SastashaIt is a level 15 dungeon, unlocked through the story and drops gear appropriate to that level, capping off the experience for a fight against a Sahagin.
Starting out in Sastasha you will face Bat enemies, and as you move through the beginning section, a few other types will get included.
The first important section comes up when you begin facing Fireflies and Clams. There are multiple Fireflies around each Clam, but they are quite weak.
A Marauder can use Overpower to kill them in 2-3 swings. The main goal during this part should in fact be the Clam. The longer they live, the more Fireflies that spawn. Also take note, one of the Clams has a Treasure Coffer beside it. Once you reach the end of this section, you will reach the first boss.
To activate the boss, you need to interact with the coral. One of them will spawn him, the others will spawn normal foes or poison you.
The boss is a large Couerl, Chopper. This fight will be a simple one. Your tank should hold hate easily as there is only one target. Chopper hits with decent force, but nothing your healer can't keep up with. The only thing to note is his AoE. Make sure to get out of it or else you risk being paralyzed, which can seriously hamper your tanking and DPS abilities.
After killing Chopper, open your chest and proceed into the dungeon. In the tunnels you will face a pirate and two dogs, then will reach another boss fight. This time you will face Captain Madison and 2 pirates. The key here will be enmity control. If you are a Marauder, spam Overpower in the beginning to build up enmity, a Gladiator should do the same but with Flash. Once the tank has hate, focus down the two lower level pirates, then whittle down the captain until he runs away.
After this, you will fight your way into a large room, with many smaller ones on the side. Your goal here is to get a key, which drops randomly from one of the pirates. The best thing here is to just clear them all out, as they give you good experience. A couple rooms will also contain Treasure Coffers. Once you have the key however, go to the Captains Quarters, and unlock it then proceed inside.
This fight is very similar to the Couerl. He hits with good force, but your healer will be able to keep up easily. The tank shouldn't have to much issue keeping hate, and the only thing to avoid is his front, cone shaped AoE. Once dead, grab the chest and key, then head to the door and go deeper into the dungeon.
The next section is actually another boss fight, against Captain Madison again. The beginning to this fight should play out exactly like the first. Have your tank grab as much enmity as they can to hold the enemies on them. Focus down the two weaker pirates first, then start working on the boss. This time however, other enemies will join the fight. If you are quick, the other pirates will be dead, however if your moving more slowly, then you will have 6+ enemies to deal with. To make this fight easy, have your mage use Limit Break on the enemies as the join the fight. Offensive mages have access to an AoE Limit Break nuke, so they can explode the enemies and basically kill them as they spawn. If that is not an option, simply have your tank try their best to control the group while focusing down targets as quickly as possible.
After that fight, you will move into another large room, filled with pirates. If you are looking to get the maximum experience from them, start picking away at them, killing them all. If you just want to fly through this quickly, hug the left wall and fight only the pirates that aggro onto you. Once you get to the gate, prepare yourselves as this is the final boss.
The boss is a single Sahagin, which isn't too tough. The hard part of this fight comes from the potential enemies that spawn during it. Spread around the battle arena are 4 water vents called Unnatural Ripples. During the fight, these will bubble up. When this happens, players have to run to them and interact with them, to disable the bubbles. You have about 5-7 seconds to do so, and if you do not, more Sahagin spawn into the fight. This can cause things to quickly escalate, so it is important to have people keeping an eye on it. This should be the job of mages and ranged characters. Anyone who isn't a melee fighter should be running around to disable the bubbles anytime they are forming. If things get out of hand, the option to Limit Break one of the weaker Sahagins should be available to you, however as long as your group keeps an eye on the 4 vents, the boss himself is quite simple, and you should have no issue killing him, and clearing the dungeon.
P.S.
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