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Author: Rogue
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Ring of Fire
Welcome to Ring of Fire! The first of the three fire island chain missions, this will give you a taste of what’s to come in the second two. You will (most likely) have your first encounter with mursaat towers powered by ether seals and gain access to several elite skill caps that aren’t available anywhere else in the game.
Mission Objectives
Establish a foothold on the Ring of Fire Island Chain.
-Gain access to the Citadel Guardhouse.
-Open the main gate to the Citadel Guardhouse
-Clear the guardhouse of Mursaat
-*BONUS* Kill the Eidolon.
Party Composition
At this point in the game, party composition and build conforming really do make a difference. Think about the kinds of things you will be facing, and create a build around what you find.
Warriors should bring several adrenaline skills rather than energy skills because of all the Mursaat towers.
Rangers should use longer ranged bows to stay out of range of the towers, but have more general bows to switch to for general combat.
Monks and other spellcasters should be careful to stay back and not attract agro.
Protection > Healing, but be sure to have adequate healing to deal with all of the pressure you will be facing.
NOTE: It is rather easy to hench mission and bonus.
Mission Map
Walkthrough
The First Tower
When you first spawn, Brechnar Ironhammer will charge headlong into a large group of mursatt, they will follow him off to the west, letting you have an easy way to run along the east wall. Run along the east wall until you come to two lava pits. Hug the wall all the way around until you’re about halfway around the east one. Wait here for three Jade Bows to come around and attack you. Once you finish with them, continue running up the east side, wiping out mursaat mesmers and elementalists until you reach the first ether seal.
A Mursaat Tower is powered by an Ether Seal, the tower will remain active as long as the seal is alive. The tower will have an area of effect skill that causes you to lose 2 energy every second, and the seal will cast air spells (Mind Shock and Chain Lightning). When you fight a seal, try to lure the defenders (usually jade bows) away to a point where your spellcasters can work outside of the radius. (these are also the reason I suggest warriors go heavy on adrenaline)
Back to the mission:
Lure the four Jade Bows up the hill to a point where casters can hit and monks can heal. Take extra care in pulling because they are ranged creatures and you may have to have your party move a little extra far back.
Activating the Bonus
Continue along the path, killing everything you meet until you start to fight Igneous Ettins. Fight the ettins, going north until you see the seer, you should have to fight one boss, either a warrior with backbreaker, or a ranger with spike trap. Talk to the seer to activate the bonus.
ADDED: *BONUS* Kill the Eidolon.
The Cutscene
head south until you reach a pool of lava with more ettins in it. Kill the beasts, but watch your health as you will have a constant burning and crippled if you stand in the lava. When you dispatch the Ettins, walk across the lava and you should see a Mursaat boss standing there (always one of the spellcasting classes). This can be a VERY hard fight if you don’t take great pains not to agro the mob in the mursaat tower radius. Take great pains to fight just the boss at this time. Once the boss is dead, lure and kill the jade bows around the tower and then kill the seal.
After this group, walk along the path a little further, and a cutscene will trigger. The Vizier will note that the mursaat are much to fortified to take out by the front entrance, and suggests going in through the back.
The Gate
Fight onward, killing a few Riders here and there (mesmers) until you reach the point where the yellow line on the map is. This is where you choose whether to go along with the viziers advice, or to ditch the wise guy’s ramblings and plow through the front.
I like to plow through the front, it’s not much harder (in my opinion it’s easier) and it shaves 20-30 minutes off the time to complete the mission.
If you choose to go through the front gate and do the bonus (Yellow Path), read here.
If you choose to go around the back way and skip the bonus (Red Path), skip to the section “The Back Door”
Have someone with a longbow move up on top of the ledge around the ether seals and shoot it with a longbow. This will pull the mob to a manageable distance for your monks to operate in. Do this on both sides and the next gate will open.
When you open the gate and go through, you’ll be fighting a similar group of Seals and Mursaat. Be careful as this is often a harder fight than the last one – especially if you agro the boss. Go ahead and kill all of the mursaat, then deal with the seals.
Killing The Eidolon.
When you kill the last ether seal in this area, the Eidolon will spawn. He’s a level 24 elementalist boss that uses mist form. Warriors, rangers and assassins won’t be doing much during the time he’s got this up, so keep your spellcasters busy.
NOTE: Conditions can still be applied through mist form.
After killing the Eidolon, take his essence back to the Seer where you activated the bonus. It’s as simple as that.
While having one of your party members run the essence back to the seer, it’s a good idea to keep moving on and clearing the guardhouse of mursaat. Clear everything up to the bridge.
The Back Door
The back door is the hard way, I recommend only going this way if you’re going for certain skill captures.
Basically it’s simple though, fight your way around following the red path, wiping out Lava Spitters, then Lava Imps and finally more mursaat.
It takes a while and Lava Imps are a pain to do with henchies because of the large amounts of Meteor Showers that start falling.
The Bridge to Abaddon’s Mouth
Next is the final step, clearing the guardhouse of mursaat. Go across the bridge and wipe the mursaat along the way. There will always be one boss in the middle of the bridge, but he is easily dealt with as he doesn’t have a ton of support.
After you get off the bridge, hang a right and the gate will open. Inside there are several mursaat spellcasters and one Boss. After killing all of these, the mission ends and you are rewarded with 1000 experience and a cutscene.
Well done!
Mission Caps
Maida the Ill Tempered – Thunderclap
Jyth Sprayburst – Ether Prodigy
Eidolon – Mist Form
Pytt Spitespew – Migraine
Melek the Virtuous – Energy Surge
Covetina the Matron – Aura of Faith
Grun Gailsurge – Shield of Deflection
Odelyn the Displeased – Life Transfer
Sarlic the Judge – Life Transfer
Casses Flameweb – Incendiary Arrows
Cairn the Troubling – Oath Shot
Vulg Painbrain – Spike Trap
Ferk Mallet – Backbreaker
Cairn the Smug – Devastating Hammer
NOTE: This is the only place in the game to cap Incendiary Arrows,Migraine,Ether Prodigy,Shield of Deflection and Backbreaker
Good Luck!
~Rogue
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