User:Quizzical/Dungeon Easy

Catacombs of Kathandrax
Difficulty: ***

It can help to find and kill the flame guardian on the first floor before going down to get the dungeon key, as there are a lot of fire traps in the area.

Becalmed djinn won't attack you unless they are attacked first in spite of appearing red, but once attacked, they will stay hostile. Furthermore, once you kill one, other mobs in that part of the map will wander much farther, which can make it easy to end up fighting several groups at once. If you do accidentally attack a becalmed djinn or hit one with an area attack, try to kill everything else you've aggroed before finishing off the djinn, to delay the arrival of other mobs.

The flame djinn can both deal heavy damage and heal itself greatly with consuming flames, so it helps to be able to interrupt it. Consuming flames is an attack skill, so spell interrupts don't work, but things that interrupt attacks do.

Once you aggro Ilsundur, two giant fireballs start rolling around the room in opposite directions. One stays down low near the lava pit, while the other stays up near the perimeter. The lower one follows a circle of smaller radius, and hence circles the room faster. Touching either fireball means instant death, but this death does not cause death penalty. You can take advantage of this to run away and kill the rest of your party on a fireball if some party members are dead, so that the dead party members will revive when the group respawns and the rest of the group does not take death penalty. You will need to periodically flag your party out of the way of an oncoming fireball, though.

Ilsundur does heavy area damage, both with firebomb and with various traditional fire spells. It can help to have heavy group healing, as well as standard anti-fire measures such as ward against harm. Dazing Ilsundur can mostly shut down the spells, but not firebomb. Knockdowns can help a lot, too. Devona's knockdowns are useful both against Ilsundur and the earlier flame djinn. Beware of Ilsundur's savannah heat when first pulling, as it can kill several party members before you get defensive measures up if you're careless.

Ilsundur also has a fire shield that reflects any damage it takes, so that your party member also takes the same damage. Health degeneration cannot get around this, as Ilsundur is immune to health degeneration. You'll need to deal damage, take the reflected damage, and be able to heal the damage you take.

Rragar's Menagerie
Difficulty: **

Toward the west end of the first floor, be careful as you approach a group of Charr standing at a rez shrine, as a group of oozes will pop up right in front if it, making it easy to get both groups at once.

At the start of the second floor, there are two groups of Charr, either of which will run away as you approach. Don't follow them too aggressively, as they'll try to pull you through various traps. It's best to go west here, not south.

Shortly after getting the boss key on the second floor, there are three groups of Charr with overlapping paths. One spawns at the meeting point of the three groups, while the other two start on opposite sides, walk past the center, and then come back to it and stop. When you get to this part, pull the first group standing there well back, so as to avoid getting hit by the other groups. If you're quick enough, you can pull a second group separately before the second and third groups converge.

Beware of the fleshreaver hounds, as they're rather powerful smiting monks, especially in large groups. Kill the fleshreaver hounds first in any groups that contain them. Also bring adequate hex removal to clear the scourge healing hex that they like to cast.

Ooze Pit
Difficulty: *

Spread out when fighting the prismatic oozes at the end, and clear the oozes that are released when one of the prismatic oozes is killed before killing another. Note that the oozes released when one boss dies are not linked to anything and can be pulled separately. In particular, if you get overwhelmed (perhaps due to killing two bosses at once), you can easily pull oozes apart when you return.

Sepulchre of Dragrimmar
Difficulty: *

Spread out when fighting the Fragment of Antiquities, so that its Diamondshard Mist attack won't hit your entire party at once. This makes it easier for healers to keep up.

Raven's Point
Difficulty: **

At the end of the third floor, the destroyers spawn at fixed times, whether you're ready or not. Kill them quickly to avoid getting overwhelmed. As soon as the Plague of Destruction spawns, ignore the other destroyers to kill the boss, as it is corpses to fuel its putrid explosion that makes this boss dangerous. It also helps to bring your own corpse exploits, so as to clear the corpses that you create before the boss spawns.

Vloxen Excavations
Difficulty: **

If you start from Vlox's Falls, rather than Umbral Grotto as the quest pointer suggests, you can skip most of the first floor.

