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Imperial City Dungeon Guides:

Tiarna de na Iolair Corcra
Jairone
Tiarna de na Iolair Corcra
  • GW2: Jairone.6270
  • ESO: @Ytterin
Posted On: 09/10/2015 at 03:15 PM
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         The Imperial City Dungeon Guides:  (Direct copy from the first draft for the magazine.)

  
Imperial City Prison:

Sitting in the Memorial District, the prison is full of Daedra.  Within, you may find a familiar face, Lyranth.  Also, if you are running in Veteran Mode, you will obtain some Daedric Shackles.  Be forewarned, however, Veteran Mode runs are currently tuned far tougher than previous runs.

Overfiend:

The Overfiend is waiting for you shortly after heading into the hallways of the prison.  He is the easiest of the bosses, and a solid group should be able to best him on Veteran Mode even if they are not ready for the rest of the dungeon at that difficulty.

-Cone Claw:  Like other fiends, he channels a claw attack in front of him.  Unlike other fiends, he will move while doing so, following the tank.  Blocking here is very helpful.
-Heavy Slam:  Indicated by a full red circle, he will jump in the air and use a very heavy attack on the tank.  Block this too.
-Stun Circles:  Purplish-black rings will appear around 2 players regularly.  The rings are doughnut style, with the hollow center that is safe.  Standing on the ring when it bursts a few moments later will cause you to be stunned.  You can escape with break free, but it is better to simply avoid the rings.
-Additional foes:  He summons waves of melee and casters.  DPS should group these on the casters, and kill.  Eventually, he will also summon a harvester.  Prioritize the other small fries, then the harvester, before going back to the boss.  The harvester is a normal harvester, and while annoying is less of a threat than the others with their magic barrages and heavy attacks.


Flesh Atronachs:  While not a boss, these are a DPS check regularly throughout the dungeon.  On  normal mode they are very easy, with a long timer.  On VR mode, they are tough, and the timer requires a little more than 10k dps per person.  Once enraged, they can one shot anyone.


Ibomez the Flesh Sculptor:

Ibomez is waiting with a multitude of prisoners around him, and locked in cages around the room.  He likes to do some pretty distrubing things to them, and he will try to chop you up as well.

-Tenderize:  This is the single deadliest attack you will face in this dungeon.  He will push a player to the ground, and start sparking red, along with giving a notification on the bottom of the screen that either you or an ally is being tenderized.  Tenderize is a stun-lock mechanic, and is always lethal if not interrupted.  Somebody must run over and bash Ibomez to free their friend.  Don’t rely on any other interrupt, as they do not seem to work.
-Cone of Poison:  A cone attack of poisonous goo.  Simply move out of this.
-Pustules:  Little globs of gunk will spawn on the ground, and burst for poison damage.  Avoid them.
-Flesh Atronachs:  Prisoners in the central poison pool become twisted into Flesh Atronachs.  They can enrage, so killing them prior to that is a good idea.  On normal mode, you can ignore them until his turtle phase.
-Turtle phase:  Ibomez huddles down, becoming very damage resistant.  He summons tons of prisoners.  Aoe them down to avoid too many Flesh Atronachs spawning.
-Poison pool:  Stepping into the little pool in the center of the room is damaging.


The Gravelight Sentry:

This watcher is waiting for you in the middle of a poisonous pool, staying safe on the small island in the center.

-Poison Waters:  The entire pool around the central island is poisonous.  Move quickly to land.
-Necromancers:  There are a handful of Necromancer adds on the island.  Kill them first, using interrupts to stop their summoning attempts.  They will summon Venomous skeletons if left alone, which are easy to kill but do explode in a poison cloud.
-Water Shot:  The boss lifts a bunch of poisonous water up and bombs where a player is standing.  Move out of this.
Whirl:  Like other watchers, the boss whirls with a knockback.  To avoid being thrown in the water, the tank should stand near the center along with any melee.  Ranged may safely huddle near the edges of the island.
Eye Beam:  Again, like other watchers, the boss uses an eyebeam attack.  Move out of it as usual.


Flesh Abomination:

This monstrosity is another flesh amalgamation.  Yuck.  Remove this tragedy from our plane!

-Hoarvor adds:  The boss starts with a couple Hoarvor adds.  It also summons more during the fight.  Kill them.
-Hoarvor Kaboom!:  A Hoarvor will spawn near each player and explode.  Roll away or block.
-Poison rings:  Rings of poisonous gas are shot out, surrounding players.  Each one summons a zombie.  Move out of the rings, and clean up the zombie adds.
-Poisonous Blast:  Big red circles appear on all players, and follow them.  These will explode shortly, and have a knockdown component.  Block to reduce the damage and avoid the knockdown.


