Abaddon's Mouth

Most of this mission is simply killing Mursaat and Ether Seals. All of the Mursaat at the start of the missions that are on patrols are in pairs and they consist of an Elementalist, Necromancer, or Mesmer. They're never paired with a monk. However, the crux of this mission involves RNG boss spawns. This mission can include a lot of restarting to get the correct pairing of bosses required.

Mission

There are five boss spawns that are random and one boss spawn, the Elementalist at the end, that is static. The bosses are paired together at three locations. Because of the different combinations of spawns, there's a lot to consider as a solo player when it comes to these boss spawns. These bosses are detailed at the end of the article.

A common strategy implemented in this mission is to resign after seeing the first two bosses if they don't fit into your game plan. For example, if your build absolutely requires that the Warrior Boss is at the end with the Elementalist Boss, you can resign as soon as you see the Warrior Boss at the first location. Try to limit these limitations though, because the more restrictive you are with the spawns, the more time you'll spend resigning.

When the mission begins, you have an excellent buff that reduces recharge time of skills, cost of skills, and provides increase movement speed called Chimera of Intensity. It should make killing the 2x Jade Armors a breeze and, if your build requires it, both groups of 3x Jade Bows up above. Ideally, you want to have remaining time on this buff after killing the Ether Seal so that you can use the buff to help you run past a lot of these patrols using the left stairs.

You can cast on the Seal without being seen by the Jade Bows and Mursaat patrols. Be cautious when aggroing the Jade Bows, because Mursaats might get aggroed at the same time if they are too close. If you're a melee, this part will be more problematic. You will need to avoid aggroing the patrols on the left and right, which will sometimes require you to move out of melee range from the Seal. This means that the fight will last way longer and that you will need high damage to slowly kill the Seal despite sometimes being unable to attack at melee range. In particular, take care of the left patrol, which sometimes go a little bit closer from the Seal.

After the Seal, you can either skip some groups or kill them. Note that the leash range of the patrols can be extended, which might be useful in specific cases to glitch the patrols outside the Citadel.

The 2x Jade Armors will need to be killed as you approach the first pair of Bosses. As you approach the 3x Jade Bows to the west, you'll activate a patrol of 2x Mursaat Casters from that direction. These must be killed. There is a good LOS-block at this location that can be used for both the Mursaat Casters and the 3x Jade Bows downstairs, as seen here.

The 3x Jade Bows to the east can be killed using a LOS-block, as seen here. Be wary of a patrol of 2x Mursaat Casters that patrol the walkway heading north/south. I'd recommend killing them so they don't patrol into you, which is especially necessary if you're going to use the body block method. If the Monk Boss isn't located here, you can safely kill the Ether Seal now.

First Boss Pair

There are a couple of methods that can be used to kill the Boss pair here. It is highly dependent on which specific Boss pairs are here.

  • The Body Blocking method is by far the most efficient method since you can separate the Bosses and the Bosses don't use their weapon.
    • Because leash ranges are in circles, the Boss Pair's leash range does not extend to the eastern-most wall, but you will be in their leash range if you aggro them from where the Ether Seal was.
    • Therefore, aggro the bosses from where the Ether Seal was/is, back up a little so they have to go up the stairs to reach you, and then when they're finally at you, run past them and stand in the way of their pathing, as seen here.
  • Another method, which is especially useful when one of the Bosses is the Mursaat Ranger Boss, is to simply LOS-Block both bosses from the Ether Seal location.
  • Completely ignoring the Bosses. Since you can reach both of the Ether Seals from cast range, you don't have to kill either boss. Once both Ether Seals are dead, you can run past these two bosses without ever fighting them.
  • Resigning. If your game plan for this mission requires specific boss pairings, such as Warrior Boss at the end, and you have the Warrior Boss at this location, then resign and try again.

Once the two bosses are dead, you can LOS-Block the rangers while killing the western Ether Seal. And then the 3x Jade Bows.

As you continue past the first pair of Bosses, you'll reacquire the Chimera of Intensity buff. This can be used to body block the Mursaat Monk just ahead of you, and then remove the following 8x Jade Armors, and the Ether Seal.

Second Boss Pair

This Boss pair is typically kept alive and simply avoided. There is a technique that can be used to make this area easier by delaying a trigger that activates the 1x Mursaat Monk in the room, who would bring 3x Jade Armors into the room.

Delaying Monk Trigger

  • Once the Ether Seal is killed, do not enter the room. Head west through the lava pit. It'll drain about 350 HP. Be cautious of the patrols. These can be killed by pulling them on the Jades/Mursaats.
    • Continue on the south/southwest path until you see 3x Dark Flame Dryders. Ideally, you'd like to skip them, but if you have to fight them, don't hold a casting weapon and they won't use Soul Leech. Dryders deal very few damage with wand attack and use Shadow Strike only if your HP is above 50%. Move past them or kill them, and kill the Ether Seal. Of note, they can also fight the Ether Seal (and lose all the time).
    • Kill the 3x Jade Armors past the Ether Seal.
  • Turn around and head back the way you came, going back through the lava pit, until you're at the door way in front of the pair of Bosses.
    • Step forward closer to the Bosses until the 1x Mursaat Monk triggers and runs away.
  • Turn around yet again, back through the lava pit for a third time, and go enter this area through the back door.
  • This Mursaat Monk has a unique behavior. It will stay on its patrol and only leave it to heal. If you let the Mursaat Monk path away from the pairs of 2x Jade Armors, you can kill the Jade Armors without them being healed. Alternatively, the Mursaat Monk might instead path towards you and can be killed alone.

