respawning. Kill any remaining enemies.

Focus it down to open the door. Run through.

Once Proximity Alarm Device gets vulnerable immediately run back. Then use high range attacks to safely destroy it without aggro.


Independent Research Sector

The room has a Head Scientist, a Mark K Assault Golem and a Mark K Battle Golem.

Focus first the Assault golem and then Battle golem. Keep dodging and try break line of sight when you see it glowing.

Stay at range to avoid his melee attack. Be ready to dodge if he leaps towards you. Use cripple or chill to kite him if needed.

Occasionally he gets Magnetic Aura to reflect projectiles. Pay attention and stop attacking or use attacks which are not reflectable.

The room has a Head Scientist, a Mark K Assault Golem and a Mark K Battle Golem.

Focus first the Assault golem and then Battle golem. Keep dodging and try break line of sight when you see it glowing.

He does decent damage at melee. Try to dodge and block his attacks.

Occasionally he gets Magnetic Aura to reflect projectiles. Pay attention and rely on melee hits while it's up.

If you have trouble you can separate the enemies. Dash of Mark K Battle Golem and leap of Head Scientist can be used to get them over their reset range. This causes them to be still but they will still attack. They also start instantly regenerating if you exit melee range.

Run through the room to about middle of the next small room. Try survive there a while until the Battle Golem and / or the Scientist reaches you. Then run to end of room which should cause Mark K Assault Golem to reset. You can further split the Battle Golem and the Scientist by standing near one of them.


Subject Preparation Vault: Subversion Room

3 Subversion Specialists attack an Captive. Start attacking immediately and try to burst one or two down before the captive dies.

If the captive dies, the specialists will start attacking you. Their beam stunlocks for a long time so use stability and interrupts.


Subject Preparation Vault: Holding Room

Kill stuff.


Golemetric Diagnostics

Don't rush in when the door opens because it has lots of enemies. Most of them are initially passive / away but will wake up / appear when enemies are killed. There are 4 different groups. The second group will wake up when the first group is killed, the third will wake up when the second is killed, and finally the fourth will wake up when the third is killed.

The first group has a Magnetizer, a Mark J Assault Golem, and a Mark J Battle Golem. The second group has 2 Gunners, a Mark K Assault Golem and a Mark K Battle Golem.

The third group has 2 Mega Blasters, a Mark P Support Golem and a Mark P Battle Golem. The last group has a Mark XXX Juggernaut, a Mark J Assault Golem and a Mark J Battle Golem.

Pull enemies away from the room and kill them outside. This prevents next group attacking you which allows you to regenerate before fighting them.

If you have trouble you can separate Mark K Battle Golem from its group. Its dash can be used to get it over reset range. This causes it to be still but it will still attack. It will start instantly regenerating if you exit melee range.

Run back until enemies stop following. Wait until Battle Golem reaches you and then kill it.


Magimechanic Upgrade Depot

One group with 2 Insurgents and a Golemaestro.

Focus Insurgents. While Golemaestro can do lots of damage its attack almost never hits you (no idea why). Also the golem summoned by her is pretty harmless.


Ambiatory Preparation Facility

You need to keep Zojja alive until she finishes with hacking. The further hacking goes, the more enemy groups wake up.

First group wakes up at 5% and consists of a Mark J Battle Golem, a Mark I Golem and a Mark II Golem. Second group wakes up at 20% and consists of a Mark K Battle Golem, a Mega Blaster, a Mark I Golem and a Mark II Golem.

Third group wakes up at 35% and consists of 2 Mark P Battle Golems, a Mark P Support Golem, a Mark J Battle Golem and a Golemaestro. Fourth group wakes up at 50% and consists of a Mark K Assault Golem and a Mark J Battle Golem. Once hacking reaches 100% all enemies disappear.

With lots of damage you can kill every group before the next one wakes up. Focus on elite enemies while using area attacks on normal ones.

With less damage you need to rely on kiting. Just run around the middle pillar with mobility and survivability. You can also run on sides but enemies may lose aggro. To reduce pressure, try to kill normal enemies when they wake up.


