Talk:Ascalonian Catacombs (story)
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Split suggested[edit]
I suggest splitting this - and all dungeon articles between story and explorable mode. The reasons for this are:
- The enemies are different.
- However, the enemies between each explorable mode are only present in certain areas, thus not reason to split each explorable mode.
- There is a alot of information.
- Explorable mode holds a different story with, as said, new enemies, requiring basically a duplicate section for story and then another for explorable.
- Certain waypoints/areas are not accessible in each area, thus the Location section is yet another required-to-be-duplicated or alternatively is complexly made to show the difference between which are accessible when.
Overall, it'll help organize and reduce the information on a single article. The base page can be then used for the PoI in the world (as there seems to be a PoI at each dungeon entrance). Konig/talk 00:00, 24 July 2012 (UTC)
- I think it's a good idea, too. I suspect we'll have to eventually when there's way too much information, but better to have it ready before people starts adding content.--Lon-ami 11:08, 24 July 2012 (UTC)
- i'm for a spit i +1 the idea and we do need to discuss it now rather then later BUT due to the multiple types of routes you can take in each dungeon wouldn't it be better to have separate pages for each route/type but have the main page linking to them instead of splitting to multiple ascalon cata like in the gw1 pages? as in have an ascalon cata page that holds general information about ascalon cata then have it link to exp mode routs/story mode? thinking of this for future. i think a simple split would be best only if there was 1 or 2 version of the dungeon. also any other ideas on how to split? also this topic is on this talk already should we merge it?Ahura ^.^
- Well each explorable mode split, from what I gather, is still the same instance and enemies - it's just that you're going to different parts of the catacombs and triggering different events (a dungeon is basically an instanced zone and the explorable mode paths are effectively just a series of dynamic events). The dialogue could probably be documented on each individual event's page and just hold the would-be "Ascalonian Catacombs (explorable)" to be structured like a zone, whereas the would-be "Ascalonian Catacombs (story)" would be structured like a personal story mission. How I see it at least. Konig/talk 22:30, 25 July 2012 (UTC)
- from when i did it and what ive seen it seems to be different enemies with the common (dynamic ones such as spider queen)and quests admittedly i wanted to go back this weekend to test thing abit more like see if you can try the other routes after you finished one while still in the instance(last time each time we did it it was around 2 hours so everyone quit after the boss) but the reason i was suggesting different pages for each version and a main page linking all was because, each route has as much information that's needed to get across as the story mission form the layout each route has 3+ main quests (not including dynamic) and a main boss just like the story quest. i mean generally speaking the layout of the dungeon doesn't change, the only thing that is different is areas you can access both in the routes and the story.but some sort of splitting the dungeon is neededAhura ^.^.EDIT: something like the doa page in gw1 wiki,(freind of mine reminded me that is what i was describing) where it has the general dungeon page and a page for each different dungeon type here
- so what are we going to do about it? i reckon were gonna have dungeon crawlers by the end of the week SO~~Ahura ^.^
- I see that it was split. I still think we should have a page without story and explorable that link to the other pages. Also for generic stuff that is not about story or exploreable more of a location page on how to get there. Anzenketh 17:19, 16 September 2012 (UTC)
Easteregg: Army of Turkeys[edit]
In explorable mode, when choosing the first playthrough-option, you can find a hidden room containing an "army of turkeys". It's located above the place where you find the first scepter for Hodgins (right after you defend while killing 6 monster spawns). Screenshots of the room as well as the way to it are shown in the picture-previews ---->
also some information about the fight before you get to the hidden turkey room: there's a max of 2 monster spawning locations. however as long as a spawning location remains, it will spawn hatchlings as well as one or two elite-mobs. the best course of actions seems to be killing off the elite mobs before killing the spawn. if you kill the spawn first you will find yourself being overrun by several elite mobs. kiting elite mobs and killing of spawns is another path to take. because when all spawns are dead all the mobs will simply dissappear and is alot faster. to make it even faster get an elementalist run "frost bow" and use the arrow rain on the burrows. --The preceding unsigned comment was added by User:MiniMized (talk).
