User:Malokai92/Guide Index/eotn

Curse of the Nornbear
Difficulty: *

Average time: 3 minutes

You don't need Volfen Blessing to cause the Nornbear to spawn. Grab a running build to run to the spawn points in sequence. The running build consists of Shadow Form and few running skills. Bring "Fall Back!" and "Incoming!" on heroes if you are not as experienced at running. At the beginning, hug the left wall to avoid activating the res shrine. Run to the first spawn point, avoiding the Mandragor group; you can take a breather on the hill where the second spawn point is. After finishing the second spawn point, wipe your party unless by some miracle 6-7 survived the run. When the final Nornbear spawns, die so your party resurrects at the nearby resurrection shrine. Spiritway works quite well here. The Nornbear will remove hexes with Shattered Spirit, so don't use Discordway. He should fall quickly.

A Gate Too Far
Difficulty: **

Average time: 13-15 minutes

Head northeast to the Icy Salagmites and you will see a group of Djinn and Elementals. Take them out and either kill or ignore the stalagmites. There is an identical group on the next corner. Wait for the NPC ally to open the doors and stand near the Raven shrine. You won't need the blessing but get it if you want. Either kill the Destroyers that spawn or afk until the quest updates. You have to kill the Tremors and their groups, so fight your way to the next level.

You don't have to do any fighting here. Run straight north and west to the next room. The first group of Vaettir is easy to avoid but the second group takes some patience. If you bring "I Am Unstoppable!" and/or a running skill, you can just run past them since your Norn friends will take aggro.

You will see 2 groups of Destroyers guardian each opening. A Tremor will spawn between them near the wall. Hug the right wall to avoid spawning Tremor and head pretty much straight down. Continue straight south and kill Destroyers up to the Asuran Undergate and pewpew it to death.

Blood Washes Blood
Difficulty: ***

Average time: 6-10 minutes

Run to the Bear Shrine from Longeye's Ledge with an IMS. Avoid the Vaettir as much as possible, but don't aggro more than one group if you have to fight. Bring Ursan to skip getting the blessing and ramming through the gates in the south east entrance. The Flameshielders and Dominators are priority targets for interruption. Be sure to bring interruption for these skills. When you break through the last gate, pull each group of Charr to avoid aggroing the other groups. The Monk Boss at the end is very difficult to kill because of the 6 Charr that accompany him. You need to shut the boss down so you can kill the Mesmer. Bring Frozen Soil so the Mesmer can't res the Warriors.

Against the Charr
Difficulty: *

Average time: 10 minutes

You can run to the quest without aggroing any groups. Bring a couple heroes with "Fall Back!" for running there and through the mission. At the start, quickly move north past the bridge and allow the patrol to move by. Head southeast into the forest and up through the opening in the hill, avoid aggroing the Nymph group or Charr patrol group. You can just run past the Charr group on the hill since they're casters and don't pose much of a threat. Make your way to the entrance of the encampment. The Seige Devourer can be pulled and killed first without much trouble. Kill as many groups as you see necessary before you charge in and spike down the Necromancer boss.

Warband of Brothers
Difficulty: ***

Average time: 25-30 minutes

Fight until you get to a large hallway. Avoid the groups and head northeast killing the last group on the end. There will be a group of Charr that run back when you aggro them, luring you into the 6 Charr Seekers which will quickly destroy your team. Bringing an MM can divert most of the firepower while you kill the Seekers. Rescue Roan Fierceheart and head back down the hallway. You can avoid the group in the center and make a run for the next room.

In the second room you will soon meet two large groups of Charr. It is very easy to aggro both and end up wiping. Sabway will usually counter the large amount off Charr warriors. Good advice would be to pull the pulling group without the prison guard first. They don't move much farther than the stone column in the way and you can let your casters nuke away at them. Then you're free to pull the other group. Go rescue the next ally and continue. Kill the small groups of Charr until you get to the room with the big group. There are two groups here. The main group and a smaller group containing two Seekers and a Prophet. Pull this group and take them out before the main group can rescue them and continue to dispatch. Repeat this for the next group. When you get to the final area you will find many Venomweavers and other spiders spawn. Kill the first group that spawns, then flag your group ahead of you and make a run for the door. Hopefully you make it before you die.

Move along until you get to the prison guard and 6 Charr warriors. These guys use Hundred Blades, but anti-melee will render them and the prison guard easy to kill. Rescue the next Charr ally and take down the group. Be sure to interrupt the Sentry's Flame Call. The next prison guard will try running away, so bring YMLaD or another snare if you don't want to chase him. Fight to the main chamber. You will see the boss you need to kill on the stairs. Wait for him to walk down the stairs, preprot yourself and have your group rush the boss. He should die before the Flame Effigies spawn and wipe out your group.

Assault on the Stronghold
Difficulty: ***

Average time: 8-9 minutes

Bring Necrotic Transversal and a running skill, you may need a heal. Kill the two groups guarding the Siege Devourers to get the Rangers to spawn. Kill a Ranger and teleport up the cliff. Run past the groups of Charr and get as close as you can to the res shrine. The rest of your group should be dead from the Rangers now, otherwise kill them. When everyone resses, turn around and kill the large group of Charr behind you. They are glitched so they won't attack you as long as you don't touch them or hit the casters, so pick them off. Then continue up the bridge and kill all the groups there. The boss can wipe your party with Meteor Shower so interrupt and otherwise don't die.