Essence Purification Zone

The first group has 2 Mega Blasters a Gunner. Second group has a Technologist, an Insurgent and a Magnetizer.

Kite Blasters around stairs to destroy their projectiles.

Focus Insurgent and Magnetizer to reduce pressure.

The first group has 2 Mega Blasters a Gunner. Second group has a Technologist, an Insurgent and a Magnetizer.

Kite Blasters around stairs to destroy their projectiles.

Focus Insurgent and Magnetizer to reduce pressure.

Run through everything. Magnetizers may pull you so take stability as a back up. At end of the corridor a new waypoint will activate so it doesn't matter if enemies follow as you can just wipe.


Arcanic Reactor

You need the protective shield of Mr. Sparkles to survive the radiation. Outside of the shield you will die in several seconds. Talk with Zojja to begin.

Pick up Resonatic Defrequencyizenator to destroy Resonance Cascade Fields. If fields hit Mr._Sparkles he will take a lot of damage. Once his health gets too low he will stop moving and start repairing himself. Any fields hitting him will interrupt the process. However, there is no pressure because he can't be killed.

If fields hit you, you only get briefly stunned so you don't have be afraid of them. You can kill multiple fields with one shot by moving and spinning around.


Eternity's Focus

Destroy Kudu's Power Suit, Kudu and Kudu's Monster to finish the dungeon.


Kudu's Power Suit

Unlike most enemies, Power Suit is considered as an outlaw so if you want to be optimal then use Potion of Outlaw Slaying and Sigil of Justice for extra damage and damage reduction.

Stay at range to avoid his extremely damaging melee attack.

When he spins he will shoot multiple ballistic projectiles around the area. Each will create an area field when hitting the ground. Moving out of field causes stun while moving inside causes daze. One of the projectiles will be directly aimed at you.

If a projectile is absorbed either by tanking, blocking or reflecting then no field is created. Every player should try to absorb at least one projectile to reduce amount of area fields. Stand still and use a block if available (without block you get briefly stunned). Alternatively you can pull him to corridor and move behind a corner.

Take 1 - 2 stun breaks as a back up if Kudu is close when you are stunned. Consider taking stability to easily escape any area fields. However, Kudu can be kited inside a field if needed.

Unlike most enemies, Power Suit is considered as an outlaw so if you want to be optimal then use Potion of Outlaw Slaying and Sigil of Justice for extra damage and damage reduction.

Pay attention to your positioning. His melee attack will one shot you but can be easily avoided by moving behind his back. If unsure dodge away from him. If you get hit you have to use a stun break and dodge away immediately.

When he spins he will shoot multiple ballistic projectiles around the area. Each will create an area field when hitting the ground. Moving out of field causes stun while moving inside causes daze. One of the projectiles will be directly aimed at you.

If a projectile is absorbed either by tanking, blocking or reflecting then no field is created. Every player should try to absorb at least one projectile to reduce amount of area fields. Stand still and use a block if available (without block you get briefly stunned). Alternatively you can pull him to corridor and move behind a corner.

Take 1 - 2 stun breaks as a back up if Kudu is close when you are stunned. Consider taking stability to easily escape any area fields. However, Kudu can be kited inside a field if needed.

Pull him all way through the corridor until he stops moving and then use ranged attacks to safely kill him.


Kudu

He doesn't regenerate health even if you wipe which allows you to eventually kill him even if you have lots of trouble.

His fast ranged attack one shots most players. However, it has a cast time of 2.5 seconds which gives you time to dodge it. Blocks or reflects won't work so try to learn the timing fast so you can survive reliably. If you pull him to corridor you can move behind a corner to break line of sight. Pillars in the middle offer no protection.

Stay at range to avoid lots of melee damage when he teleports and shoots ballistic projectiles. Move away if you see any projectiles coming your way.

Focus on reviving downed players. Stand behind NPCs and let them tank shots if needed.

He doesn't regenerate health even if you wipe which allows you to eventually kill him even if you have lots of trouble.