As you approach Taskmaster Durgon on the first floor, wait a bit to approach to let a group that wanders behind him pass by first, and that group won't come back.

Letting Zoldark the Unholy's six minions run amok is dangerous, and Zoldark takes a long, long time to wear down. If you focus on killing minions, Zoldark will slowly kill himself with health sacrifice skills. If you can get most of the minions dead and then chain dazed on Zoldark (to prevent him from resurrecting minions), you can finish him off much more quickly, but this can be hard to do.

Bogroot Growths
Difficulty: **

If there are too many blooming nettles in an area, they can be a pain to wear down. They can't move, so you can probably run past them if you seem to stalemate.

Be careful in the various crossing corridors in the northwestern part of the second floor, as there are many groups that travel long distances there. Pull carefully and pull mobs considerable distances to avoid being overwhelmed. In particular, don't assume that a group that looks like it is out of aggro range will stay out, unless perhaps it is clear off radar range.

Bloodstone Caves
Difficulty: *

Pull the Crystal Ettin away from its spawn point to kill it without being harassed by the other undead that turn hostile. Unlike in the Finding the Bloodstone mission, killing the boss does not make the other undead vanish.

While there are three groups, each with a boss, at the end of the third floor, none of them will chase far, so if multiple groups come, it is easy to run away.

Shards of Orr
Difficulty: ****

Nearly all mobs in this dungeon are undead, so holy damage tears them up pretty well. Martial weapon users can effectively double their damage by bringing heart of holy flame, though martial weapon users may struggle to deal damage with all of the conditions that mobs apply, most notably blindness. Mobs will profusely apply conditions to your party, making very heavy condition removal essential. Smiting monks work especially well here, particularly with ray of judgment, as mobs bunch up very tightly.

When you kill Fendi Nin, Soul of Fendi Nin spawns where Fendi Nin died. The six crewmen spawn where Fendi Nin spawned, however, which doesn't have to be where it died. If you pull Fendi Nin far enough away from its spawn, you can get your 30 seconds to hack away at Soul of Fendi Nin without being harassed by the crewmen. After about 30 seconds, Soul of Fendi Nin despawns and is replaced by a new Fendi Nin that spawns where Soul of Fendi Nin despawned. The next round of crewmen will spawn at this new location, so Fendi Nin should again be pulled away from it. It can help to not have any melee characters that run up to Soul of Fendi Nin and could potentially aggro the crewmen than spawn with it.

Oola's Lab
Difficulty: *

Early on the first floor, the road splits such that you can go up or down, with some thorn beetles on the lower route. Pull the thorn beetles back, as if you run up to them, a group of golems will come along the high route and aggro on you.

At the end of the third floor, you may be able to kill one or more flame guradians without aggroing the TPS Regulator Golem, but if the end boss aggros, drop what you're doing to focus fire on it. Each of the bosses will die quickly, but the TPS Regulator Golem's unstable pulse is dangerous, and contrary to its description, will instantly kill any party members it strikes apart from extreme defensive measures.

Arachni's Haunt
Difficulty: *

Bring some enchantment removal to clear off the shield of absorption cast by the lifeweavers. While you're at it, kill the lifeweavers quickly, as they tend to stand back and heal, which can be quite a nuisance.

Burning each pile of spider eggs will spawn several spiders. The first four in each group of five only spawn low level spiders, so you can clear all four groups of those at once. The fifth spawns higher level spiders and a boss, and should not be burned until the rest of the spiders in the area are dead. Sometimes burning spider eggs doesn't properly summon spiders. This can be fixed by running away and then coming back.

Fronis Irontoe's Lair
Difficulty: *

Secret Lair of the Snowmen
Difficulty: *

Most mob damage is armor-ignoring spells, so most defensive measures won't work here. Snowmen do tend to group up as if begging to be nuked, though, so area of effect attacks work nicely.

Heart of the Shiverpeaks
Difficulty: **

Flag your party apart when fighting Cyndr, so as not to all get nuked at once by pyroclastic shot.