ElderSmitter wrote: »There is a button called Block that non Tanks need to learn how to use more often.
ElderSmitter wrote: »There is a button called Block that non Tanks need to learn how to use more often.
What is this 'block' you speak about, I am unfamiliar with the concept.
Is it like... in Minecraft?
This boss, it hits hard, has multi-swing combos, and applies a bleed. My advice, when you get the notification, burn your current pull asap but leave 1 add alive so the next pull doesn't spawn. Now, just keep your shield up all the time. Avoid the aoes and mechs as much as possible. Dodge roll the multi-swings. Generally kite the boss around your aoes. Honestly, with all the incoming dmg, going glass cannon even in just Arc 3, maybe 4, can be rough, I'd also advise building for more survivability.
IZZEFlameLash wrote: »This boss, it hits hard, has multi-swing combos, and applies a bleed. My advice, when you get the notification, burn your current pull asap but leave 1 add alive so the next pull doesn't spawn. Now, just keep your shield up all the time. Avoid the aoes and mechs as much as possible. Dodge roll the multi-swings. Generally kite the boss around your aoes. Honestly, with all the incoming dmg, going glass cannon even in just Arc 3, maybe 4, can be rough, I'd also advise building for more survivability.
That 1 last add loves to run into my AoE DoT and end up spawning others. I tried relying solely on defensive bar. But it just delays the inevitable splat if you are in a setup that does reasonable amount of damage to clear things in reasonable time. Certain Marauder really is for duo to deal with unless you want to play long 'chip the health' game on a single boss for however long it takes.
IZZEFlameLash wrote: »This boss, it hits hard, has multi-swing combos, and applies a bleed. My advice, when you get the notification, burn your current pull asap but leave 1 add alive so the next pull doesn't spawn. Now, just keep your shield up all the time. Avoid the aoes and mechs as much as possible. Dodge roll the multi-swings. Generally kite the boss around your aoes. Honestly, with all the incoming dmg, going glass cannon even in just Arc 3, maybe 4, can be rough, I'd also advise building for more survivability.
That 1 last add loves to run into my AoE DoT and end up spawning others. I tried relying solely on defensive bar. But it just delays the inevitable splat if you are in a setup that does reasonable amount of damage to clear things in reasonable time. Certain Marauder really is for duo to deal with unless you want to play long 'chip the health' game on a single boss for however long it takes.
Personally I've found leaving an archer or at least a ranged mage to be ideal when fighting a marauder boss. As for clearing things in a reasonable time, building for survivability and getting visions and verses to make up the loss in dmg works well. Take for example the support visions from each avatar set, or maybe the exsanguinate and magical multitude verses, they do wonderful dmg.

The storm one defo needs to be adjusted, namely the summoned AoE spam...
I mean look at this
and each one of those aoes moves fast as a bat outta hell and does about 20K a tick to ya