[WiK] Temple of the Intolerable as Ranger

►War in Kryta quests playlist:    • Guild Wars: War in Kryta   ►War in Kryta 'War in Kryta' is the first beyond questline, taking place after the events of the base campaigns and the add-on Eye of the North. To begin playing this questline either Prophecies or Eye of the North must be completed. Talk to Murro in Lion's Arch to get a meta quest which leads you through the events of this questline. You will face plenty of interesting foes: Peacekeepers have been introduced, the White Mantle and the few remaining Mursaat learned plenty of new skills from all campaigns. Every encounter is unique due to almost randomly composed enemy parties. ►General advice for this quest Advancing to the final arena is trivial, so prepare for the boss fight. Unlimited Reinforcements You'll be attacked by reinforcements that approach the stairs in front of Koril the Malignant from both sides. Their supply is unlimited, so you need to deal with them while also getting closer to the boss. They don't spawn closely, so you can see the incoming threat on your compass. After beating a couple of approaching foes there's usually a brief period during which no reinforcements approach. That's when to strike and kill the pre-bosses or attack Koril the Malignant. Pre-bosses Cairn the Grave and Justiciar Kasandra are durable and hard-hitting melee bosses. Long-distance lure their groups so you don't fight in the central arena. Koril the Malignant The assassination target is a blood magic necromancer with high survivability, self-heals and the ability to drain health from allies. Whenever a certain health threshold is met, additional foes will spawn at Koril's initial position, making the fight much harder and leading to the risk that the next reinforcements attack you from behind. How to deal with this boss fight: (1) Hit Koril until he uses well of silence. This sacrifices 66% of his health points and spawns multiple bonus groups. (2) Run away. (3) Pull and defeat bonus spawns. (4) If no reinforcements are on their way from the sides, engage Koril again. (5) Poke him until he uses well of silence, sacrificing 66% of his health points again. (6) Quickly spike down his remaining health points. With enough burst damage or shutdown (psychic instability) you can ignore the additional popups triggered close to his death. Build recommendations You can prepare for either quick assaults and retreats or maximized stationary combat power. A team with high caster burst damage allows to take down foes and retreat before the next reinforcements arrive. A team with spirits and minions is stronger in combat, but loses its minions during a retreat. Both styles have their merits for this quest; I reckon going with spirits and minions is a bit easier in general. ►Builds used in this video Upon popular request here is more bow ranger gameplay. This bar is a point-blank build using point-blank arrows and a shout requiring to stand next to a knocked down foe. Mindbender was meant to ease mobility but the casting time makes it troublesome. Take asuran scan instead. Or if you don't like the energy cost of YMLAD, take grapple and replace mindbender with "I am unstoppable!". Requires bows of the necromancer to manage its energy. Might not be necessary with grapple. Player: OgESc5MTKO2kFHvSXGoSzkrl Hero 1: OACiIykM5NhxUNpMxM1JeNVOBA Hero 2: OQhkAwC6AGKTI8CkDyAXsiARYIA Hero 3: OAljUwGpZSIVlMUB4BKgbhVV7YA Hero 4: OAhjQkGZIP3hhWVVaO5EeDzxJA Hero 5: OAmkAyhDZamD20Za9+mntM3O+iB