His fast ranged attack one shots most players. However, it has a cast time of 2.5 seconds which gives you time to dodge it. Blocks or reflects won't work so try to learn the timing fast so you can survive reliably. If you pull him to corridor you can move behind a corner to break line of sight. Pillars in the middle offer no protection.

Melee is risky because he deals lots damage when he teleports. Consider taking a ranged weapon as a backup unless you have lots of survivability or can see the small and quick animation.

Focus on reviving downed players. Stand behind NPCs and let them tank shots if needed.

Use Call to Arms for area Vigor.


Kudu's Monster

Unlike most enemies, Monster doesn't have an enemy type so if you want to be optimal then replace any inquest slaying buffs and sigils.

Like an elementalist, Monster is attuned to an attunement at all times. Possible attunements are corruption, crystal, ice and fire. Current attunement is indicated by particle effects on Monster (brown for corruption, purple for crystal, blue for ice and flames for fire).

Monster has same animations and attacks regardless of the attunement. However, the actual effect of attacks is based on the attunement. Most attacks hit very hard at close so stay at medium range or above.

At high range you don't really have to care about his Roar which only affects melee range. But with corruption attunement he will summon Risen Grubs which you should focus down if you have area attacks.

His single stomp will be harmless while attuned to ice. With fire attunement it causes ticking AoEs around the area so move out of them quick. With corruption attunement it causes Tendrils to spawn. You don't really have to care about them as long as you either move a bit or kill close ones.

However, pay attention when he is attuned to crystal. His single stomp will put an Imprisonment Crystal on a player disabling him for 30 seconds unless destroyed. Focus these down immediately if someone gets caught. You can only avoid it with precasting stability or teleporting out.

His multi stomp is only dangerous when attuned to ice or fice. With ice it will create multiple delayed AoEs so be ready to move out of them. With fire he will shoot multiple projectiles in a cone. Try to sidestep between two projectiles but don't hesitate to dodge if needed.

Melee players are at much higher risk so try to support them with vigor, protection, condition removal, heals and revival.

Revive people as fast as possible (especially melee ones) as some easily avoidable attacks deal lots of damage. Remember to rally from Tendrils or Grubs if possible.

Unlike most enemies, Monster doesn't have an enemy type so if you want to be optimal then replace any inquest slaying buffs and sigils.

Like an elementalist, Monster is attuned to an attunement at all times. Possible attunements are corruption, crystal, ice and fire. Current attunement is indicated by particle effects on Monster (brown for corruption, purple for crystal, blue for ice and flames for fire).

Monster has same animations and attacks regardless of the attunement. However, the actual effect of attacks is based on the attunement. Most attacks hit very hard at melee range which makes melee risky unless you know what you are doing. Consider taking a ranged backup if needed.

His weakest attack is roar. It will cause some weakness, vulnerability, chilled or burning depending on the attunement. In all cases quickly move behind his back to avoid long durations of chilled and burning. With corruption attunement it will also summon Risen Grubs which you should take out with cleave or area attacks.

His single stomp will cause some damage so try to block or evade regardless of attunement. With corruption attunement it will spawn Tendrils which you should destroy only if they are close. With fire attunement it will spawn ticking AoEs so be ready to move out of them. With crystal it will put an Imprisonment Crystal on a player disabling him for 30 seconds unless destroyed. Focus these down immediately if someone gets caught. You can only avoid it with precasting stability or teleporting out.

His multi stomp varies based on attunement. Corruption and ice attunements will cause lots of damage so you need to be able to block or evade three times or you get downed. Ice also causes delayed AoEs around the area so be ready to move out of them at the same time. With crystal attunement he will deal lots of damage but not enough to one shot you. With fire attunement the attack won't hit at all on melee range so you don't have to do anything.

Consider taking at least one stun break as some attacks also have a control effect. Take also stability if you suspect he will crystallize you and you can't rely on your team.

Revive people as fast as possible (especially melee ones) as some easily avoidable attacks deal lots of damage. Remember to rally from Tendrils or Grubs if possible.