Dragonwilds:Kuldra/Strategies
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This is a strategy guide to defeating Dragonwilds:Kuldra. Depending on the player's world difficulty, please refer to the relevant strategy section.
Inventory Preparation
Kuldra is a power level 9 boss entity. Players must be at or above power level 7 and prepared well to survive them. It is highly recommended that players collect all Dragonwilds:sanguine urns found throughout Ashenfall to increase the chances of surviving against this boss.
Foods/Drinks
At the basic level of preparations, players should have a minimum of three slots dedicated to food and drink. One slot holds food items that give pure health and no perks, another slot with food items that give both health and food perks, and the final slot for infusions that give hydration and buffs. For quick activation, it is recommended to place the items in the first or final three slots of the hotbar (default: 1, 2, 3 or 6, 7, 8).
Players can also have an extra slot (default: 5) to dedicate to potions that may help in fighting against the boss, but as players only have one potion buff slot, it is recommended to use the most appropriate potion available to you.
Consumable Items
Depending on the preferred combat style, it is recommended to have a slot purely dedicated to a one-time use stackable item that enhances the held weapon/abilties.
- Dragonwilds:Whetstone for melee fighters.
- For each whetstone consumed, it enhances the held weapon's damage by an additional two points for ten minutes.
- Dragonwilds:Magical focus for magic fighters.
- For each magical focus consumed, it enhances the staff/wand damage output by 15% for ten minutes.
- If using this item, and if the boss encounter allows it, it is recommended to use the Dragonwilds:lesser Magic potion buff alongside it as this increases the damage output by a further 10%, totaling 25%.
As there is nothing currently available for Ranged users to use in terms of consumable items to enhance damage output, it is not listed here.
Spells/Enchantments
It is heavily recommended (or required if using magic) that players have multiple runes in their rune pouch ready to cast spells or enchantments to further enhance their combat effectiveness. For magic players or those using melee enchantments, Kuldra is weak or neutral to [Insert Weakness Here].
Aside from that, you will need runes to cast the following enchantments:
- Dragonwilds:Surge for the ability to increase dodging/evasion distance up to three times for the cost of one action.
- Dragonwilds:Tempest Shield for the melee and crossbow fighters to block a more variety of attacks, including seemingly unblockable ones.
- Dragonwilds:Enchant Weapon: Air or Dragonwilds:Enchant Weapon: Fire
- Enchanting the held melee weapon with air increases the attack speed and damage output. The damage output is increased by 33%.
- Enchanting the held melee weapon with fire increases the damage output by 33%, but also inflict the Burning debuff on critical hits, dealing 15% of the weapon's base damage.
- Dragonwilds:Spectral Arrows for two-handed ranged weapons.
- While the effect only allows the arrows to pierce multiple enemies in the path of the arrow's flight, this does increase the damage of said arrow.
- Dragonwilds:Internal Alchemy to allow players to refresh active food/drink buffs to a full timer.
- This requires a minimum of six or more seconds left on the active buffs to be refreshed.
- This spell does not effect potion buffs, so players will need to keep an eye on any active potion timers.
- Dragonwilds:Magical Mending to repair any broken or low durability gear.
- This spell has a wide area of effect and can affect multiple dropped gear pieces at the same time.
- This spell can only return up to 50% of durability to the affected items and does not consume any other resource save for the runes to cast the spell.
Presets
Based on the player's preferred combat style, the inventory layout should appear like this:
Strategy Guides
Kuldra has a total of four phases, the first three requiring you to hit her with the device's blast a total of six times before she starts the next phase. Unlike previous bosses, Kuldra cannot be damaged by players alone, players will require to use the anima canon to do enough damage on her before being able to enter her body and attack her heart.
Main attacks
Kuldra's many heads will have basics abilities fired on you as you are charging up the Anima Cannon. Her main head will shoot a beam of energy our of her mouth across the arena. After that, at random, each head will begin their attack before she does her beam attack again. Green will spit a sludge of poison, red will shoot 5 fire ball into the air, landing in random areas, while one of them is targeted where you last stood. The white will shoot an ice shard into the arena where it will attempt to freeze the player, and the blue will shoot lighting towards you.
Hatchlings
During your encounter, a Dragonwilds:Dragon Hatchling will fly into the arena each phase and attack you. They are just like regular dragons you fought. Killing them would give you the anima element needed to either activate the Anima canon, or activate the Anima Orb Dispenser.
Phase 1
In this phase, Kuldra will use her main attack calmly, giving you enough time to dodge and plan your move. You'll first need to get rid of the blue dragon hatchling that will appear, as killing it will allow you to absorb water anima for the Anima Pylon and the dispenser. There is also a Crystallised Anima for you, or your partner(s) to use for the dispenser. You will need to use the Anima Orb on the cannon twice, and fire a total of 6 anima blast at her. At the end of this phase, all hatchlings will automatically die, Dragonwilds:Commander Zilyana will appear with a barrier around her (like in the raid) for your protection, make sure you hide within it, or you will take rapid damage from Kuldra's special attack.
Phase 2
At the start of this phase, you will be teleported to a new platform where you will need to repeat the same action. Of course, Kuldra will first use all of her main attack more aggressively and quickly, it is advised that you dodge and avoid them first before attempting to reactivate and use the cannon. Kuldra's red head attack will now do 7 spots of his fire ball and shoot a few more of them, he green head will shoot two poison sludge, where you last stood, the white will use two ice shards, and the blue will continue to shoot lighting. In this phase, a red dragon hatchling will appear, killing it will give let you absorb the fire anima in you for the pylon.
Just like the last phase, you will need to activate the dispenser, the cannon and fire. And Zilyana will appear to protect you and teleport you to the next arena.
Phase 3
Like the second phase, Kuldra will start attacking by using all of her main attack aggressively, and at the same time now. As before, it is advised that you dodge before you start going through the dispenser, cannon activation and so on. the hatchlings will also appear as before, but as either a blue or red one. Template:Sic At the end of this phase, Kuldra will be knocked down and a bridge will open leading to her main head to enter her mouth.
Phase 4
The final phase has you entering Kuldra's body and attack her heart. In here, you will have to fight Dragonwilds:Kuldra's Heart and several Dragonwilds:Heartworms. Without the worms, Kuldra can use poison explosion to damage the player, so it is advice that you use your Super Antipoison Potion and dodge, the lower the Hp the more explosion she does. Also keep an eye out for the worms, as they do respawn. Once you see the hp reach 0, Run to the exit as fast as you can. (at the moment it seems not to matter). You can safely attack the heart from the entrance tunnel with ranged or magic to avoid most of the poison explosions and rarely will heartworms spawn in the tunnel.