Iron Mines Of Moladune

Iron Mines of Moladune doesn't involve a whole lot of different mobs. The start of the mission is completely runnable, and then you end up fighting only Azure Shadows. Afterwards, you kill a straightforward Elementalist boss. You do a bit more running, and then fight the remaining enemies in one-on-one fights. Skills to handle Markis' Natural Resistance and Troll Unguent are recommended.

Mission

  • It's very common to bring an Increase Movement Speed skill for this mission since a lot of the enemies can be skipped instead of killed.
  • The Tundra Giants and the Azure Shadows are hostile to one another.
  • The first group of Tundra Giants you encounter can be forced to fight the Azure Shadows pop ups. Follow behind their patrol as they move north to force this out.
  • Tundra Giants pose very little threat when using LOS Block. They can KD through both their Critical Hits and their Monster skill Giant Stomp.
  • A large chunk of the remainder of the mission can be ran. It's advisable to stop running once you get just past the Blessed Griffons since there will be a large amount of Azure Shadow pop ups with Signet of Judgement that can knock you down.

The Azure Shadows

  • Only the Boss Azure Shadow is visible when you first approach. However, there are a ton of pop ups, especially at the entrance to the cave.
  • They behave differently whether you're holding a martial or caster weapon.
    • If you're holding a martial weapon, they'll cast Retribution and Holy Wrath on the nearby Azure Shadows. They do this even when the remainder of their group is still under ground, allowing you to track how many are left in the group.
    • If you're holding a caster weapon, they don't cast Retribution or Holy Wrath and will only use Signet of Judgement.
  • Their melee attacks deal cold damage. Elemental Resistance, for example, which gives +40 armor vs elemental damage, will bring their melee attacks to 13-24 damage each, with a critical hit doing 37 damage. Their melee attacks typically strike a 60 AR target for 24-47 damage each, with a critical hit doing 73 damage.
  • There are two typical methods for getting past these Azure Shadows:
    1. Bring an Anti-Knockdown skill, such as Balanced Stance, and try to get through this area without killing everything. Illusion of Haste or Windborne Speed are both good IMS skills here to pair with Balanced Stance since they're enchantments and won't overwrite the Anti-KD stance.
    2. Kill everything. You can still bring an Anti-KD skill, even stationary ones such as Ward of Stability, while killing everything. However, you can slowly "baby step" your way through the area and only ever fight one or two Azure Shadows at a time.

Spectral Essence

  • As you get near the Seer, a cutscene will play and teleport you closer to it. This should prevent the Seer dying to any chasing Azure Shadows.
  • The Azure Shadow Boss just past the Seer can be pulled towards the Seer and killed on leash range. Or Melee Glitched. An Alternative method to kill the Azure Shadow Boss is to pull it to the Mursaat on the northern path. But since you're not Infused, this is rather risky.
    • There are always 4x Azure Shadows hidden near the Azure Shadow Boss. These can also be fought one-on-one using "baby steps."
  • The Eidolon is a melee attacker that will use Ice Prison to try and close the distance. If you drag the Eidolon into the room where you entered from, where the Azure Shadow Boss was located at, it will forget its pathing back to where it started at and will stick onto a wall.
    • Ensure you have the correct armor pieces equipped, including headpiece, before getting Infused.
  • Slowly kill the small group over the bridge, and you can run past the group of Monks with a Mesmer in the 2nd half of the cave.

Markis

  • All three of the groups with 2x Martials & 1x Mursaat Elementalists do not aggro as a group. Each enemy is their own aggro group.
  • Behind Markis are four Mursaat pillars. Each of these will break and summon a Jade Armor. It's recommended to kill these before you kill Markis. Their leash range is much further than Markis' leash range and aggro'ing them will not aggro Markis.
    • Sometimes these pillars won't break until after you kill Markis.
  • The easiest way to LOS Block Markis is to stand in the corner behind the two south pillars, and then when you aggro him and he gets close, swing around to the north side of the forge.
  • He has Natural Resistance and Troll Unguent.
  • The mission doesn't end until you kill Markis and the 4x Jade Armors.

Bonus

The bonus objective is to kill The Inquisitor, a Mursaat Elementalist Boss, before it escapes.

  • You will need your armor infused.
  • Talking to Ryder will make The Inquisitor, as well as 3 Mursaat Mesmers, spawn. The Inquisitor and the Mursaat Mesmers will head to a Portal on the North of the map (a bit south of Markis' location), and you'll need to kill the Inquisitor before it enters the Portal. Their AI is unusual: they will alternate between fighting, walking, and running.
  • The safest way to do this bonus is to clear the route — or a good part of it — from the spawning point of the Inquisitor to the Portal. Clearing the path is not that easy because several groups consist of a Mursaat Elementalist, a Mursaat Necromancer, and a White Mantle Monk, as well as several bosses. Once the path has been cleared, talk to Ryder, pass the Inquisitor's spawn location, set up on the path a bit further ahead of the Inquisitor and then ambush him. If you cannot kill him in one go but the path is cleared from enemies, you can retreat and will have several attempts until he gets to the portal.
  • When the boss's priority is to get to the portal, you can bodyblock it and he should only be using Spectral Agony.
  • The Inquisitor is faster than the Mursaat Mesmers, so they naturally get split. They are not in the same group.

Video links

Prophecies Only – Archek W/Mo
Prophecies Only – OfTlam W/Mo
Prophecies Only – Sigh_Purif W/E
Prophecies Only – nightquist pure R
Prophecies Only – Serial R/Me
Prophecies Only – nightquist pure Mo
Prophecies Only – Serial Mo/R
Prophecies Only – Candy N/W
Prophecies Only – Candy N/R (with bonus)
Prophecies Only – Serial N/Me
Prophecies Only – nightquist pure Me
Prophecies Only – Serial Me/W
Prophecies Only – Invader E/R
Prophecies Only – nightquist pure E
Cross Campaign – Shiburito R
Cross Campaign – Serial E/R
Cross Campaign – nightquist pure P
Cross Campaign – Serial P/Me

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