After defeating an Ascalonian Lieutenant, I learned that dungeon raiding would not be a quick affair. A cutscene revealed the ghost of King Adelbern, the human king from the original Guild Wars. Adelbern had gone mad since the events of the first GW and vowed vengeance against Rytlock and our party. To draw out Adelbern, we had to take out all of his lieutenants in three separate boss fights.
Rogg Ironlight offered strategy against the first of these bosses, Master Nente. Nente needed to be attacked from a distance, but we also had to avoid his summoned pets and teleportation attacks. While some of our party fell throughout the fight, they could respawn at the dungeon entrance and rejoin the battle at any time. Nente was soon defeated, but our party would meet our end at the next boss fight.
The fallen lovers, Ralena and Vassar, proved incredibly difficult. Vassar's maelstrom would draw us closer to him, where he would make short work of anyone nearby. I tried to stay far away and attack with clones, but Ralena hit a lot harder than I did and dispatched me in two hits. Clones were of little help, as the lovers sliced through them like a hot knife through butter. Our strategy ultimately proved clumsy and uncoordinated, so when one of our party members dropped out, the rest of us quickly followed suit. The Ascalonian Catacombs would remain unconquered -- for now.
With my dungeon raid an utter failure, I decided to explore a different aspect of the Guild Wars 2 experience -- World vs. World. While Player vs. Player has always been a popular part of the original GW, World vs. World has become incredibly popular to the point that queues would last hours. To get an idea of what I was in for, I hit the Eternal Battlegrounds and Crystal Isle Borderlands, where I learned that the overall idea of WvW was to control territories.
My group battles at the entrance to the Ascalonian Catacombs