Notes[edit]
"Due to area of effect attacks and general mediocrity, it is advised to reroll to a non-thief class before attempting this dungeon" What? I've been maining thief and did this dungeon quite successfully thank you very much. 129.2.129.227 03:11, 5 September 2012 (UTC)
Very difficult[edit]
I got through this dungeon in story mode, but the reward didn't even begin to cover the costs of fixing my armor after all those deaths. Then I tried it in explorable mode and gave up after beating the spider, the troll, and the hordes of gravelings. How is someone supposed to get through here without dying at all; what's the trick? And is the reward worth is in explorable mode? - Brian Kendig 18:29, 8 September 2012 (UTC)
- Was you trying to do it solo..? I did it first try with a PUG no problem and I didn't have any clue what I was doing + I was lagging pretty badly at the time--86.28.147.193 11:20, 27 November 2012 (UTC)
explorable mode:
this dungeon was not meant to be ran solo. in a group this dungeon is very doable if your partners know what they are doing. a group of 5 experienced players can go through any path well within 20-30 minutes and the dungeons are very rewarding, you get tokens for weapons and armor and almost a full level of experience for killing the boss. eg i get 177k exp on level 80 where i need 254k to go to "81". not to mention the rest of the exp the mobs give. every purple(legendary) mob will often grant you with a bag of wonderous goods which holds liquid karma and some silver(2-3) also you are rwearded 30ish silver on completing a path. so a list of rewards of 1 dungeon run could be:
~70 tokens (for first run that day) second run gives only 20 tokens at boss instead of 60) ~50 silver cash ~10-15 blue and green armor and weapons ~ 5/6th of a level in experience ~ 3 drops of karma (3*450) +2k for killing boss, so around 3.5k karma and a random number of crafting materials, mostly dust
so a dungeon run is definitely worth it imo. if you have an experienced group you can run al three paths in 1 hour and get massive rewards that way. if you factor in that exotic weapons with good stats cost around 9-10g and you can get one for only 300 tokens, you get so to speak 10 g for 5 runs, which comes down to another 2g of worth per run. the weapons bought with the tokens are soulbound but having them means you don't have to spend money on buying them. —The preceding unsigned comment was added by 82.197.205.84 (talk • contribs) at 15:30, 6 February 2013 (UTC).
Ghost Nappa[edit]
Dont know if anyone else noticed this but the first champion ghost you face at the start where you open up the tombs ends up being named Napa. Now with him being a ghost aswell, thats gotta be some reference to Ghost Nappa who is pretty much a running joke in the DBZ abridged series. id like to think so anyway. heh hope atleast someone else knows what im on about :P ArthasShadowsong 23:01, 14 September 2012 (UTC)
- Oh good I wasn't the only one who thought of this. XD - Doodleplex 21:19, 28 April 2016 (UTC)
No Tears just armor[edit]
I went through the story mode last night and I didn't get any Ascalonian Tears but rather just a piece of the Ascalonian Clergy armor (cowl specifically). It was my first time through if that makes any difference. Absolutionbot 12:55, 16 September 2012 (UTC)
At the moment the Reward section is only filled for exfploration mode, where you recieve the tears. That is one of the reasons a split was suggested. - Yandere 13:39, 16 September 2012 (UTC)
On my first playthroughs of story modes for both this and Caduceus I received the helms appropriate to the dungeon, so I assume that's the trend. On subsequent story mode playthroughs I only received cash and XP, no items for completion, but of course enemies and chests still dropped a ton of loot. Ohoni 22:37, 16 September 2012 (UTC)
Reward[edit]
So, the wiki says the reward for the dungeon is 5 silver and 12k exp, but I also received a rare hat as a reward. Has anyone else obtained this?
I have received a rare hat in both AC and CM. Neither had good mods. Micro
Potions in AC[edit]
What potion is best used in AC? You can use both a potion and nourishment at the same time. In CM i use potions of outlaw slaying. I am fairly certain that ghosts are not considered undead.I do see a ghost sigil, but that is not what i am asking about. Micro
- There are Potions of Ghost Slaying at the dungeon vendor and a recipe for them that is surely not worth it. I'd prefer a graveling potion but I don't think they count under any category. They seem to be only for humanoid enemies (things that can kind of speak). I'd love a Potion of Creature Slaying to cover the rest. 75.119.242.195 06:49, 21 October 2012 (UTC)
- Gravelings are counted as ghosts —The preceding unsigned comment was added by 50.66.12.213 (talk • contribs) at 16:21, 31 March 2013 (UTC).
Cleanup[edit]
Short-hand abbreviations like " that are in LoS" really ought to be avoided. --Kristofferus 15:20, 29 November 2012 (UTC)
Blacksmith's identity?[edit]
Who is the unnamed blacksmith that Eir refers to who can mend Magdaer? --1.9.154.198 20:02, 20 October 2015 (UTC)