Kill the remaining Ether Seal at the top of the stairs and the following Ether Seal just beyond it. The 3x Jade Bows on both sides can be skipped. With a running skill, the pair of 2x Jade Armors can also be skipped. Without one, or to be safe, it'd likely be better to kill them.

Third Boss Pair

In regards to the terrain here, the lava from the middle of the room extends onto the land deceptively far. Drawing a border by dropping coins or loot where the lava starts to cripple/burn you can be helpful so you don't get crippled while fighting the two Mursaat Bosses.

  • There is no quality LOS-Blocks at this location, except for the one in the lava but, closest to the bosses.
  • As mentioned in the Elementalist Boss section below, consider your weapon sets carefully.
  • Once a boss has been killed, corpse aggro may or may not be a problem, depending on how you're approaching the pair of Bosses. If it is a problem, you can use the other lane to fight the remaining boss.

After both Bosses have been defeated, kill the Ether Seal and progress into the final room of the mission.

Final Room

These are the steps which are typically taken when completing the final room. It's a lot of rinse-and-repeating:

  1. Kill an Ether Seal
  2. Immediately retreat back to Vizier. You should be literally next to him.
  3. Wait nearly 2 minutes for all three Mursaat Guardians to spawn into center room before leaving Vizier's side.
  4. Kill the Seal Defenders that spawned from the Ether Seal. These have natural resistance, have slower movement speed, have high health regen, and deal almost no damage.
  5. Kill all three Mursaat Guardians (or kill one if you can't reach it). Monk Mursaat Defenders will heal other Mursaat, so kill these first. They all can be pulled separately.
  6. Repeat from step 1. Read below before killing the last Ether Seal.

When you kill the last Ether Seal, a cutscene will happen. Once the cutscene ends, you'll be where you were when the cutscene started and a Titan will have spawned in the middle of the room. Run back to, and beyond, the Vizier. Take care because it has increased movement speed, Bull's Strike and Wild Blow. Once you break aggro of the Titan, it will get stuck on the wall and you can kill it safely from a distance. This will end the mission.

Bonus

Bonus of this mission is not much harder than the mission itself. Read the official GW Wiki for more information.

  • The easiest way is to clear the route before killing the Ether Seal that spawns Leah Stone. Some groups around the lava are patrols so make sure to have killed everything.
  • You can make the mursaat/jades/seal fight the hydras/Flesh Golem/Dryders patrols.
  • Beware of the Wurms that spawn close to were you need to bring Leah Stone: they deal high damage, knock down on critical hit, and have natural resistance. It is advised to move out of melee range as soon as possible.
  • Leah Stone's pathing is pre-determined: she will not follow you. It's safer to kill all the Dryder's that are close to the pathing because she might aggro them even though she could have avoided them.
  • As for many Prophecies missions, you can complete the bonus without completing the whole mission.
  • You can get your armor infused if you put a bit more effort after bonus completion.

Boss Spawn Specifics

The Mursaat Bosses at the first location and the second location do not have to be killed to move on. As long as the Ether Seal(s) is destroyed, the gate will lower and you can progress in the mission. Technically, this is true for the third location as well, but hard to pull off. If the boss is the Monk, and you can kill the Elementalist boss but not the Monk Boss, you can still kill the Ether Seal by placing between the Monk boss and the Ether Seal so that the boss attacks you but is out of cast range of the Seal. This way, the Monk boss will not heal the Seal.

Elementalist Boss

  • It's crucial you have a game plan for this boss since this Boss is always located at the third location. And to make it even more difficult, this Boss is paired with one of the Bosses mentioned below.
    • If you're a caster, I recommend having the Ascalon Aegis and a wand when fighting this boss. The shield has an obvious benefit of +10 armor vs Elemental Damage. The wand will prevent the boss from using Enervating Charge.

Monk Boss

  • Having the Monk Boss spawn at the first location or the third location can be problematic. At the first location, the Monk Boss will heal the Ether Seals, the Jade Bows, and its paired Boss. At the third location, the Monk will heal the Elementalist Boss and the Seal, who you need to kill to access the rest of the mission. Therefore, it's ideal for the Monk to be at second location, so you can skip it entirely.
    • The monk can also be a problem at second location if you allow the 3x Jade Armors to join the fight (more on this below).
    • If you attack this boss, besides just casting spells, it will use Aura of Faith.
    • Using the terrain at the first location, it's possible to "melee block" the Monk Boss. Without the use of this technique, these pair of Bosses could prevent further progress into the mission. See the section on the first location further down for more details.

Warrior Boss

  • The Warrior boss is ideal for the third position with the Elementalist Boss. The Warrior boss can be taken down using leash range or melee glitching. It has an inherent increased movement speed and removes stances using Wild Blow.

Ranger Boss

  • The Ranger boss is usually the second best Boss pairing for the third location with the Elementalist Boss. There is a unique LOS-block spot in the third location which involve getting into the lava and standing as close to the Bosses as possible.
  • Healing Spring can be a problem since it's an AoE Heal and will heal the paired Boss as well as this Boss.

Necromancer Boss

  • The Necromancer Boss's primary healing is Life Transfer. If you can interrupt this skill consistently, this boss should go down rather quickly.
  • Blood Renewal is not as effective as it is on a normal Mursaat Necromancer because the increased health of the Boss means there's a higher sacrifice cost for casting the skill.
  • This boss also has 0 Curses, which means that his Insidious Parasite is very weak.

Mesmer Boss

  • The Mesmer Boss has a bit of a paradoxical build. Because its heal skill (Ether Feast) and damage skill (Energy Surge) both rely on energy, hiding energy can be very effective. The paradoxical bit of the build is that both the damage skill (Energy Surge) and the interrupt (Power Leak) remove energy.

Video links

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