Four Warden trainees and the locked gates:

A sort of mini-boss event, there are several groups of foes with spike traps around the area.  Each group has a lever or two levers to open the gate.  Where there are two levers time pulling them by having one person as lead puller and the other watch the lead.  The last place will have four Warden trainees.

-The Templar:  Heals and uses flame attack, first kill priority along with bashes.
-The Necro:  Summons adds, second kill priority.  Also summons a Bone Shard, which becomes first kill priority as it shields all the foes from damage.
-The DK:  Fire attacks, standard Dragon Knight stuff, low priority target.
-The NB:  Standard Nightblade stuff, low priority.


Lord Warden Dusk:

The final boss is a Twilight Gargoyle.  He can be seen before Flesh Abomination perching on the wooden wall.  This boss is a dancefest, but should be fairly easy to handle with a little caution.

-Teleport:  Like other Twilight Gargoyles, Dusk teleports around to attack players.
-Orbs of Damage Ray:  Little black orbs that Dusk summons which sit in a spot and damage nearby players.  Stay away from them, although if your health is high you can run by.
-Ground Portal:  A large glowing area on the ground appears.  This area will throw players high in the air, and as they fall back down they must use a synergy effect to slow down or they will die.  It still hurts.  Dancing around these will take up a lot of your attention, but keep hitting that boss.
-Ranged swift dark fire attack:  A rapid burst of little black fire attacks aimed at the tank.  Nearby players may be hit.
-4 way split:  Dusk will split into 4 minor versions which attack with ranged magic attacks.  If Dusk is being hit by a channeled attack, he may bug and stay in the fight, sitting in the center, but he doesn’t do anything.  The 4 adds will attack people other than the tank to start, so when this happens blocking is important for everyone.  It is regularly the case that all will pick one player, and kill them if they are not the tank or blocking.  Kill them all.
-Darklight Burst:  A red AOE attack which targets where a player is standing.  Move out of this.  If nobody is hit, you get an achievement.
-Super Dark Crush:  Dusk flies up into the air, and starts building a big burst of energy.  Then, flying down Dusk will damage all players to 5% health.  If too close to an orb or or portal, players will die easily.  Off healing to get back full is a great idea here, and the main healer will be spamming once it is done.  Mutagen also works wonders, as it can heal all players immediately after the effect.



    White Gold Tower:


This tower is of Ayleid make, a relic of ancient times.  Now, of course, it is overrun by Daedra, must like every other place in the Imperial City.  However, it appears that Clivia Tharn, the Imperial Regent, is here…


The Iron-Swathed Glutton:

The easiest boss in either of the new dungeons, and maybe anywhere.

-Poison pools:  He thrusts his fist into the ground, and summons pools of poison.  Step out of them until the effect ends.
That’s it.  Seriously.  Just kill him, and that should be easy, given his tiny HP pool.


The Adjudicator:

This mockery of justice everywhere is sitting in a room with several cages, immediately after the last boss.  

-Harvester Claws:  That same type of glowing claw attack that normal harvesters do… but made far worse.  This attack can either bounce back and forth several times, or can come in a wave of 3-4 claws.  In either case, if caught at middle distance, you will be bounced around and die unless your healer really likes you.
-Fire Blasts:  There are two blue fires to the sides of the room, and they blast people regularly.  It’s simply damage that must be healed.
-Fire Pools:  The boss leaves multiple pools of fire on the ground.  Don’t stand in them.

-Fiend adds:  Several fiend adds will be summoned at regular intervals.  DPS should have root effects on their bar for this fight, pull the adds into a group, root, and aoe down.
-Sentenced:  A random player will be locked in a prison cell.  Make sure you have lockpicks!  Either pick the lock, or with the thieves guild ability force your way out.


Crematorial Guards:

These Daedroth are the enrage timer check for White Gold Tower.  As with the Flesh Atronachs in the Prison, they serve as a DPS check of sorts.  Kill them swiftly, while avoiding the usual Daedroth fire mechanics, and you will be fine.

Portals of Shadow Realm:

Another important mechanic in this dungeon shows up here.  Shining white portals will appear on occasion.  One player will have a Shadow Realm Aura around their head.  They use a light attack (2, maybe, if a tank) to kill the portals, stopping adds from coming through.  The faster, the better.


