Twilight Arbor Path 3: Aetherblade

Level: 80.

Reward: 0.92 g + 100 tokens.

Average length: 37 minutes.

Difficulty: Hard.

Enemies: Nightmare Court and Aetherblade.

Time: Night.

Use Potion of Slaying Scarlet's Armies, Sigil of the Night and Sigil of Force.

Current record: 12.

Use Sigil of Dreams instead of Force in the beginning. Switch back to Force after escorting the ooze.

First run per day gives 92 silvers and 100 tokens, Deadly Blooms. 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 good chance to get Aetherized Nightmare weapons from the final chest after Clockheart. These can be traded and are valuable.


Start

Use area ranged attacks to clear respawning Volatile Blossoms in the first corridor. After them there is a patrol of 2 Hounds and 3 Pups. On the open area there are respawning Volatile Blossoms on the sides and a Nightmare Husk and a Torrential Husk in the middle. On back of the area, a group of a Stonetouch, a Bloodfang and 3 Spider Hatchlings and a group of a Webber, a Recluse and 3 Spider Hatchlings appear when a Husk dies.

Stay in middle of the area so you don't have to worry about Blossoms. If you get downed attack a nearby Blossom to rally easily. Wait for the patrolling Hounds to come so you can fight them without aggroing the Husks. After the Hounds are dead continue with the Husks; lure them a bit towards dungeon entrance, so you don't have to deal with the spiders before you are ready. Make sure you have stability or a stun break to counter control from Hounds and Husks.

You can even split the Spiders if you desire. Simply hit the closest spider with a long range ability and move a bit back. If done correctly the second Spider spawn should not aggro with the first. Keep an eye on Stonetouch to move away or behind him when he glows to avoid a long unbreakable stun.

Use area ranged attacks to clear respawning Volatile Blossoms in the first corridor.

Stack behind a tree on the left side or on the right side and line of sight the mobs, so they run to you. Make sure you have stability or a stun break to counter control from Hounds and Husks.

Use Black Powder to negate a lot of damage for your party if you melee.

"Stand Your Ground!" and Hallowed Ground are excellent sources of stability when fighting Hounds and Husks.


Nightmare Vine Room

Next room has a Vine and patrolling 2 Hounds and 3 Pups. Get close to the Vine so it stops using its ranged attack. Once the Vine is dead 2 more Vines appear at back of the room. You can run back to finish of Hounds if they give you problems.

Once Hounds are dead 3 Wurms and 2 Wurms appear. You should run close to the Vines and focus them down. Stay mobile to reduce damage from Wurms.


Ooze Escort

Your goal is to lure 2 Oozes to the other side of the room to open the door.

There are 2 Flowers where you receive a 'Pheromone' Buff which lasts 45 seconds. Ooze will follow the person with that buff.

The room is filled with lava and leaves 2 paths open to get to the other side. Ooze is immune to cc but is affected by conditions and damage (fear works on it as edge case between condition and cc).

3 Lava Elementals will spawn for each Ooze and attack it. Their spit will immobilize the Ooze briefly and damage it. If you kill the Lava Elementals, they will respawn shortly after. 3 Elementals will be up per Ooze at almost all times.

The Ooze will take a lot of damage if it walks through the lava, so be careful to keep it on the defined paths.

The gate opens when both Oozes reach the other side alive within 10 seconds of each other.

2 players grab the pheromone buff and start luring the Ooze at the same time. 1 player with pheromone per path. The remaining 3 players help the 2 luring players on their respective paths to keep the Oozes alive.

Use cc to knock the lava elementals away from the Ooze / interrupt their spit attack / keep them from following. Projectile absorb and projectile reflect are helpful to defend Ooze from spit.

Remember that killing the Lava Elementals only helps briefly because they respawn quickly after. Focus on cc or if you kill them, keep an eye out for respawning ones.

Your goal is to lure 2 Oozes to the other side of the room to open the door.

There are 2 Flowers where you receive a 'Pheromone' Buff which lasts 45 seconds. Ooze will follow the person with that buff.

The room is filled with lava and leaves 2 paths open to get to the other side. Ooze is immune to cc but is affected by conditions and damage (fear works on it as edge case between condition and cc).

3 Lava Elementals will spawn for each Ooze and attack it. Their spit will immobilize the Ooze briefly and damage it. If you kill the Lava Elementals, they will respawn shortly after. 3 Elementals will be up per Ooze at almost all times.

The Ooze will take a lot of damage if it walks through the lava, so be careful to keep it on the defined paths.

The gate opens when both Oozes reach the other side alive within 10 seconds of each other.

2 players run ahead to grab aggro from all 6 Lava Elementals and try to not die to them and stay away from the paths.

