Sorrow's Embrace Path 1: Clear out the remaining Inquest

Level: 65.

Reward: 0.61 g + 100 tokens.

Average length: 9 minutes.

Difficulty: Easy.

Enemies: Inquest.

Time: Night.

Use Potion of Inquest Slaying, Sigil of the Night and Sigil of Force.

Video guide (Banter Bill).

Current record: 15.

Use Sigil of Mad Scientists instead of Force.

First run per day gives 61 silvers and 100 tokens, Manifestos of the Moletariate. 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 Band of the Moliarchy, Dissonance Amplifier or Revolutionary Flyers from enemies and chests. All can be traded but aren't valuable.

There is a very low chance to get an account bound Recipe: The Replicator from the last boss, Tazza, if you kill Kaeyi first. The recipe allows you to craft The Replicator which gives a much better gold return for your tokens.


Thumb
Thumb
Thumb

Start

Do not use the second waypoint until Fergg activates and walks through the portal. It causes the dungeon to get stuck.

After the cinematic, enemy patrols will spawn and run towards the portal. You can choose to kill or hide from the first group.

You can hide by jumping to the cliff edge to right of the barrier. Focus down the barrier after the first group runs past.

Burst down the barrier and then stealth to hide from the patrols.


Thumb

Impasse Mark IV

The general strategy is to focus down the golem while trying to cleave/AoE the Inquest.

The golem isn't very dangerous by itself but patrols quickly add up if you can't kill them fast enough.

The golem will spin and pull people in. If you stay at range, wiggle or use stability. This does no damage, but will interrupt attacks.

It also has a Static Field which creates a nasty combination with the previous mentioned area pull. Passing the field causes damage and stun.

Melee players should try to predict its Uppercut (especially when Static Field is up because it knocks back).

Keeping high reflection uptime will prevent most of the damage here, from both the golem and the Inquest. Try to plant the reflection right on top of the boss and stand inside the reflecting field to prevent taking hits from either inside or outside the field.

Using Temporal Curtain followed by Into the Void, you can pull all surrounding enemies together. This will allow aoes or cleave to be more effective. Phantasmal Warden (traited or not) and Temporal Curtain (traited) as well as Feedback make excellent sources of reflect uptime.

Use Wall of Reflection and Shield of the Avenger for a near 100% reflect uptime.

Use Swirling Winds for projectile defense.


Barriers

You are confronted with multiple barriers, similar to the first one you destroyed at the start. A patrol consisting of 3-4 Inquest continues to spawn every ~15(?)seconds until you reach the next boss.

There are few hiding spots on the way so, if you don't want to kill patrols, you should run past them. Projectile defense is recommended to mitigate damage.

Once you reach Nokk, patrols will stop spawning. Try to avoid aggroing Nokk until you have dealt with any remaining Inquests, or lose inquest aggro by running to the end of the line.


Thumb

Nokk

Nokk does a few things - a knockback which can push you into lava (avoid via positioning!), a black projectile which applies "Gravity Distortion", summoned Singularities, and Vapor Blades (mid range hula hoops).

Gravity Distortion is an *unbreakable* stun but can be *prevented* with stability, reflection or evasion. When the debuff ends all nearby players will take high damage and get launched. Avoid players with this debuff, and/or use group stability when it is about to end.

Singularities have a weakening and crippling aura as well as the ability to knockdown on close range. They can't move, so they can be avoided by just running away from them.

You can kill two birds with one stone. When first reaching Nokk, run past him to the closed door. This will break aggro and also pull him closer to the door, positioning the group so he can't knock you back into the lava.

Since his vapor blades are mid range only, ranging him prevents him from using those allowing you to save endurance for dodging gravity distortion. If the group stays on one side of the door to begin with, most of the singularities should appear close together on that side and you can run to the other side to avoid them.

Use 100% reflect/absorb uptime to nullify Vapor Blade and/or Gravity Distortion, or else it will quickly kill everyone with ~5k cleaving double-hits.

Stack on him with melee for max DPS, using aegis to deal with any Gravity Distortion that made it through the reflects or singularity knockdowns. You can position him in the same way as when ranging, or just jump right on him in the middle but keep your back to the paths to avoid getting knocked into lava.

Ideally if everyone is stacked on him, the singularities will spawn nearby and be destroyed quickly by the melee cleaving damage.

Reflect/absorb sources: Smoke Screen.

Reflect/absorb sources: Wall of Reflection, Shield of the Avenger. Aegis sources: Retreat, Virtue of Courage. stability sources: Hallowed Ground, Stand Your Ground.

Reflect/absorb sources: Toss Elixir U (Wall of Reflection or Smoke Screen).

Reflect/absorb sources: Focus 4 (traited) and 5 (traited or not), Feedback.

