Yeah, but it literally took us 3 hours, so it was painful. No-death and speed run were a whole lot easier...
Here's a couple of tips that might help:
1. Take it easy on the dps, she spawns the ice mages every 20% so you have all the time you need to res and get back on your feet.
2. The arena is basically spread into three sections. As you only have about 2 seconds to get out of the poison cones, you have to stand right on the border between two of them to make sure you can just sidestep into the other one. This is really important. Also, have everyone stand on the same border so you can reliably shield the person that gets beamed.
3. You can sidestep the fire waves while standing right in front of the boss. It literally doesn't hit you when you stand in her face and strafe left and right.
4. Assign one person to each of the mechanics. We found best to be: One DD on the Orb because it isnt always there when you need it. As soon as you see that the ice mages die in time, go grab it as it takes a few seconds to arm. The other DD should use the geyser. Helaer can use the ice aoe, and the tank can go grab the shield because the tank doesnt have anything to do in the ice phase, so the can just watch where the shield will go and run there.
There's a few things that they need to change:
Increase the reaction time to the poison by at least 2 seconds. It is insane, with all the snares there you can't move. Can't remember how often I died on my tank because I couldn't dodgeroll and was snared by at least 80%.
Fix the poison geyser mechanic. It spawns only half the time, so annoying. For as long as this bug is there, make sure to assign a DD to it and res immediately after the three poison waves are over.
@Masel92 Would it work to have the tank run a backbar 2H for Forward Momentum to get rid of the snare? If the snare is a problem, snare immunity or purge spam should help tremendously. Keep in mind I have zero experience in the new dungeons and close to zero knowledge of them atm lol. Just a thought though upon reading your comment.
Yeah, but it literally took us 3 hours, so it was painful. No-death and speed run were a whole lot easier...
Here's a couple of tips that might help:
1. Take it easy on the dps, she spawns the ice mages every 20% so you have all the time you need to res and get back on your feet.
2. The arena is basically spread into three sections. As you only have about 2 seconds to get out of the poison cones, you have to stand right on the border between two of them to make sure you can just sidestep into the other one. This is really important. Also, have everyone stand on the same border so you can reliably shield the person that gets beamed.
3. You can sidestep the fire waves while standing right in front of the boss. It literally doesn't hit you when you stand in her face and strafe left and right.
4. Assign one person to each of the mechanics. We found best to be: One DD on the Orb because it isnt always there when you need it. As soon as you see that the ice mages die in time, go grab it as it takes a few seconds to arm. The other DD should use the geyser. Helaer can use the ice aoe, and the tank can go grab the shield because the tank doesnt have anything to do in the ice phase, so the can just watch where the shield will go and run there.
There's a few things that they need to change:
Increase the reaction time to the poison by at least 2 seconds. It is insane, with all the snares there you can't move. Can't remember how often I died on my tank because I couldn't dodgeroll and was snared by at least 80%.
Fix the poison geyser mechanic. It spawns only half the time, so annoying. For as long as this bug is there, make sure to assign a DD to it and res immediately after the three poison waves are over.
@Masel92 Would it work to have the tank run a backbar 2H for Forward Momentum to get rid of the snare? If the snare is a problem, snare immunity or purge spam should help tremendously. Keep in mind I have zero experience in the new dungeons and close to zero knowledge of them atm lol. Just a thought though upon reading your comment.
Our tank was using purge, yet he was still dying because of this snare he couldn't roll dodge in time.
Assign one person to each of the mechanics. We found best to be: One DD on the Orb because it isnt always there when you need it. As soon as you see that the ice mages die in time, go grab it as it takes a few seconds to arm. The other DD should use the geyser. Helaer can use the ice aoe, and the tank can go grab the shield because the tank doesnt have anything to do in the ice phase, so the can just watch where the shield will go and run there.
VoodooWasser wrote: »We tried today in Vet and we just couldn't manage to get past the two ogres near the beginning, the big melee guy hits for like 70k and we died a lot so we gave up for now. Also i noticed the alchemist guy has nearly 6mil health on norm seems a bit over tuned if you ask me.
Play the mechanic correctly and you will beat him:ceep them separated from each other so they dont get buffed, freeze yourselve when melee does his frost attack, hide behind big ice pillar when mage does his ice ball attack. Kill them nearly at the same time.
We tried today in Vet and we just couldn't manage to get past the two ogres near the beginning, the big melee guy hits for like 70k and we died a lot so we gave up for now. Also i noticed the alchemist guy has nearly 6mil health on norm seems a bit over tuned if you ask me.
azoriangaming wrote: »as someone who plays solo doubt i'll even try
lassitershawn wrote: »You can survive the water spout from the lemonhead every time by making sure both cones won't hit you while in it. After trying this I didn't die once in the spout (went up it about 15 times in row before we cleared after figuring this out so pretty sure it wasn't just really good luck). Doesn't fix it not spawning but makes it easier to get a lucky run.
Yea what the hell is up with that attro and nereid? We only had them spawn once on our tries but still. It seemed random. But I have to agree the amount of RNG from this bossfight is the worst I have ever seen. Even worse than Lord Warden fight and last boss in vet Mazzatun. It had me pulling my hair out on several occasions. Even when you fight close to the statue, if you get cc'ed and poison comes. It's RIP. Worst boss fight in the game. Really the most terrible design I have ever seen.beetleklee wrote: »Capt_Morgan wrote: »I loved how poison spout spawning is a 50/50 chance. Also the telegraph on the poison spray from the dragon needs like a half second longer. If you get the AoE while in center of the cone there is literally nothing you can do. We had to straddle the edge of the three "cones" in order to get out in time with any hope... Also, also! Having the dragon breath coming as next mechanic after zaan beam is legit the most dumbest mechanic I have ever seen, since you are soft CC'd while floating back to the ground and the poison wave passes before you can move your living or dieing is literally a roll of the dice when that happens. No possible way to survive that.
My advice, bring three Magplars in kagrenac and one DK Tank. Rez game needs to be on point.
10/10 buggiest dungeon I've ever played.
Yeah the poison spew is awful. A few times I died because I was caught in the middle and even if I dodgeroll straight away, I'll die right on the edge of it. A few times I died because yeah...the Zaan beam softs CC's you and doesn't give you enough time to get away because OF COURSE the poison spit spawns right on top of you.
Didn't do hard mode yet, but even the non-hard mode is a little buggy. Sometimes in the beginning the ice atro and nereid will be there with the boss, sometimes they aren't.