The Dragon's Lair

Mission

  • When moving from one room to the next, you spawn with the same health and energy. So fully recover both before using a portal into the next room.

First Room

  • The beginning groups of Forgotten Sages and Enchanted Swords & Enchanted Hammers can be ran past (but be cautious of Hamstring from the Enchanted Swords).
  • Only 5 mobs need to be killed in this entire room:
    • The two patrolling Forgotten Sages in the Boss room.
    • The group of two Enchanted next to the boss.
    • The Boss itself.
  • The Forgotten Sages will heal each other as well as the boss but not the Enchanted.
  • There is a spot (about half an aggro range big), a bit after the third Forgotten Sage, where you don’t suffer from the -3 HP degen.
  • Professions / Builds that can face tank the Enchanted due to high AR / high healing can do so using the LOS spot behind the boss, the Sages will not be aggro'd there. Pull the boss into the wall behind it by walking up to it, transitioning it to melee mode.
Facet of Light
  • This Boss has two different attacks: A ranged attack that can hit for ~50-80 damage to an AR 60 character, and a melee attack that can hit for ~10-15 damage to an AR 60 character.
  • The Boss will not use Guardian if you don't have a weapon equipped or if it is above 90% HP or below 50% HP.
  • The Boss uses Shield of Regeneration and Signet of Devotion when it gets <75% HP. It won’t use Shield of Regeneration anymore below 20% HP.
  • The -3 HP Degen room-wide effect turns off when you go south of the Boss.
    • There's a safe spot for both melee as well as ranged.

Second Room

  • Most of this room is Enchanted Bows. For Casters, they can be line of sighted. For Melee, you're going to have to deal with a lot of Throw Dirt. Note that Throw Dirt is only used on you if you hold a martial weapon.
  • Be wary of pulling both of the patrols of Enchanted Melee when you first enter. You want to fight these patrols one at a time.
  • Alternatively, you can run pass the groups until there is no melee anymore.
  • A total of three Enchanted Ranger groups have to be cleared, the first at the crystal whilst also aggroing the group above the ledge (utilize the LoS spot at the edge of the crystal, Rangers will approach one by one to try to blind you).
  • After clearing the first group you can ignore the group from above the ledge and proceed to the two patrols infront of the boss, use terrain to LoS the ranger that stays in the back.
  • You move 30% slower in this room, but enemies also do, so you can break/manipulate aggro with an IMS skill as usual.
Facet of Nature
  • This Boss does not have Natural Resistance. Hexes and Conditions will last their full duration on the Boss.
  • Behind the boss, in the North East corner, you can go into the crystals formations and have a one-way LOS block on the Boss.

Third Room

  • You might immediately aggro 3x Crystal Spiders when you spawn into this room.
    • These can be LOS blocked by bringing them up the hill towards the south, then going downhill yourself, as seen here.
  • The next 9x Crystal Spiders can be LOS blocked at a wall further in the room, as seen here.
  • The remaining 3x Crystal Spiders can also be LOS blocked in the hallway.
  • Spiders have enchantment removal, deal piercing damage, and are immune to knock down.
  • It is also possible to run through to the boss room utilizing an IMS and avoiding the Forgotten Illusionist's Ethereal Burden.
  • The Forgotten Illusionist's have Chaos Storm, so consider using a martial weapon when fighting them. They also have Energy Burn and won’t use it on you if your energy is below 40%.
Facet of Chaos
  • This Boss can be dragged through the zig-zag pathing of this boss room and get stuck on the eastern-most wall, as seen here.
  • This Boss attacks in melee range and can hit for ~40-80 damage to an AR 60 character.
  • This Boss uses Ether Feast as a heal, so you can keep your energy below 50% to prevent it from healing.

Fourth Room

  • This room only consists of two types of enemies besides the boss:
    • The Rock-Eater Scarab are Frenzy warriors, which have Death Nova on them, so be wary.
    • The Forgotten Cursebearer mostly just spam Deathly Chill, which they'll only do when you're above 50% HP or below 10% HP. They also are enchanted by Death Nova.
    • If you have a build with an IMS you can usually run through up until where the tunnel opens up and you see two Forgotten Cursebearers.
Facet of Darkness
  • This Boss is a melee attacking boss. It will try to get close and use Unholy Feast.
  • The boss will stop using Blood Renewal below 50% HP.
  • When the Boss gets low on health (~10%), it will use Grenth's Balance if you have more HP.
    • You can either let your health be low so future Grenth's Balance won't heal the Boss for too much, or
    • Spike the boss down just after it uses Grenth's Balance, or
    • Disable Grenth Balance (with Diversion for example)