As long as you don't kill any Lava Elemental, no new ones will respawn because the number is limited to 6 overall (3 per side). You can lower their health and finish them off when Oozes get close if needed.

With Lava Elementals out of the way it is easier to keep Ooze alive - just move quickly with pheromones through the path and don't lure them through lava.


Way to Slick and Spark

There are a Steam Watcher, a Thug, a Swashbuckler, a Thumper and a Taskmaster around the area. At first Scarlet hologram you get ambushed by 2 Grenadiers and a Thug. At second hologram you get ambushed by 2 Swashbucklers and a Striker. At third hologram you get ambushed by 2 Taskmasters and a Thumper. Wurm Hatchlings and Spider Hatchlings respawn around the area. Generally easy fights.

Use line of Sight via standing behind rocks or use pull skills to group them up. Have condition removal ready against confusion and bleeding. stability is useful versus Thugs and projectile reflection versus Grenadiers.

Make sure to burst/cc the Steam Watcher as soon as he notices you - he will summon additional Aetherblades if left alive.

Before third hologram there is small pond with half naked Thumper and Striker. They are completely pointless to kill unless you enjoy hitting naked people.


Slick and Sparki

Blossoms won't do anything so you don't have to care about those. Before entering the room you should decide which one to focus. Both options have their own advantages so you should change your plan if you have trouble. It's also possible to kill them both at the same time but they will get stronger every 25% which will be too much for most groups.

Most groups kill Sparki first because she has 50% less health and deals lots of direct damage. However Slick takes ~21% more damage than Sparki and can deal much more damage if your party doesn't know how to handle his oil puddles. If you have trouble with the oil, consider killing Slick first. Once he is dead you can easily get out of combat which makes finishing Sparki extremely easy.

The key mechanic is to keep Oil-Absorbing Ooze alive and pull him to oil puddles which Slick creates. Watch your area damage, accidentally killing the ooze creates 10 oil puddles which will kill your party in few seconds. Ooze follows a player with the Pheromone buff. If multiple players have the buff, he will follow the closest. Buff can be gained either occasionally from Slick or from a nearby plant. The plant should only be used if absolutely needed because it just wastes time and makes Ooze pulling more confusing when multiple players have the buff.

The most importang thing is to stay close to each other. Oil puddles are shot at players so if everyone spreads you won't be able to clean them on time. You have to also stay mobile because you will take damage equal to 75% of your maximum health if the ooze manages to hit you. His attack can be easily avoided by just moving away but dodge if needed.

If you have the buff and Ooze is following you then your job is to pull it to the oil puddles. Run through the puddles if needed, just dodge if they are on fire. If you fail to do your job correctly then the puddles will slowly kill your whole party. Don't attempt to revive downed players unless you can get them up before ooze kills them.

At start Slick has 3 ranged attacks. If he kneels, shouts and glows he is going to shoot a puddle. Otherwise he will either shoot a green ball which applies Pheromone or a blue dart which applies weakness and bleeding. After 75% he will use puddle attack two times in a row. After 50% he starts jumping which causes fear on a target. After 25% Sparki (not Slick!) enrages which causes her to attack more often and deal more damage. Also everyone gets "Hot Foot" debuff which causes burning if you not moving.

Unlike Slick, Sparki can do some direct damage. Pay attention to her and try to learn her animations. Her basic ranged attack deals good damage and lits puddles so try to dodge it. But more importantly be ready to dodge when she raises his arms (hard to see because of her size). She will pull you in and then leap with a knockback and burning resulting in lots of damage. Leap happens also on melee range so pay attention.

After 75% she occasionally starts spinning and shoot unblockable projectiles all around the area. You should get some distance to reduce amount of projectiles hitting you. Alternatively go stand behind someone else so you don't take any damage. After 50% she will also jump like Slick but with fear and burning (really hard to see because of her size). After 25% Slick (not Sparki!) enrages which causes him to attack more often and deal more damage.

The main reason why the puddles are so dangerous is that they deal unavoidable damage on a huge area every second. If you let the puddles to stack there's literally nothing you can do. His other attacks aren't big deal but you should have a stun break against the fear. You should also have condition removal to remove weakness and long burning (if you get from Sparki).

If you killed Sparki first it's really important to stick together. He can easily put 10 puddles which results in 2000 damage per second. Focus on cleaning the oil and avoiding the ooze.

If you killed Slick first then just clean up remaining puddles and start playing safe. Run away to get out of combat if needed.


Way to Foreman Spur

Some Aetherblade Veterans patrolling the floors. Generally easy fights.

You can abuse line of Sight them at a pillar to kill them faster. Have condition removal ready against confusion and bleeds. stability is useful against Thugs and projectile reflection against Grenadiers.

