
Ascalonian Catacombs (Story)
​King Adelbern
Return to the central area to face down King Adelbern. He fights alone and doesn't move from the center of the platform. He uses melee attacks against players that get near. He uses a multiple AoE attack that inflicts random conditions such as Crippled, Vulnerability, and Poison. These can be difficult to avoid as the AoE covers almost half of the area at a time. He will use Binding Blade to pull all nearby party members next to him. This attack can be dodged and countered with stability. It's likely he will pull you into the AoE circles, so be prepared to move away from both him and the circles. His final attack throws a dagger that deals heavy damage and launches you back, it will likely down lightly armored players in one hit. This attack has a short preparation time, making it very difficult to anticipate and dodge. This may also move you into the AoE circles, requiring a party member to revive you if you get downed.
King Aldebern can be taken down rather easily with boulders. Two players
stand on opposite sides of the king and repeatedly 4-5 throw boulders
brought by the party. This will keep him knocked down for a majority of
the battle. His ranged AoE attacks have a long preparation time, leaving
him with only his melee and dagger throw to deal damage. Players can
simply dodge away if they get pulled in and revive anyone that gets downed
by the dagger throw while the two players keep him disabled.
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​Ralena and Vassar
Ralena and Vassar are true lovers and being near each other makes them a much more
dangerous threat. Ralena will gain a shield that launches players that get too close while
Vassar doesn't appear to change much. Separate the two and deal with them individually.
Ralena uses Lightning Strikes and creates Lightning Storms that deal moderate damage.
Vassar will confuse and summon Phantasmal Mages and Phantasmal Swordsmans as well
as a Chaos Storm at his position if players get too close. These phantasms can easily stack up confusion on players and are lethal if players get downed, so take them out quickly. Once Ralena or Vassar reaches 50% of their health, they will both teleport to the center of the room, requiring players to split them up again. This will only happen once, they will not teleport again once the other champion reaches the same health. After they are split up, a common tactic is to take down Ralena first while a couple players distract Vassar. This is primarily because Ralena doesn't like to move from her position at the start.
There are a few techniques for separating the two and taking them down:
A player can use Fear to move them away from each other. This is especially useful when they teleport back to the center.
Boulders can be used to push them away from each other and interrupt the more dangerous attacks.
The party can move behind the braziers, out of the line of sight, causes the champions to split up if they target different party members.
Once Vassar is next to a brazier as detailed above, a single player can continuously knock down him down with a boulder. His regular attacks do not deal much damage, making it quite easy to survive he won't be able to create phantasms. This leaves the rest of the party free to take down Ralena.
Ralena and Vassar can be separated using the door the party entered from. Open the corridor to the north by putting a boulder on the pressure plate at the northern entrance. Lure them to the southern entrance, and as soon as one steps through, have a player take the boulder off the pressure plate, which will shut both doors. This will lock that player out, but leave the four other players free to take down either foe individually.
Organized groups can simply train down Ralena or Vassar after moving them away from each other
Kasha Blackblood
Kasha Blackblood is a pretty simple fight. Simply assign someone to chase and kill her minions, so she will not be able to steal life from them; while the rest focus exclusively on Kasha.
Continue moving around the arena where you fight her, it is important to stay mobile during this fight as your health will be drained, and you will accrue many status effects if you stay in one place for too long.
At one point Kasha will shoot life draining beams at all members of the party for a time. Continue to damage her and she will stop.
Make sure everyone in the party enters the fight simultaneously, or they may be locked out of the fight.
Kasha's minions have relatively low health.
Stay mobile and move around frequently during this fight.
Have someone dedicated to killing minions.
Have someone dedicated to removing status effects.
Master Ranger Nente
Master Ranger Nente will begin the fight in the center of the room on a circular earthen platform. This platform is accessible to all characters via a board that can be climbed up from the ground level to where Nente's original location is on the earthen platform (otherwise Nente's platform is secluded). Around Nente's platform, separated by an elongated cliff, there is a earthen ledge that players can stand upon across from Nente's platform.
It is advised for the group to spread out during this fight, as Nente is a Ranger class and will have massive ranged attacks with light AoE damage.
When Nente is at mid-health, he will teleport from his central platform to the middle of the outer ledge and summon a companion to aide him. While Nente is on the outer platform he will refrain from using ranged skills and will be equipped with a hammer. Kill his companion first, then drain Nente's health down a little bit more, and he will teleport back to his original location on the central platform. Again, when Nente is at around 1/4 health he will teleport again to the outer platform (same place) and will summon another companion to aide him. Here, while Nente is off the central platform it is possible to defeat him and end the fight. After defeating Nente, his chest will spawn at the end of the outer ledge.
Nente is immune to knockdowns.
There are several statues around the outer ledge that can be broken, when they fall they may cause status effects to Nente and his companions.
Nente will not always necessarily stay within the confines of the central platform and outer
ledge, he will sometimes chase parties further into the room where he is encountered.
Finding Eir
The reason why rangers are difficult to deal with is because of the traps. The counter to it is to melee the rangers, if the party is in melee range, the rangers will only use their bows instead of traps thus making fights much easier.
When encountering the fireball trap room, it is advisable to run past instead of destroying the traps inside. A new waypoint will spawn after defeating each of the three bosses so even if a death were to occur, there is no need to go through the trap room again.(If there are ranged players it helps to drop the two dragon heads that are in LoS from the opposite side after running through, helping with respawning.)





