How many paths in twilight arbor




















There are 2 small spawns of spiders in the initial tunnel, 2 large spawns to the left and right ends of the room, then another larger spawn halfway up the hill. After clearing the last set of spiders, a boss named Malrona will spawn.

She is a rather mobile boss with two primary attacks: a frontal cone attack that deals moderate damage and poisons, and a multi-target ranged AoE spitting attack that deals a significant amount of damage oftentimes enough to instantly down those who fail to dodge out of the AoE in time.

Malrona's multi-target attack is telegraphed by standard red AoE rings, but players do not have much time once the rings appear to react and dodge. She can also throw this attack anywhere in a degree arc around her, so the only way to be sure to avoid it is to stay at long range. It is recommended to fight Malrona in the large room in which she spawns; this gives players plenty of room to maneuver and dodge her AoE attacks.

Note that Malrona's poison-spew attack the frontal cone applies poison, and also has a subtle but important side effect- attacks will deal about 4 times normal damage to her while you remain poisoned. Once Malrona is dead, move forward carefully and a group of stonetouch spiders will spawn. Be wary of their ability to stun multiple players for a rather long time stunbreaks do not work against this either , but otherwise this should be a rather straightforward fight.

Next you will encounter a fork: take the left path. Nightmare vines will spawn here and in the next room a large group of spiders will spawn as well. All enemies in the cave are entirely optional. Pass the bridge, players will enter a small room guarded by four Elite Nightmare Court Archers standing behind shield bubbles.

The shields will reflect any projectile attacks, and touching them will instantly down the player. Ranged attacks that do not fire a projectile are able to bypass the shield, along with ground targeted skills. To enter the bubbles players will have to cross the portals in the walls of the room, keeping in mind that the arrival destination changes every couple seconds as indicated by a small red cog or gear in the minimap.

This gear points to the portar players will arrive at after using a portal. There are six portals, 2 are outside of any shielding bubble, to the north; and one behind each archer. Defeating an archer will destroy their shielding bubble. It is also possible to cross the shields unharmed by using Aegis , Blocks , or invulnerability. Any summons, such as mesmer's illusions or necromancer minions or ranger pets, instantly die within the bubbles.

It is possible to avoid fighting them by following the right wall and waiting for them to walk past the group, or they can simply be killed. Past the hounds are four groups of Nightmare Court along the path. It is possible to run past all four Nightmare Court groups. Players can rest shortly after the bridge to wait for cooldowns. Teleport skills can be used on the bridge directly from the ground where the Hounds patrol to skip the four Nightmare Court groups. Pass the bridge is a small clearing with 2 groups of Nightmare Court and a few Volatile Blossoms.

Afterwards, the group enters a narrow tunnel filled with Volatile Blossoms. Halfway through the tunnel, Nightmare Pups will run towards the group. It is possible to outrun them, or players may choose to kill them all. Once the group exits the tunnel they will encounter a group of archers guarding the ledge to the lower level. Once the group jumps, Leurent awaits them at The Nursery.

Both Leurent and the knight have knockdown abilities which, when used together, can keep players knockdown for long periods of time. Stability and Stun breaks are highly advised, the adds should be prioritised over Leurent. The final boss is the Nightmare Tree. In this path, it has been corrupted by Vevina and it will spawn phantasmal Veteran Oakhearts to defend itself. They have moderate damage, Knockdown , and will root players.

In this path, the Nightmare Tree deals less physical damage, but it will inflict damaging conditions with its attacks. After Morrigu opens the door, players will be greeted by hordes of spiders. They should be killed in small groups to avoid a party wipe. The spiders in the main chamber can be aggroed and pulled to the previous corridor by hiding behind the rocks in the corridor to break line of sight and force the spiders to come to the group and stack, so they can be disposed of easier.

Malrona awaits the group in the Orbweaver Gallery. Malrona only has two attacks: Venom Spray and Venom Blast. Malrona will alternate between these 2 attacks during the whole fight, making it very easy to know when she's going to cast the dangerous Venom Blast, so players can dodge, and when she's going to use Venom Spray, which players can get hit by on purpose to increase their outgoing physical damage.

After killing Malrona, the group will encounter a group of Elite Undergrowth Stonetouch. Players should beware of these spiders and their ability to stun for a rather long time, since these stuns cannot be cleansed.

The road divides up ahead. To the right is a dead-end, a small beautiful garden. The dungeon continues to the left, with Nightmare Vines spawning on the way, followed by a large group of spiders capable of inflicting cripple.

Fyonna stands in the center of a large room filled with egg sacs. If the fight drags on too long, some spiders will spawn from them. If the group has low dps they can kill the eggs by walking over them, ideally during the dialogue before the fight.

Her attacks will change from ranged to melee. The thins corridors lead into the lower level, but are guarded by Nightmare Court, including a group of archers with permanent stability near the cliff. Players can choose to kill them or just run and jump off the ledge.

