I might one of these days try to normal solo dlc dungeons one of these days, well except bloodroot forge. I know I def can't normal solo that one. Heard people say that mazzutan normal is soloable but never tried to solo it on normal. Still remember when I tried to do vet direfrost keep solo... yeah I couldn't figure how to get past the two metal plates. I've done other dungeons on veteran solo but I honestly only remember tempest island doing solo. Can't remember the other ones.
I might one of these days try to normal solo dlc dungeons one of these days, well except bloodroot forge. I know I def can't normal solo that one. Heard people say that mazzutan normal is soloable but never tried to solo it on normal. Still remember when I tried to do vet direfrost keep solo... yeah I couldn't figure how to get past the two metal plates. I've done other dungeons on veteran solo but I honestly only remember tempest island doing solo. Can't remember the other ones.
Not sure how Mazz can be done solo. How do you handle statues on the last boss solo when you don't know which statue is active and all of your buttons change? You won't be able to heal yourself at that point until you destroy the correct statue.
Add it so that she occasionally moves around. Also add where her aoe attacks clear up windstorms.
Just get melee on her then roll Dodge out
kylewwefan wrote: »The whole dungeon is a piece of cake pugging on Vet. Then you get to the last boss.
You move away to avoid the one shot. You hit a tornado thing and get stunned. She lunges at you and you’re now dead. The tank acts like he’s doing something and can’t be bothered to pick anyone up cause he’s the tank. So does the healer. The other DPS moves over there to get you up and she lunges and kills him too.
The tank now uses 1500 frost staff heavy attacks to kill the boss solo while the 2 Damage dealers left the group and the healer went offline.
F this dungeon. No one cares if you can solo this dungeon in your tanky build quasi DPS.
I know I've often heard people call this boss one of the hardest (non dlc) final bosses of a dungeon. But as someone that can solo vet her I can't say I agree and think of a certain bone pirate captain that is far worse than she is. Doing this dungeon enough times on normal I was finally able to figure out that her attacks are mainly based on a sort of distance check. One distance check for her lunge attack, one for aoe, and another for her raising her hand and you being zapped (admittedly very powerfully zapped). I can verify that if you get too close to her that she doesn't do the raise hand attack but instead within the safe range of the zap she instead uses her aoe attack. This same attack of hers makes people fly a great enough distance where you become in range of 2 of her other distance checks. One being the lunge attack and the other being her raising her hand to zap you. Now note there is a safe distance in between the aoe attack acceptable range and the safe range the boss will do her lunge attack that you can prevent her from ever using aoe or lunge attacks of hers. It can be literally be redundant where you can barrier and normal attack her to death. There is another of her attacks that will always happen and more show up based on how long the battle stretches on... her windstorms. There are areas where those storms hardly hit at, but there are areas where you can trick to not show up ever. Standing in those spots and luring the boss over to those areas can make it so that you can shield and normal (heavy or light) attack her to death. Literally only one person is needed to do this trick. What I propose is a slight ai adjustment in the bosses routines. Add it so that she occasionally moves around. Also add where her aoe attacks clear up windstorms. Reason why I say this is I rather this boss not be something of a sort of stale fight. I tend to just use the distance check and not use the out of bounds sort of thing. She is literally not the hardest boss in that entire dungeon to try to fight solo, that would be Valaran Stormcaller, I think he is by far the most challenging boss fight to do solo.
Again this post is really just to spice up the dungeon and suggestions to change up some things. The distance check does seem like a logical thing when it comes to the boss fight. But for the boss to not move? I've done the dungeon 13 times vet solo. I really think she needs to move now and then. like every 3 minutes or something. Also adding where her aoe attacks clear up windstorms might spice it up a bit, make a reason to not keep within her safe distance always.
Spacemonkey wrote: »I know I've often heard people call this boss one of the hardest (non dlc) final bosses of a dungeon. But as someone that can solo vet her I can't say I agree and think of a certain bone pirate captain that is far worse than she is. Doing this dungeon enough times on normal I was finally able to figure out that her attacks are mainly based on a sort of distance check. One distance check for her lunge attack, one for aoe, and another for her raising her hand and you being zapped (admittedly very powerfully zapped). I can verify that if you get too close to her that she doesn't do the raise hand attack but instead within the safe range of the zap she instead uses her aoe attack. This same attack of hers makes people fly a great enough distance where you become in range of 2 of her other distance checks. One being the lunge attack and the other being her raising her hand to zap you. Now note there is a safe distance in between the aoe attack acceptable range and the safe range the boss will do her lunge attack that you can prevent her from ever using aoe or lunge attacks of hers. It can be literally be redundant where you can barrier and normal attack her to death. There is another of her attacks that will always happen and more show up based on how long the battle stretches on... her windstorms. There are areas where those storms hardly hit at, but there are areas where you can trick to not show up ever. Standing in those spots and luring the boss over to those areas can make it so that you can shield and normal (heavy or light) attack her to death. Literally only one person is needed to do this trick. What I propose is a slight ai adjustment in the bosses routines. Add it so that she occasionally moves around. Also add where her aoe attacks clear up windstorms. Reason why I say this is I rather this boss not be something of a sort of stale fight. I tend to just use the distance check and not use the out of bounds sort of thing. She is literally not the hardest boss in that entire dungeon to try to fight solo, that would be Valaran Stormcaller, I think he is by far the most challenging boss fight to do solo.
Again this post is really just to spice up the dungeon and suggestions to change up some things. The distance check does seem like a logical thing when it comes to the boss fight. But for the boss to not move? I've done the dungeon 13 times vet solo. I really think she needs to move now and then. like every 3 minutes or something. Also adding where her aoe attacks clear up windstorms might spice it up a bit, make a reason to not keep within her safe distance always.
You can also just stand near a wall, so when she pushes you away, you get pushed a whole 2 feet away from her. So you can never get hit by any other main attack. Thats how I do it. She's easy to tank. The stupid stunning tornadoes are not. Which is what makes it pretty hard on Vet. (On normal those tornadoes dont really do anything)
Tan9oSuccka wrote: »I think this boss fight is fun.
Mostly because people used to bring her out of the area to cheese her. Now that it’s fixed, people are completely stumped.
Peekachu99 wrote: »Stay close when she’s not exploding, move away when she is. This fight isn’t rocket science if you have a modicum or spatial awareness. I’ve solo’d her any number of times on my tanks.
Kali_Despoine wrote: »Easy boss is easy.
Stay close
Tank needs to learn mechanics of ranged attack bosses
If you don't have the deeps you will have a hard time
Get out and get back in quick during aoe attacks
Vortex are hard to see don't stand in or next to one
Longer the fight the more vortex there will be
Easy is easy