You will encounter Holographic Generators for the first time. They take negligible damage from your attacks, so pull the holograms they spawn and kill them close to the reactor to inflict severe damage.

They also inflict 1 stack of confusion on players and low-medium damage. Be careful if you kill many of them at once in close proximity. Evade explosion or kill them at range if you want to be safe. If you go down, target a hologram and attack it, you can rally off them.

After destroying 3 generators, you reach the room where Foreman Spur and his troops are stationed. You don't have to fight them all at once. Instead move either to the right and LOS pull a few Aetherblades to kill them or walk to the other side of the room and LOS behind the pillar there.

Make sure to burst/cc the patrolling Steam Watcher as soon as he notices you - he will summon additional Aetherblades if left alive.

Use Whirlwind Attack to kill multiple holograms while evading their explosion damage.


Foreman Spur

Clear the enemies before you aggro him. Pull about 33% of enemies behind a nearby corner. Then move to the other side of them room and pull 50% of remaining enemies behind a piller. Then finish of last enemies. There is a Steam Watcher patrolling on the area. Take him down when he is alone.

His most notable move is the Axe Spin. He roars, removes cripple, chill and immobilize on him and moves quickly spinning towards his target. He prefers targeting most distant players which you should use at your advantage. If you have a immunity ready you can move away from him and vice versa.

Be careful to not use projectiles during his Axe spin, as he is not only evading, but reflecting it back to you or your allies. If he has less than 25% defiance, you can interrupt his Axe spin with most instantly casted cc (second part of guardian's binding blade for example). If you cant interrupt it, move away from him/dodge/use invulnerability skills as it deals a lot of AoE damage while inflicting bleeding, crippled and vulnerability on you.

When he throws axes, they leave high damaging areas which you should avoid. The axe throw can be reflected. He hits quite hard and fast on close range so stay behind him.

After 75% his Axe Spin creates a windy area at end of the channel. You cannot leave this area (even with stability) and it will destroy all projectiles. If you are outside get in so you can deal damage. The area will disappear before he uses Axe Spin giving you time to move away.

Achievement 'Who's in Charge Here?' is bit complicated. Patrols don't count as his crew. You can attack his crew before aggroing Spur but you can't kill a whole row (nearest enemies to Spur form one row and so on). This means you can just go to the right side, pull enemies front of Spur and kill them without losing the achievement.

Once necessary enemies have been cleared just pull Spur alone and finish him off. The fight may be little harder because of limited space. You will still get the achievement even if you wipe so keep trying (unknown if you can lose it somehow). Once Spur is dead kill rest of the crew.

Shield Stance is extremely useful against Axe Spin. Dodge right before it ends to avoid all damage.


Electricity Puzzle

The room consists of 8*8 squares on the ground. 4 of these squares contain pillars that are connected to the generator. The ground will be mostly electrified and moves in a pattern of 1 square per second into a specific direction.

Your goal is to reach the pillar that has a circle hovering over it without touching the electrified ground. If you receive negative charge from the ground, the pillar will knock you back.

Try to read in which direction the pattern is moving on move in sync with it on the free spots to reach the pillar. Getting charged from the electricity cannot be blocked, but you can dodge through it or use invulnerability skills as well as using blinks to cover distance to make it easier.

Only 1 player has to reach a pillar to activate it. Once active a beam of light will shoot up from it and after ~5 seconds the whole ground will be electrified without free spots, so make sure get back to the entrance or on a pillar to prevent getting damaged. After each activation the direction of pattern changes.

1 player needs to stay on each of the 4 pillars to charge the generator. A Holographic Thug will spawn once fully charged. It will despawn immediately if a pillar is left unattended.

The 5th player can attack the Thug briefly to grab aggro and lure it to the closed door. Kill it there and the explosion will open your way. If you kill it in the wrong spot, a new Thug will spawn after ~3 seconds.

If you want to get the achievement easily you should inform your team about it (some groups may expect you to do your part of the puzzle). All you have to do is let someone reach the first platform, wait for all electricity to go off, run to the platform and then just wait there until everything is clear.

The electrified floor damages you periodically. If you jump at the right time you can stand on it without getting damage or the debuff.

If you have problems with aggro you can try to use "Fear Me!" to move Thug to the proper direction (doesn't always work). Stand as close to to the closed door as you can to get Thug on the proper position.


Freeing the Clockheart

This room is filled with 8 Holographic Generators. You are required to destroy all 8 via killing holograms in proximity to the generators. If you wipe before all 8 are destroyed, previously destroyed generators will respawn.

Use a similar tactic to the Holographic Generators you encountered earlier. Pull holograms close to the generators either with pulling skills or breaking line of sight behind a generator. Then just kill them close to the generator.

