Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews, Vanguard Guides
Dungeon:
Temple of Dailuk
Location:
North by Northwest of Ahgram in Central Qalia
Level Range of Mobs:
16-20, 3 and 4 dots. Some quest spawning 5 dot mobs.
Overview:
Walk through:
Once inside the Temple of Dailuk, there are lots of Covenant people who are key kills for several of the quests. There are pockets of hounds all over, with gargoyles in several areas as well. The temples and houses (just names for the buildings with actual entrances to them) are scattered throughout, but there are only a few of them, each with 15-20 gargoyles inside the basement, all 4 dot.
Many of the quests are chains, asking you to kill several different types of mobs, but once you finish purifying the temple chain, you will receive a ring that requires you to stand in several locations all around the temple. Have your group fight around, and stand in the different locations, using your compass to guide you. None of the locations are difficult to find and most of them are altars outside, or just the very inside doorway of a temple.
After finishing this quest, you will be on the quest to kill Kraelix, but the quest is very vague about how to spawn him. Just inside the temple head to the right, and you will see a group of “summoners of Kraelix” who are all humans that throw fire angled at one another. They stand in an area called “the altar of Scorn.” That may not be the exact wording but look for the word SCORN, and I say that because the summoners can take 45 minutes to an hour to re-spawn (and I’ve waited, so trust me). If you can kill all the summoners, you have about 10 seconds before the “Protectors of Kraelix” spawn, there are 4-5 of them, and they are level 20, 4 dots. You need to take them out to spawn Kraelix.
He is supposed to spawn where you are located, but has been known to spawn in other areas. He is also ONLY supposed to be vulnerable to your group, since your group took out the protectors/summoners, but that may very well be bugged also. Once you kill Kraelix you can take his trinket and go summon the Xarkrafi in his house. Go to the temple of Xarkrafi (might be the house of Xarkrafi, not sure but only one of the two exists) and go to the basement, clearing all gargoyles, using the trinket to summon Xarkrafi.
There are other Elite quests for this zone including summoning Dailuk ( a level 21 5 dot mob in the temple of Dailuk) with the dust you can obtain from killing a spirit named Veraguut spawning around the back of the temple of Dailuk. Go to the basement of the actual temple of Dailuk and clear all the gargoyles, then put the dust on the orb to summon the level 21 5 dot. He spawns other mobs during the encounter as well, multiple groups needed if you are around level 23 or so.
Final View:
Visually, this dungeon is average, but gothic. The gargoyles is a very nice touch, and the overall creativity with the quests chains and difficulty scaling to 5 dot level 21’s is very nice to see. Leveling in here is monotonous because every pull is the same of 3 types of mobs, and can get very old with little reward. On the other hand, its easy to get into a rhythm with a good 3 or 4 group, as long as you have the dps to really rock the 4 dot mobs. If it’s not crowded, you can walk around looking for the names that occasionally spawn on the rocks and pick them off for good loot, but since its usually a hot spot, its rough to find decent mobs.
With the recent addition of teleporters in Khal and Ahgram, this place is very popular for extremely low levels (15-16 even) so its really easy to get trained with higher mobs. I suggest getting a good group and going deeper into a temple, and holding it all day for really good 4 dot experience and loot; better loot tables and exp. There are so many quests, and most are kill/collection quests, you get a ton of exp just grouping up and farming. I highly recommend this place for any group in the level range, and with so many mobs everywhere- it’s easy to take a small group and farm singles 3 or 4 dots.
Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews
Dungeon:
Stonesmasher Enclave
Location:
Vertically between 3 Rivers and New Targonor but a bit more East
[location 53300, 64500, (-27, 26) ]
There are several outposts around, with this dungeon entrance in the middle of a small crescent cut valley.
Level Range of Mobs:
2 and 3 dot levels 13-19
Overview:
Final View:
This is a mining cave, complete with railroad tracks and lots of rock. If you like caves, then this is heaven, but the general look of it gets old quick. All mobs are of the same 3 types up to the boss, so variety is lacking here again. New Targonor faction is very important because of the teleport to other continents, and finding a large spawn of mobs that are around level 16 was a bonus. The tricky spots are where 4, 5 or 6 mobs are all standing around in a social circle… yep… that can make for a hell of a pull. The rest of the place is all single or double pulls; which is very easy for a duo or trio to work the entrance for faction or decent experience.
Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews, Vanguard Guides
Dungeon:
Gulgrethor Fortress
Location:
East on the path from Gulkar’s Encampment, a town at the south end of the island with Martok. The path leads right by a holding point for Orcs, and into the Fortress.
Level Range of Mobs:
15-19, 3 and 4 dots
Screenshots:
Gulgrethor Fortress screenshots
Overview:
Walk through:
Quests are on your right as you enter the main area of the Fortress. You can go down the right or left side, both eventually lead down to the ramp allowing ground level access to the dungeon. Taking the right side is a much shorter distance to the ramp, and also has a shortcut that will be outlined in a minute. First lets explain how to maneuver around this dungeon. When you go down the right side you will get to the ramp leading down. Once on ground level you are facing the main structure, and there are a few directions to go.
Going inside the structure doesn’t really accomplish much unless you are looking for a lot of the large flying bat eye mobs- there are a bunch in the courtyard. The ramps to the second level of the structure are all on the outside. Our group usually headed to the left, avoiding mobs, and staying farther away from the fortress, until we saw a quick path to the ramp. Once up the ramp, its pretty easy to see how to get around. Several patrols that spawn regularly can cause additional agro, but other then that its pretty easy double pulls, with the undead and revenants spawning Cursed Spirits (hating these yet?). The patrols are often named (Soul Seeker and Rampage) which both drop guaranteed loot, so keep looking for them to re-spawn. Well, now that we know how to get around…
What’s the deal with this big structure in the middle and the 4 corners with orbs, the towers, AND why are there harbringer bosses at every corner… sometimes different bosses— it seems almost random???? Ok, let’s explain the whole ordeal. First, there are quest chains that you have to go through. Most are kill quests, some are collection quests. Eventually you will get to a quest that requires you to go to the 4 orbs, and another quest to gather all 4 harbringer heads. At each orb there is a harbringer that also has a named rare that can spawn. The named rare will take a different form (wolf, spider, dragon, etc) and will be able to be pulled alone.
Each harbringer is different, and some have some nasty abilities like AOE poisons, so be ready with all buffs just incase. The harbringers will have 2 mobs near them and it’s expected to have a 3 pull, although 2 pulls have been done. Killing an actual harbringer is the only way to get the head of a harbringer for the quest, but regardless of what is waiting at an orb, you can kill it and finish the orb quest. Each rare spawn is a guaranteed loot drop, and most of the loot is good for the level. If the group is good enough, waiting on re-spawns is the worst part about the loot farming or quest completing.
There is a final quest located in Martok, that asks you to kill a rare form of another harbringer, not 100% sure of his name, possibly Viliconis. He is the last harbringer boss at the top level of the fortress. It’s not too difficult to reach him, except for the one mid level room that has several wandering mobs. When you reach this room, its best to pull as many mobs as you can straight down the middle and when you see a chance- head directly down the middle to the staircase, it’s a safe spot to battle whatever agro you get. From there you can rest then advance upwards and eventually reach the harbringer. The last harbringer is supposed to be like the other harbringers, where his rare form has a chance at spawning, but this one is a very low chance at spawning. For this quest, you need the rare version, so be prepared to camp the room a while.
Final View:
This dungeon is stunning. There is so much to look at, and all of it looks great. Huge chains come from different angles… Large Ziggurat-like structures, some with towers… Several staircases, ramps, walkways, walls- almost labyrinth qualities… Walking around the rim, fighting as you make your way to the back of the fortress- you can see bosses on the ground floor- one looks somewhat like a spider, another more like a dragon, several “Soulseekers” which are huge flying mobs resembling bats.
Once you reach the back of the fortress, its difficult to choose a path because there is so much available to you. Variety of mobs in this dungeon is at it’s best, eye candy all over, increasing difficulty with bosses scattered with no clear cut paths, and roaming patrols keep you looking over your shoulder… Yes, this is what Vanguard is all about.
Quick Tips:
Fighting on the Ramps:
The fortress is a big place, with lots of ramps and lots of double, triple pulls, even adds. Its important to make sure you are fighting in safe areas. Our group found that when you are running around on the 2nd level farming orbs and harbringer pulls, the safest place to pull and fight was the first long ramp up to the orbs in every corner. The only mobs you will find are patrols that spawn in intervals, and the mobs at top and bottom of ramp, so pulling harbringers to the middle of the ramp is completely safe.