Fifth Room

  • Without a doubt, this is considered the most difficult room in the entire mission.
  • You can spawn into this room on top of 3x Crystal Guardians. Be prepared.
  • The Crystal Guardians are in groups of three and have a spamable knockdown, Shock. They are immune to knock-down and deal blunt damage with auto-attacks.
    • The most popular method is to use a speed boost to continuously break their aggro while doing chip damage.
    • Another method is to use a speed boost to run through the entire room to the boss (in this case, be cautious of bodyblock and Shock).
    • Another method is to tank them, but you will need good survivability and a way to prevent knockdowns.
  • All groups of Arcanist will leave their alcove and race towards you when you pass their trigger. These can mostly be LOS blocked.
Facet of Elements
  • This boss opens the fight with Lightning Surge, a knockdown skill, and then also has Shock, for even more knockdown. Combined with Aftershock, you can take a fair amount of damage from this Boss.
  • If you can manage to shutdown Lightning Surge, this boss can be killed from range without being much of a threat.

Sixth Room

  • The environment effect knocks you down every 25 seconds for a 5-seconds duration knock down.
  • Stick to the North side of the room when you spawn, since the South side has a trigger that causes mobs to run towards you.
  • Depending on the spawn, the second larger group, near the south, can be skipped if you hug the northern wall.
  • As you walk down the hill into the Boss Room, two things happen:
    1. A group of 1x Enchanted Sword & 1x Enchanted Hammer will rush towards you.
    2. This entire room has a different 25-second timer for the KDs. You could get KD'd right before entering and then immediately get KD'd again after entering the Boss Room. It will then continue to be every 25 seconds.
Facet of Strength
  • The Healing Signet for this Boss needs to be taken into consideration, as it provides nearly unlimited healing if not handled.
  • Be cautious of the room-wide Knockdown when fighting this boss as it can lead to a deadly spike.
  • This boss is immune to knock down.

Bonus

  • You can always attempt this bonus, cause if you die, the mission will still be considered accomplished.
  • Glint is a 4 phase fight. With each 25% health lost it starts to use a different skill:
    • 100-75% - Crystal Haze. This skill cast range is about the range of a spear attack.
    • 75-50% - Jagged Crystal Skin. If you are a melee, you can negate the damage from this skill by equipping a non-physical type (icy/fiery/shocking/ebon) weapon.
    • 50-25% - Crystal Hibernation. Because of this skill, bring an interrupt that works on skills if you aim for the bonus.
    • 25-0% - Crystal Bond. This skill cast range is about the range of a spear attack.
  • Glint deals fire damage at range (it auto attacks at spear range) and blunt damage at melee.
  • Glint can be LOS blocked within the room (check Candy's N/Me run with bonus in video links)
  • Glint has a slower movement speed.

Video links

Prophecies Only – SP W/Me
Prophecies Only – Candy pure W
Prophecies Only – nightquist pure W
Prophecies Only – Sigh_Purif pure W
Prophecies Only – nightquist W/R
Prophecies Only – n0xin W/R
Prophecies Only – OfTlam W/Mo (with bonus)
Prophecies Only – Serial R/Me
Prophecies Only – nightquist R/Me
Prophecies Only – nightquist pure R (with bonus)
Prophecies Only – Serial Mo/Me
Prophecies Only – Serial Mo/Me
Prophecies Only – nightquist Mo/R
Prophecies Only – Candy N/Me
Prophecies Only – Candy N/Me (with bonus)
Prophecies Only – Expectation Me/R
Prophecies Only – nightquist Me/R
Prophecies Only – Serial Me/W
Prophecies Only – Candy E/Me
Prophecies Only – Serial E/Me
Prophecies Only – Invader E/Me
Prophecies Only – nightquist pure E
Cross Campaign – n0xin W (with Bonus)
Cross Campaign – Shibu R/Mo
Cross Campaign – Kelvin R
Cross Campaign – Nao Me/A (HM with bonus)
Cross Campaign – Serial E/Me (with bonus)
Cross Campaign – Shade A/R
Cross Campaign – nightquist pure A
Cross Campaign – Nao P/R (with bonus)
Cross Campaign – Serial P/Me
Cross Campaign – nightquist pure P

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