Be careful if you kill many holograms at once as multiple explosions may down you. Evade the explosion or back a bit off when they are about to die. If you go down, target a hologram and attack it to rally off them. Run away to get out of combat if needed.

The ground will get electrified at times. Watch for pillars in the room. When they rise up, the ground will get electrified around ~2 seconds later, so jump on it to be safe from the electricity.


Clockheart

Start moving immediately once the cutscene ends because Clockheart will initiate with Gear Throw. He throws a ballistic projectile at every distant target. Upon reaching ground it will create a spinning gear which kills fast if you stand on it. If you need to run through one remember to dodge. Blocking or reflecting prevents Gear from appearing.

Keep this in mind when reviving people. If you are away from him he will most likely throw one at you. If this happen the downed guy will get defeated if you fail to get him up before the gear lands or block/reflect the gear.

Pay attention to your positioning. Either stay at close enough range so he won't throw gears at you or stay near walls so gears get thrown at remote locations. Also try to make gears appear close together to reduce risk of anyone accidentally walking into them.

He has two key animations. When he raises one arm he will apply torment and do powerful frontal cone. Either move behind him or dodge when arm hits the ground. When he raises two arms he will Immobilize and start supercharge when he hits the ground. Either run out of the area or dodge it.

During his supercharge he is immune to conditions and takes no damage. If he reaches 30 stacks he will again raise two arms and do multiple powerful room wide PBAoEs downing weaker targets (damage increases a lot when he is below 25%). Either interrupt it (he loses stacks so can't use again) or use an immunity / stability with dodges to prevent most of the damage. First PBAoE hits bit before the arms smash the ground so try to act early enough! Also one quarter of the room gets electrified.

To interrupt his charging (and remove any accumulated electricity from the room) you need to kill a Holographic Aetherblade Striker near him. He will be in one of the corners and respawn shortly after killed (if he is far you can kill him to make him appear closer). If everyone works together you can easily interrupt charging every time. Remember to use pulling skills or break line of sight if needed. Striker has really low health so be careful to not kill him.

Start moving immediately once the cutscene ends because Clockheart will initiate with Gear Throw. He throws a ballistic projectile at every distant target. Upon reaching ground it will create a spinning gear which kills fast if you stand on it. If you need to run through one remember to dodge. Blocking or reflecting prevents Gear from appearing.

Keep this in mind when reviving people. If you are away from him he will most likely throw one at you. If this happen the downed guy will get defeated if you fail to get him up before the gear lands or block/reflect the gear.

His normal melee hits do low damage but apply weakness and vulnerability. Try to stay behind him if you aren't his primary target. He also occasionally throws you behind his back. It's hard to avoid so ensure that there is nothing dangerous behind him like electrified middle area or a gear. If there is then move around him. Alternatively you can also use a stun break. If you are kiting him pay attention to the surrounding area so you won't walk into a gear.

He has two key animations. When he raises one arm he will apply torment and do powerful frontal cone. Either move behind him or dodge when arm hits the ground. When he raises two arms he will Immobilize and start supercharge when he hits the ground. Either run out of the area or dodge it.

During his supercharge he is immune to conditions and takes no damage. If he reaches 30 stacks he will again raise two arms and do multiple powerful room wide PBAoEs downing weaker targets (damage increases a lot when he is below 25%). Either interrupt it (he loses stacks so can't use again) or use an immunity / stability with dodges to prevent most of the damage. First PBAoE hits bit before the arms smash the ground so try to act early enough! Also one quarter of the room gets electrified.

To interrupt his charging (and remove any accumulated electricity from the room) you need to kill a Holographic Aetherblade Striker near him. He will be in one of the corners and respawn shortly after killed (if he is far you can kill him to make him appear closer). If everyone works together you can easily interrupt charging every time. Remember to use pulling skills or break line of sight if needed. Striker has really low health so be careful to not kill him.

There is a very low chance to get Aetherized Nightmare weapons from the final chest after Clockheart. These can be traded and are extremely valuable.

If you expect Clockheart to reach 30 stacks take Endure Pain, Riposte or Shield Stance to counter it.

Balanced Stance or Dolyak Signet gives you the needed stun break and stability if you have to dodge Clockheart's super attack.

When reviving people be ready with a blocking skill (Riposte, Shield Stance or Counter Blow to destroy any thrown Gears.


After match

This part is not needed and is only done for achievements. If you want to do all task you have to split up. Half of the team immediately goes down to defend Lionguard while others kill officers. Once officers are dead they get back and enter secret room with Caithe. In the room they interact with suggestion box and kill the Horror. Then just use EMP found on Clockheart's room to disable ships and hunt the chests.