Kodonur Crossroads
Mission
- Keep in mind that only the Taskmasters need to be killed in these groups. And since they're melee, they can be melee blocked or can be over extended to have them separate from their group.
- Alternatively, you can snare the Monks with a hex or condition and pull the rest of their group away from them and kill the Taskmaster at leash range, very far away from the Monks. Their hex removal can't self target.
- Although a snare can help with separating the Monks from the Taskmasters, you'll eventually need to kill a monk within the final group. So a method of killing them is required.
- Also note that a lot of groups are patrols:
- It is advised to always keep an eye on your compass to avoid an unwanted aggro and to deal with patrols that are too annoying. This is particularly important around the fort, where the final (and hardest) fight will take place.
- You can extend the leash range of these groups, and possibly glitch them somewhere instead of killing them.
- You can collect all the Keys from the Taskmasters first, then clear the mobs near the fort, and then finally release all the Centaur prisoners so you can use them all for the final group.
- For some of the cells where Centaurs are emprisoned, a group of Kournans spawns and runs towards the cell once the cell is opened: it is advised to run away as soon as you open a cell.
- After releasing three Centaurs you can approach the fort and the additional group will spawn. You can now fight this group through the closed gate, preventing their melee from reaching you.
- A few notes about mobs and their skills:
- An anti interrupt can be useful here due to the Seers.
- Both mesmers and Necros have enchantement removal so it's not advised to base your build on enchantments (unless SF or VoS).
- An answer for the Monks here can be very useful. For some unknown reason, they don't cast Zealous Benediction on themselves. This means degen'ing them to death is a viable tactic.
- The rangers have Troll Unguent.
- The first group, just north of the start of the mission, has two separate groups.
- The Monks in this mission can potentially run across the map to heal a mob that is not in it's group if it patrolled into that group and casted a skill on it, such as a heal or even a hex removal.
- Because of the weakness, dchop, and significant amount of damage that can be prevented by LOS blocking, doing this mission as a melee is significantly harder.
- Haroj Firemane's body can blodyblock both you and the enemies
Getting Stuck
- Be wary when in the fort. You can get stuck in the below location with no way out. With a bit of luck, and spamming /stuck, you can get out of this position though.
Bonus
Bonus requires you to kill 3 bosses, including a Monk Boss with the same build as Kournan Priests.
Video links
Shiburito R (with bonus)
Nao Me/A (HM with bonus)
Shade A/Me (with bonus)
nightquist pure A
Shade P/R
nightquist pure D (with bonus)
n0xin W/Me (with bonus)
page revision: 17, last edited: 22 Sep 2025 18:09
