Crypt of Hearts 2 next to last boss strategy refresher course

AzuraKin
AzuraKin
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i see a lot of people at this fight have no idea what they are doing or using a strategy that is in no way effective for the fight. now i am attaching a picture i hope i do it right as this first time i have tried to do this on this site. in it shows the best attack plan for next to last boss in coh2.

a basic over view is you split group into 8 zones based on the pillar, 4 player zones, 4 safe zones between player zones. each player will pick a north/south pillar, one on each side of the entrances into the bosses area. thier zone will be from that pillar to the 3rd pillar to the west/east. the space between the east/west/north/south pillars is the safe zones. safe zones are buffer zones to ensure not overlap of bubbles. also they provide a safe zone for players to roll into if they get the lion share of the randomy placed bubbles. but you should always aim for the edge of the circles as close to your zone as possible. this is how experts at this fight can do fight and never die (including if another has to use the same safe zone.
https://facebook.com/photo.php?fbid=1259305510775021&set=a.1242320222473550.1073741827.100000867530305&type=3&size=766%2C717
v160 spellsword (nightblade)
v160 restoration archmage (Templar)
v160 battlemage (sorcerer)
v160 restoration archmage (Templar)
v160 warrior (DragonKnight)
v160 assassin (nightblade)
v160 swordsman (sorcerer)
v160 spellsword (nightblade)
  • psxfloh
    psxfloh
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    Link does not work.. maybe better use somethink like http://pasteboard.co/ ?!

    I have another hint for you:
    As soon as the boss draws everyone to the middle, rotate the camera by 180° so you're looking away from him. Like this you can easily spot the additional red circles and have plenty of time to find a safe direction for your dodge roll.
    I know, I know: it looks obvious, but hey..some people might find it helpful. ;)
    Oh, just found a vid from a guy in desperate need of that hint (fight starts around 18:10): https://www.youtube.com/watch?v=DxlPWvLc_OE

    Pro strategy:
    Up your DPS until you get him killed before he even draws everyone close ! :D
    Edited by psxfloh on November 17, 2016 7:14AM
  • Stannum
    Stannum
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    one more strategy: this boss can be killed more easyly by 3 (as nomber of circles depends on nomber of pulled players).
    So tank can wait in the distant corner of the room (really in a distant as if she will be close he will be pulled anyway).
    Another simple and safe but long way to solo this boss with self healing DPS tank (NB sap tank is perfect) the rest of the group waits in the corner. It takes more time but is safe as you will not have any overlaping circles after dodge anyway.
  • AzuraKin
    AzuraKin
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    dancing tanks do a lot of good in this fight, doing it 3 man vs 4 man isnt easier, its just safer when running with people who are learning the dungeon. any pro group will run with all 4 at boss.

    psx with the new set up it is impossible to kill boss before first pull, she pulls roughly every 15s or so (basically if you have to rez someone you may get luck to get a couple skills off before next pull) which 4m health / 4 people that would be 1m damage per person divided by 15s = would equal a needed 66k dps by all 4 players, kinda impossible as the highest claimed dps is only ~55k
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • psxfloh
    psxfloh
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    AzuraKin wrote: »
    psx with the new set up it is impossible to kill boss before first pull, she pulls roughly every 15s or so (basically if you have to rez someone you may get luck to get a couple skills off before next pull) which 4m health / 4 people that would be 1m damage per person divided by 15s = would equal a needed 66k dps by all 4 players, kinda impossible as the highest claimed dps is only ~55k
    oh, right... I just haven't been to every dungeon since One Tamriel.
    So that doesn't work anymore? imho it's actually a good thing that you can't bypass mechanics by pure dps anymore.. ;)

  • DRXHarbinger
    DRXHarbinger
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    psxfloh wrote: »
    AzuraKin wrote: »
    psx with the new set up it is impossible to kill boss before first pull, she pulls roughly every 15s or so (basically if you have to rez someone you may get luck to get a couple skills off before next pull) which 4m health / 4 people that would be 1m damage per person divided by 15s = would equal a needed 66k dps by all 4 players, kinda impossible as the highest claimed dps is only ~55k
    oh, right... I just haven't been to every dungeon since One Tamriel.
    So that doesn't work anymore? imho it's actually a good thing that you can't bypass mechanics by pure dps anymore.. ;)

    Yeah it got buffed. Old COH pledge used to just be an easy 4 sorc job and ol it down in seconds.