After dropping down the final cliff, players will encounter one Elite Nightmare Warder and one Champion Nightmare Warder guarding a gate. Both are extremely dangerous as they deal significant damage and inflict knockdown very often.

Stability and stun breaks are highly advised. Players should focus the elite warder first. After killing them, the gate to the final boss will open. In this path, it has been corrupted by Leurent and it will repeatedly spawn mortar and healing turrets around itself.

The healing turrets give it regeneration , which heal for very little. The mortar turrets fire projectiles that deal significant damage, but can be blocked or reflected. The most dangerous attack is the boss' Root Eruption attack. Red circles will appear under each player and roots will pop out after a few seconds, dealing massive damage. Players should dodge to avoid receiving massive damage, especially since these attacks can overlap and potentially wipe the party. The Aetherpath takes place on the leftmost side of the dungeon.

Aetherblade pirates are only encountered after the minigame of escorting the oozes. Players must first fight their way through Volatile Blossoms, hounds, spiders, husks, and nightmare vines. Players must lure 2 Oozes across the room to the door to open it. Looking to complete your dungeon achievements? Interested in the lore, or just never found the time or party to do the dungeons? Always looking for someone to do that Aetherpath with you? Join us for a full run of Story Mode and all 3 explorable paths of Twilight Arbor!

You don't need any prior knowledge of the dungeon or any of the fights. It is recommended that you bring a level 80 character, as you will need one for the Aetherpath, but you will need at least a level 50 character for Story Mode, and a level 55 character for Exploration paths 1 up and 2 forward!

No masteries are required for the content. The original Twilight Arbor content is generally considered an fairly straightforward dungeon, while the Aetherpath is generally considered to be more difficult due to newer, more complex mechanics.

We can go as slowly or as quickly as the party wants, and we will go through all of the mechanics, so don't be intimidated by the level 80 path! Alternatively, ranged characters might be able to just damage the archers from the outside without having to mess around with the bubbles.

To your left, immediately before the first archer, you will see this portal thingie, running into it will take you into where the gear system appears on the minimap.

If all the melee characters time it just right, they can all take the portal at the same time and end up at the same archer to kill. You will get shot by all four archers and go into the downed state fairly quick. Instead try to pull from a distance and leash all but one knight at a time. It will take some practice and it will be messy but you should be able to kill all three knights individually and get Leurent alone.

Have one person stay back to rez the group if the pull goes wrong. You can cripple him and sort of kite him around. Leurent does have a fair bit of HP. This version of the Nightmare Tree is the hardest as the tree will spawn Veteran Oakhearts with a lot of HP that immobilize you. Trying to kill them is futile as they will respawn almost instantly when killed. Luckily these things do move a bit slow and can be knocked back. The strat that worked for us is basically kite the Veteran Oakhearts around while running circles around the tree and get as much DPS as you can.

If you get rooted, kill the Binding Roots on your feet asap and move away from the incoming Oakhearts. You can use also use the hallways connected to this boss room to kite and just run past the Oakhearts when you reach the end of the hallway.

If you are lucky enough to not get any Oakhearts to follow you around, unload on the boss and do as much DPS as you can! This path has some rather easy trash but the second last and the last boss are bit more difficult but doable. If you like good boss fights but hate killing trash, pick this path instead! Defiler is the first boss you will encounter on this path after killing some Nightmare Husks.

He comes with two Flametouched Husk adds that needs to be killed first but the rest of the fight is straightforward tank and spank. You do have to watch out for the blossoms and a green debuff on yourself. This green debuff is actually not from the boss but from the bees you will encounter over the bridge.

It ticks for small amounts of damage but you can remove it by dodge roll. I personally find this part of the dungeon rather fun but some party members may have difficulty with it. If that is the case for your group, as long people make it over, they can move forward to trigger the next part of the path and that will clear all the bees. Taking the sap from the fountain will make you invisible and the bees will become friendly.

The catch here is the water that sprouts from the ground. If you run into a white circle or had one spawn on you the circles disappear and appear , your invis will be removed and the bees will attack you they will one shot you.

The easiest way for me is to stick to the left wall and just be patient. Wait for the water circle to despawn and then move forward. If you just run ahead carelessly, you will get water circles spawn on top of you and break your invis. If that happens, keep running forward and you might make it to the other side. All the Nightmare Pups are normal mobs so you should have no problem killing them.

Lay down some combo fields on the ground that cripple them and you can just AOE them down before they even get to you.

The only way you can screw up this part is if you run ahead and trigger the blossoms. Vevina is a semi tough boss. She is a mesmer and loves to throw down Chaos Storm deals a lot of damage and put random conditions on you , Confusion damage you each time you use an ability and teleport around. Having condition removers here is very handy. If you can keep Leurent alive i. Guardian and Elementalist heals , she will spend most of her time fighting Leurent and dies very quick.

The fight starts with two Nightmare Husks and Vevina.



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