Clavia’s Guards:

You saw them down below as reliable friends, but now that ‘Clavia’ has revealed her true colors they are your enemies.  The tank should pull the melee enemies away from the group, and kite them in a circle.  They will still pull people in, but those people just move back away and continue dps.  Melee dps is not recommended here.

First.  Ortho the Templar:  Ortho is your first target, and the healer and both dps should be attacking Ortho.
-Healing beam:  A standard healing beam to interrupt.  Yes, you need to be in close.  No, that doesn’t make melee a good choice, given the other two foes.
-Healing Circle:  Not much you can do here, other than keep dpsing.
-Teleport:  Nicely, Ortho tends to teleport out of the healing circle, making the job easier.  Find Ortho quickly, so you can resume killing and bashing that big heal.
-Fire Whirl:  If you remember the first miniboss in VR mode Banished Cells… that same attack appears here.  Simply dodge the multiple trails of fire coming out.

Second.  Marcelia the Dragon Knight:  Marcelia is the best choice as second target due to the chain pull mechanic.
-Chain Pull:  Pull a player to Marcelia with a short stun.
-Fire Banner:  Just like other DKs, she will put a stationary fire effect down.
-Burning Aura:  A red circle around Marcelia which hits hard.  Even the tank should run away.
-Melee heavy:  Tank blocks this, as usual.

Third.  Cordius the Nightblade:  The least dangerous, but still able to put out a lot of damage, Cordius will quickly die without support.
-Ambush:  Leaps to a random target, stuns, runs back off if taunted.  Can be blocked if you see it coming.
-Ravage:  An aoe stun with some minor health leeching.  No big deal, just break free if caught.
-Knife Whirl:  An aoe attack which does heavy damage.
-Shadow Aura:  Just like Marcelia, Cordius has an Aura that deals massive damage.  Stay out of it, including the tank.


The Scion of Wroth (miniboss):

This titan shows up to make an attempt to stop your progress.  It isn’t too tough, just focus and you will get by this test.

-Flame Breath:  Just like other titans, it makes a line of blue fire that sticks around.  Avoid it.
-Rain of Fire:  The boss launches a bunch of random mini AOE fire attacks.  Avoid them as best you can.  Healers will need to watch out at this point, as people will likely be caught in a few blasts.


The Planar Inhibitor:

This Flame Atronach feels you are unworthy.  Show her how wrong she is, by keeping a solid awareness of the following mechanics.

-Fixate:  The pinion in the center causes this boss to fixate on you.  The boss will pursue whomever is fixated, and players will need to swap fixates out to win.
--Blue Fire and Doom:  This sub effect under Fixate is a combined highly damaging fire aura and a slowing effect on the fixated player.  This means players must bounce the fixate back and forth so that the boss does not run over the fixated player.  Immediately run toward the outside when fixated to maximize the time available for each swap.
-Portals:  The boss summons a handful of Shadow Realm Portals.  They keep appearing for a while, so as long as you have the Aura to be able to hurt them, your primary focus must be killing these portals as swiftly as possible.  A good player with a ranged ability can take them all down without adds spawning… if adds do spawn kill them ASAP.
-Power Down:  The boss will eventually exhaust themself.  This is an ideal time to put out extra DPS, as all mechanics other than adds that are up stop at this time.


Molag Kena:

Originally pretending to be Clivia Tharn, Molag Kena jealously guards an Elder Scroll from you.  She must be defeated to stop Molag Bal’s plans.

-Shielded:  Four adds will shield Molag Kena.  Kill them all to be able to attack her.
-Fire On the Edge:  Literally, the edge is on fire.  If you step into it, or get knocked back into it, you will die.  You can safely accept a rez.
-Knockback Wave:  Molag Kena slams the ground, knocking everyone else back and down.
-Storm Atronachs:  She summons one every now and then.  It chases a player, doing damage.  Kill it.
-Lightning Sparks:  A handful of sparks of lightning appear on the ground, moving about.  Avoid them, as they hit fairly hard.
-Lightning Waves:  Waves of lightning racing outward.  They do moderate damage, and knockback.  You can step into spots where there are breaks in the waves.
-Lightning Bar Normal:  Earlier in the fight, Lightning Bar is a line all the way across the room.  It hurts.  It rotates.  Avoid stepping in it.
-Lightning Bar X:  Later in the fight, Lightning Bar turns into two lines.  They hurt less, and can be rolled through safely.  They rotate opposite directions, and stay up for the rest of the fight.  Focus on the other mechanics, as your healer should be able to manage this damage easily.  Still, if you can afford to roll through, do so.


Last Edited on: 09/10/2015 at 03:16 PM
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