    Still just turn around dodge into an area with no red it's so simple. The red at your feet only knocks you down. The ground one does damage. Not jumping into red no worries.

    Of course everyone claims there was no red and the game is broken.
    Edited by DRXHarbinger on November 17, 2016 8:14AM
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  • AzuraKin
    AzuraKin
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    problem with that fight is many people are not aware of the strategy to do it. the strategy i laid out there in op and show in the picture is strategy i came up with long long time ago. it used to be everyone and i mean everyone including top end groups 3 manned that fight as it was easier to do. i am the one that devised this zone set up that allowed 4 people to do it easily and without problems.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Asardes
    Asardes
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    Mezeluth:
    The strategy on the boss that draws players together is actually to spread in a cross pattern around the arena, and keep to the same position throughout the fight. As she lifts you up look back and roll where there are no red circles spread on the ground. You actually have time to roll twice, so it's not hard getting out of danger if you are also looking what the other players are doing. Don't roll onto their circle.

    Nerien'eth:
    Before One Tamriel one of the trickiest parts was keeping those damned ghosts alive. They had so little HP even taunts pushed them dangerously low. Same problem with the boss. Some groups burned him so fast the ghosts didn't have time to spawn. Now they buffed the HP. The only thing you should do in this fight is roll out of the big red circle the boss makes after teleporting and block the blobs he shoots at random player from time to time. Slotting a shield (ex. harness magicka) also helps. Save ultimate for the execute phase - after he grabs the sword. First to draw the ghosts in the middle and nuke them together at the boss - hard mode is actually keeping 4 alive until he grabs the sword . But use only one ultimate, the rest save for the phases where he grabs a player and wants to stab him, there you must really burn his shield fast to save the player.
    Edited by Asardes on November 17, 2016 8:29AM
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  • AzuraKin
    AzuraKin
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    you do realize this strategy is not for the final boss, but the one before the final boss right?
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Tyrion87
    Tyrion87
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    Since there is little time to react during this fight and you can die even if you know what have to be done, I recommend to minimalize the risk of wiping by putting only three players to the fight (or even two if they are good). That's how I did my no death run here. But my tactic as a sorc is to stand next to the entrance, and when I'm pulled in by the boss, I use streak to quickly move back to the entrance and voila - I am alive! :smile:
  • GilGalad
    GilGalad
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    There is one simple trick:
    One player does not dodge and stays in the middle. Therefore the other three players have enough space to dodge without overlapping the circles. Just communicate the tactics before the fight...
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  • SolarCat02
    SolarCat02
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    Gil.Galad wrote: »
    There is one simple trick:
    One player does not dodge and stays in the middle. Therefore the other three players have enough space to dodge without overlapping the circles. Just communicate the tactics before the fight...

    This is how we did it, too.

    Typically we choose the tank to stay middle, but if we have a group member who has difficulty with those mechanics they stay in the middle instead.

    Causes of difficulties can range from not understanding ("Stay in the middle and watch what we do, then you can do it next time we run this"), to medical reasons like color blindness (we have him turn on enemy healthbars in WGT for portal spotting but the floor telegraphs in dungeons get very tricky to call out sometimes), to lag reasons where the red telegraphs don't appear (this has happened to me too, once, so it's a legitimate issue sometimes).
    Why be normal when you can be better?

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  • threefarms
    threefarms
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    Burn and stay away from other group members
  • FrancisCrawford
    FrancisCrawford
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    I just ran into this and the first wipe (and second wipe and third wipe) I've had in the event.

    I have no memory of it despite having completed the dungeon a couple of times before.

    What's not in the guides is the fact that you're not only pulled in but lifted in the air in a way that seems hard to break free from. At that point the red circles are heavily overlapped, and it takes two rolls to get out, which all takes a while.

    What am I overlooking?
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