The wolf adds, however, are not immune and you can throw boulders at them to knock them down. This fight is all about balance between ranged and melee as certain parts of the fight favors ranged while other parts favor melee. For the first part, Nente will be standing at the middle rock and ranged is favored but if you like to melee, you can climb up on the log leading to the central platform. This part of the fight allows the melee characters to really shine.
He will also summon a ghost wolf called Fang and your group must deal with this add. Burning Fang down asap is a good strategy as otherwise he will chase random group members down and kill them. Kasha is another easy boss. AoE damage is very good here as you can both damage Kasha and her minions at the same time. Dedicate one or two people on add duty if needed. She has an occasional fear but there is really no other mechanics to it.
Kill the adds, kill Kasha, and loot the chest! One warning: do not stand on top of the stairs as there is a fire wall that will damage you if you stand there. There is platform directly behind Kasha with a statue that ranged characters can stand.
This fight is probably the hardest in this dungeon even harder than the final boss. It is recommended that you do this boss last after Nente and Kasha as it is a long fight and can be demoralizing if you start off with this pair first.
One thing you should keep in mind is that when your group wipe, your progress on the boss do not reset so you can just keep running back and finish the fight off. Ralena is an elementalist and Vassar is a mesmer. They will deal more damage if they are close together so the trick is to separate them apart. You can either kite one of them around using line of sight to force them to move apart or use the door trick.
Even if you separated them, they will occasionally port to each other — this is preceded by Together we cannot fail! The door trick is fairly simple. There is a stone near the door that controls the movement of the door. If you stand on it, the door opens.
If you pop a boulder on it, the door opens until that boulder is removed. Gather your party outside the door, have one person stand on that stone so the door opens, and then another person go in to pull the two bosses out. Once one of the bosses is out, step off the stone and close the door shut. This trick is temporary as during the fight the two will teleport to each other. When that happens, you will need to redo it.
Overall, this is a long and chaotic fight. King Adelbern is actually a pretty easy fight. There are two ways you can do this fight if you are a ranged character. For the pillar method , you will want to find one of those big pillar and position yourself such that you can DPS without being obstructed but also able to sidestep into the pillar if need.
This allows you to prevent getting pulled in if you sidestep quick enough. Here is an image to illustrate the positioning. He will spin his sword around and does a swirling object.
If you get pulled in, just run back to where you were standing. What will probably kill you is the Foefire. He places red circles on the ground and you barely have time to move out before the sky will rain fire on that location. Dodging out of it is very important if you want to survive. If you are standing near one of the pillars, the chance of you getting a circle is pretty small and you can just run out of it to the other side of the pillar.
Guild Wars 2 Wiki Guide. Last Edited: 19 Nov am. Path Name Video Path 1 Hodgins' path. Ascalonian Captain : Beware of knockdowns. Coffins In the first area you enter, you will see a bunch of coffins and a locked door. Gate Guardian Napa You will need to keep killing mobs and clicking on coffins until you get Gate Guardian Napa to pop out. Fire Traps Once you dealt with the captain, grab the boulder head back the way you came.
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