Reflect/abosrb sources: Swirling Winds.


Mine Field

Mines deal damage about 1 second after they have been triggered. This means you won't get hit as long as you keep moving. This also means you probably get hit if you run behind someone.

Either kill Golems one by one or run through and block/evade their pull. If skipping, it can be helpful to have one person run ahead and trigger all the mines first.

Stealth through the mine field. This will prevent the mines from exploding, as well as the golems from aggroing.

"Retreat" and/or "Stand Your Ground" make it easier for your team to run past golems without getting pulled.

Using Portal, enable your team mates to safely get past. Only you have to go through the ordeal.

Stealth your teammates with Shadow Refuge or the Area stealth combo to enable your team to run through without worries.


Thumb

Mini Golems

You will face Prototype E-IV, Prototype F-IV and Prototype T-IV simultaneously.

E golem spams static discharge (repeat aoe stun/damage), F golem has a fire spin and ranged fire attack that creates lava fonts, T golem has a pull, conditions and rapid fire poison attack.

The basic ranged strategy is to keep reflects up and focus down one golem at a time. The golems can be pulled into the tunnel on the left, and 1 or 2 may lose aggro before the others making the fight easier. If reflects go down, the F golem may succeed in putting down lava fonts in the middle of the group - avoid these and you should be mostly OK.

You will face Prototype E-IV, Prototype F-IV and Prototype T-IV simultaneously.

E golem spams static discharge (repeat aoe stun/damage), F golem has a fire spin and ranged fire attack that creates lava fonts, T golem has a pull, conditions and rapid fire poison attack.

For meleeing, there are several ways to pull the golems using typical line of sight tactics:

1) Go down the tunnel to the left, and stack behind the left door (closer to mine field). Only Prototype E-IV will follow all the way around the corner.

2) Same as 1 but stack behind the right door (closer to golems). Prototype E-IV and Prototype F-IV will follow around the corner.

3) Stack behind the ramp leading to the tunnel on the left. All golems will follow here.

4) Stack behind the little ledge of wall on the right just when exiting the mine field. All golems will follow here.

To deal with the E golem, ensure you have group stability (Guardian - Hallowed Ground and Stand Your Ground), and to deal with all the rest of the golems ensure you have high reflect/absorb uptime. Once the E and F golems are dead, the T golem is not much threat and can be attacked wherever/whenever you want.

Methods (3) and (4) are very fast and effective ways to clear the golems if you have the necessary utilities and high damage output; however it's very difficult to win in stacked melee against all 3 without at least one guardian in the party.

Pull the golems together using Binding Blades or Temporal Curtain. Use group stability and projectile defense and burst them down.

Golems have different leash ranges so they can be easily separated by pulling them to the tunnel.

Use Smoke Screen (traited if possible) and Dagger_Storm to protect your team.

Use Wall of Reflection and Shield of the Avenger to protect your team. Stand Your Ground and Hallowed Ground will prevent the lethal interrupts.

Use Toss Elixir U (Wall of Reflection or Smoke Screen) to protect your team.

Use Feedback and traited focus to protect your team. Nullfield too or Mantra of Resolve if conditions become an issue. Mantra of Concentration can grant 2s stability in emergencies.

Swirling Winds will absorb projectiles to protect your team.

Whirling Defense will reflect projectiles to protect your team.


Thumb
Thumb

Tazza and Troop Commander Kaeyi

You want to focus Tazza and avoid hitting Kaeyi. Once Tazza is dead the dungeon will end. Kaeyi will summon 2 elite Inquest whenever he loses 25% health. If you fight Kaeyi and Tazza together, try to cleave the summoned Inquest while you attack Tazza - they may become an issue if ignored.

They aren't very dangerous as long as you evade Tazza's Mind Stab which casts a delayed AoE at every target.

Her normal attacks aren't a big threat. Melee players should try to dodge her Illusionary Wave which knocks back.She uses Illusionary Wave most commonly a few seconds after she does the Blink + Mind Stab combo.

Kaeyi occasionally stealths and uses Caltrops, which apply bleeding and cripple every second you remain in it. Avoid fighting in his Caltrops unless you have high condition removal available.

There is a very low chance to get an account bound Recipe: The Replicator from the last boss, Tazza, if you kill Kaeyi first. The recipe allows you to craft The Replicator which gives a much better gold return for your tokens.

Pull Tazza out of her room to fight her without Kaeyi.

If you want loot from Tazza you have to kill Kaeyi first.

Fight inside the room, stacking behind the stairs so both Tazza and Kaeyi can be pulled in.

If you want loot from Tazza you have to kill Kaeyi first.

Fight inside the room, stacking behind the stairs so both Tazza and Kaeyi can be pulled in.

Use Ambush and Thieves Guild for maximum damage.