Finding the Bloodstone
Difficulty: ***

Average time: 13 minutes

Run to Bloodstone Caves, you can get there without aggroing anything.

Head forward and take a right, kill the spiders that spawn. Take a left down the narrow hallway; at the opening to the large chamber, some incubi will spawn. Kill them and head right to the Inscribed Ettin. Kill him and make sure Livia eats him before turning around and heading toward the door. There will be more incubi spawns near the stairs.

Turn left and kill the mandragors. There will be some incubi spawns at the opening. Head down and angle to the right up the slope. Go around the pillar and take a right up the passage, there will be more incubi spawns. There will be about 15 Hellhounds that run at you, RoJ or Splinter Weapon will decimate them since they ball easy. Turn right and head to the corner. Pull the Inscribed Ettin and kill him fast. When he dies, all the undead will disappear. Run to the door and the next level.

This level is fairly straight forward. If you're strong, you'll be using Incoming/Fall Back to run to the end. Otherwise, fight there it. At the final room, head up the left or right side and charge the boss. He won't take long to kill and you'll be done when he dies.

The Elusive Golemancer
Difficulty: **

Average time: <20 minutes

Talk to the Worker Golem and proceed to the lever while killing the other golems. Don't be afraid to aggro half of them at the start. There's no bodies, so don't bother with an MM. Bring RoJ Monks or nukers with Fall Back and Make Haste. Haste the Worker Golem. In the next room, flag your heroes next to the door to the left. Have a hero haste you or bring your own running skill. Pull the lever and run to the door and hope you don't die. If you didn't aggro too many, kill them and wait for the door to open.

On second level, you get to run a crystal. Grab the crystal and micro Fall Back and run to the door. The next area has a lot of Flame Darts. Hug the right side until it opens up a crevasse. Heal then head for the res shrine, you should be running with Fall Back. Keep running to the large room. Kill the two golems to your right and another two across the room to get the Worker Golems. Then head down to the main door and kill the four golems. Have your golems step on the pads to open the door. The next room will have an invincible golem. You can either bring Protective Spirit or lock a Bsurge ele if you like. Flag your guys near the unstable energy and go charge the Fluke Matrix. The invincible golem should be pummeling your party while you charge and drop the stone on him. Head to the next level.

Run past all the guys to the end.

Genius Operated Living Enchanted Manifestation
Difficulty: ****

Average time: 13-15 minutes

Annoying to do by yourself. You can either kill one side at a time or split your party. Put an MM and SoS Ritualist on the left side, Livia's Spoil Victor kills them pretty fast. Your side should be pretty easy to guard. Head up the left bridge, the right one has a cliff with Destroyer Rangers. Try to avoid groups on your way up the hill, you'll usually aggro them anyways if you're being lazy. You will see the two bosses below wandering around, ignore the eggs they spawn when you fight them. When your ready, charge in and spike one down quickly and use the morale boost to spike down the other one. The cutscene will trigger soon after both are dead.

Destruction's Depths
Difficulty: *****

Average time: ~25-30 minutes

A Panic or Ineptitude Mesmer is really useful to counter the Destroyer Rangers. Set all the golems on melee, they soak up damage. Either wait for the Dryders to aggro the Destroyers or pull them away. You don't want both groups attacking you at the same time. Head down the hallway and take out the group of Destroyers. Renk will open the door for you. Head generally westward, you will be joined by some Ebon Vanguard that will die from touching a Destroyer. A patrol group will come at you, take it out and continue on. The next group will be distracted by a group of NPCs, so you can kill them or run past. At this point, you can run to the next level if you bring "Fall Back!" or a running skill.

This is the bane of the quest. Spiritway doesn't deal too well with all the Rangers that block and the Mesmers will remove any hexes. This makes taking out groups prolonged. At the start, let the dryder and destroyer group fight or pull it away. Take out the group of destroyers and proceed to the next room. Avoid the patrolling Dryders, they will take out Destroyers for you. A couple groups of Destroyers will come, which are easy to defeat. The battle will start when the group of Rangers kills your dryder group and you take them out. Run up the hill and take out the groups that come, otherwise the 5-6 Rangers will tear your party apart from the hill. The other groups will ball up in the middle and contain the Avatar of Destruction. Balling up the melee on the golems will make them pretty easy to take out. You can then pick off the rest of Destroyers. Spiritway will be useful for this part, you may still wipe but just keep picking them off. Continue across the bridge and wait for the wall to explode. You can either fight or run the rest of the way.

Put 1-2 golems on Melee and the rest on Defense, this makes sure the Disc will be bodyblocked. Go on either the left or right side and take out the group. Pull the group of Destroyers below with a bow so you don't aggro the Disc. If you aggro the Disc, all the groups will rush towards the middle and probably aggro you. Preprot and pull the Disc up the stairs. Spam Pain Inverter so the Disc kills itself spamming Flame Burst on the Golems and Spiritway can pewpew it to death pretty fast. Bringing a lot of KDs, Daze, or interrupts helps take it out. The quest will finish when you take out the rest of the Destroyer groups, you can do this at either the start or the end.

A Time for Heroes
Difficulty: *

Average time: 2-3 minutes

Either get run by a 55 monk or bring Pain Inverter and party heals. My suggestion is RoJ Monks with Divine Healing/Heaven's Delight. Bring YMLaD or another interrupt, it causes the Great Destroyer to hit everyone for 200 damage when you interrupt something and activate Pain Inverter, killing the Great Destroyer quickly. You can also use Build:Team - 3 Hero A Time for Heroes Run if you like.