The Short-Cut:
This saved us a TON of time when we got to farming this place. When you enter the main fortress/cave area and head down the right side, pass the quest givers on your left, you will see a corner stone below you that you can jump to. It’s a corner stone that is linked to a ramp going up to an orb, so it’s a quick jump to the 2nd level of the fortress. Look at where you are jumping to, the left side of the corner stone has 2 mobs (when the walker moves to the right side of the corner stone), and make sure there is no big axe patrolman coming… then have your tank jump first. Have him jump and run through the mobs, carrying them to the ramp that leads down ward to the main 2nd level of the fortress. Fight on the safe ramp area, then you are ready to pull the harbringer, or move to another orb.
Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews
Dungeon:
Gardens of Xia’Liu
Location:
North of Gulkar’s Encampment, a camp at the south end of the Wildgrowth Forest, south of Martok.
Level Range of Mobs:
3 and many 4 dots, Levels 12-16
Screenshots:
Gardens of Xia’Liu Screenshots
Overview:
Walk through:
Once you enter the actual ‘garden’ area, you can go left or right. The right side has 2 smaller wings, a few mobs, and a named which takes a while to respawn. If you & your group are looking to ‘clear’ the area you’ll want to take a few minutes to sweep through the right wing, otherwise its not required to advance. The quests take you to the left.
Following the left path you come to a clay golem guarded pool at the top of a hill. This pool is your first pond for the “fill up 3 water bottles” quest, the bottles are in your inventory.
At that pond you can go 2 directions:
A) Pass the pond on your rightside, following a path that veers right. This leads over a bridge and then to a doorway. Through the doorway you reach a “T” intersection at a shallow stream. Both directions take you to the 2nd pool, but going left ensures a nice ramp up to the top. Once you have reached the 2nd pool and filled another water bottle, backtrack to the 1st pond and take path B.
B) From the enterance of the dungeon, you would take a left when you reach the first pond. If you were back tracking from the 2nd pond, look to take a path on your right. The path leads toward a shallow water section of the dungeon. There are several dead ends in this section. but most can be spotted quickly, allowing you to get back on track right away.
Once out of the water, you approach a hill topped with 2 level 15 & 16 4 dot clay golems. This path leads to the final courtyard with 2 pools (complete the water collection quest) and a wooden tower structure in the middle. The near pool will work for your 3rd water bottle of the quest, and from there you can get to the wooden tower with a few timely mob pulls. Get to the tower, climb to the platform, but stop BEFORE the top level, and use your Spiriteye talisman for the big quest. You do not need to get to the very top, where 4-5 deadly clay golems await. If you clear that top level, let us know about it, looked pretty rough up there.
Final View:
Except for the deadly foes at every turn, this ‘eastern orient’ styled dungeon might be a leisurely stroll through lushly appointed gardens adorned with tidy little ponds, ornate bridges, beautiful flowers and simple open air structures. Pulls were challenging enough to really test full groups averaging under level 12. With a higher level group, timing and basic strategy is still necessary to keep AOE damage away and deal with extra adds.
Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews
Dungeon:
Karrus Fahrel
Location:
South of Khal, across river, almost directly South of the Eastern side of Khal.
Level Range of Mobs:
3 and 4 dots, level 10-15
Overview:
Final View:
The dungeon was graphically impressive with giant spinning globes and light reflecting from different angles, but it was lacking in variety of mobs. The level of difficulty was pretty high for anything less then a balanced 4-5 group of level 12’s. Respawn rate made any mistakes very costly, but the quests and experience were very decent for the level. If it’s right for your group’s level, there are lots of mobs to kill and little variety if you get into a rhythm.
Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews
Dungeon:
Ksaravi Hollow
Location:
near Khal
Level range of Mobs:
2 dots, couple 3 dots, level 7 through 11.
Overview:
Final View:
Re-spawn was definitely a factor in this place. It’s a very long journey to get to the boss, and without much dropping on the way, you don’t want to retrace your steps. The boss fight was tough, and there are mobs inside the room that you may not see at first. Fighting the boss where he stands is probably your best bet for avoiding re-spawn.
Posted by Cyprus in Vanguard News, Vanguard Dungeon Reviews
Instance:
Arcanium
Location:
near Leth Nurae (just outside of town).
Level range of Mobs:
2-3 dots, level 7 through 11.
Overview:
Final View:
When I say that it took me 15 minutes to run back, that might be an understatement. But, other than that, this instance was decent. The quests made nice additions to my gear, although nothing spectacular. As for mob spawns, this place is impossible to farm out. Head to the spider room and cave below, you will not have any issues waiting for mobs.