SilverBride wrote: »This is actually my favorite, as long as I have a lot of space to kite him around. If I get him in a small enclosed area he usually wins.
AnduinTryggva wrote: »SilverBride wrote: »This is actually my favorite, as long as I have a lot of space to kite him around. If I get him in a small enclosed area he usually wins.
That is a huge flaw that you can win only if you can kite him. We are again at the discussion melee vs ranged. Basically melee players cannot win. The other two marauders are totally different: you don't have to kite them but stay close to them and bock them in time. For a ranged player it does not matter how far one stands from the boss. For melee it makes a huge difference.
In most cases melee builds will have their damage abilities on the front bar and on the backbar their support skills and maybe some dots. Even if they run a ranged weapon on the backbar it makes the task so much more difficult.
It is just a really bad bad game design.
AnduinTryggva wrote: »
That is a huge flaw that you can win only if you can kite him. We are again at the discussion melee vs ranged. Basically melee players cannot win.
TairenSoul wrote: »I think most of the bosses in IA are too hard. It's hard to enjoy a part of the game that is basically a beat down/loss every time you play it. I don't want it crazy easy, but does it have to be so hard that it's virtually impossible to get by? {I'm writing this as a level 2856 toon with very high dps, so it's not like I'm a noob.)
For me, the bosses are all about mechanics
tsaescishoeshiner wrote: »Ruinach light attacks appear to be doing 3-4x damage in the Archive. Both Gothmau and the cycle boss Ghemvas deal light attacks that hit 3x harder than bosses of their own level.
So I think it's potentially a bug with ruinach bosses in the Archive.
I don't mind one marauder being harder than the others (it helped me get tankier much faster lol), the damage just seems way more than the other marauders and cycle bosses.
TairenSoul wrote: »I think most of the bosses in IA are too hard. It's hard to enjoy a part of the game that is basically a beat down/loss every time you play it. I don't want it crazy easy, but does it have to be so hard that it's virtually impossible to get by? {I'm writing this as a level 2856 toon with very high dps, so it's not like I'm a noob.)
At which point are they too hard for you?
For me, the bosses are all about mechanics and understanding how they differ from their normal counterparts. The Archive isn't something where you can brute force things and get deep, adjustments and learning is important. And in my many runs, it's rarely bosses that end my runs, it's the tedium of getting bad verses/visions for my builds and getting bored and cutting runs off before I run out of threads.
TairenSoul wrote: »TairenSoul wrote: »I think most of the bosses in IA are too hard. It's hard to enjoy a part of the game that is basically a beat down/loss every time you play it. I don't want it crazy easy, but does it have to be so hard that it's virtually impossible to get by? {I'm writing this as a level 2856 toon with very high dps, so it's not like I'm a noob.)
At which point are they too hard for you?
For me, the bosses are all about mechanics and understanding how they differ from their normal counterparts. The Archive isn't something where you can brute force things and get deep, adjustments and learning is important. And in my many runs, it's rarely bosses that end my runs, it's the tedium of getting bad verses/visions for my builds and getting bored and cutting runs off before I run out of threads.
I seem to get Laatvulon more than necessary. He one-shots me every time. I've tried many different approaches and obviously not the correct ones! LOL It doesn't seem to matter what mechanics I try. He gets me every time and really fast. Any ideas for him and I'd be grateful!
The only real one-shot they have is their breathe weapon during the flying phase. That one is rough cause of lack of ground marker, you just have to keep eyes on them and when you see their flight path rush to the side where they don't hit. That's pretty much the trick there. It cover about 70-80% of the circle area where it's safe to be so getting to safety is priority, ignore the atronachs and rush. They do this twice, so keep eyes in the sky.
BretonMage wrote: »The only real one-shot they have is their breathe weapon during the flying phase. That one is rough cause of lack of ground marker, you just have to keep eyes on them and when you see their flight path rush to the side where they don't hit. That's pretty much the trick there. It cover about 70-80% of the circle area where it's safe to be so getting to safety is priority, ignore the atronachs and rush. They do this twice, so keep eyes in the sky.
Isn't this marked with a big red circle? The part where you basically move to the edges of the platform, at which time Laatvulon lands and knocks you right off the platform.
BretonMage wrote: »The only real one-shot they have is their breathe weapon during the flying phase. That one is rough cause of lack of ground marker, you just have to keep eyes on them and when you see their flight path rush to the side where they don't hit. That's pretty much the trick there. It cover about 70-80% of the circle area where it's safe to be so getting to safety is priority, ignore the atronachs and rush. They do this twice, so keep eyes in the sky.
Isn't this marked with a big red circle? The part where you basically move to the edges of the platform, at which time Laatvulon lands and knocks you right off the platform.
That's the fire dragon, L is the Ice Dragon.
I've never been knocked off on landing, or at all. You dodge/block Fus'Ro'Dah and wing slaps.
BretonMage wrote: »BretonMage wrote: »The only real one-shot they have is their breathe weapon during the flying phase. That one is rough cause of lack of ground marker, you just have to keep eyes on them and when you see their flight path rush to the side where they don't hit. That's pretty much the trick there. It cover about 70-80% of the circle area where it's safe to be so getting to safety is priority, ignore the atronachs and rush. They do this twice, so keep eyes in the sky.
Isn't this marked with a big red circle? The part where you basically move to the edges of the platform, at which time Laatvulon lands and knocks you right off the platform.
That's the fire dragon, L is the Ice Dragon.
I've never been knocked off on landing, or at all. You dodge/block Fus'Ro'Dah and wing slaps.
Yes, you're right, I had Laatvulon just then. I've never been able to block any of the wing attacks myself (am I just not fast enough?), and have learnt to stay in front of their face at all times, where the attacks can be blocked.
AnduinTryggva wrote: »That is a huge flaw that you can win only if you can kite him.
DragonRacer wrote: »BretonMage wrote: »BretonMage wrote: »The only real one-shot they have is their breathe weapon during the flying phase. That one is rough cause of lack of ground marker, you just have to keep eyes on them and when you see their flight path rush to the side where they don't hit. That's pretty much the trick there. It cover about 70-80% of the circle area where it's safe to be so getting to safety is priority, ignore the atronachs and rush. They do this twice, so keep eyes in the sky.
Isn't this marked with a big red circle? The part where you basically move to the edges of the platform, at which time Laatvulon lands and knocks you right off the platform.
That's the fire dragon, L is the Ice Dragon.
I've never been knocked off on landing, or at all. You dodge/block Fus'Ro'Dah and wing slaps.
Yes, you're right, I had Laatvulon just then. I've never been able to block any of the wing attacks myself (am I just not fast enough?), and have learnt to stay in front of their face at all times, where the attacks can be blocked.
The key is don't get near the wings. There is no reason for you to anyway. When he lands, just stay still because when he lands, even if he is facing the wrong way, 9 times out of 10 he turns to face you correctly (every now and then something goes buggy, he doesn't behave correctly, and I get wing-slapped off the platform). Then just tank/self-heal through bites and blasting breath, DPS him, and you only need to actively block when he does his Fus Ro Dah, which is telegraphed as coming by the usually gold line streaks coming out of the head that all enemies do to telegraph an impending heavy attach that you should block. If you do not block that or don't have stamina to block, then, yes, that will knock you off the platform as well.
That's basically the strategy for any and all dragons.