PC EU here. I've seen both this and taking the boss to the "side area" near the ramp up to the door.
The3sFinest wrote: »I just love the second boss of that dungeon, keep beating away on Praxin while I take out these little pointless adds that keep popping up.
hcbigdogdoghc wrote: »It's spindleclutch II pledge day, so I need to say this.
No he doesn't stop healing when he's on top.
No it doesn't make hm easier when he's on top, the captives are tanky [snip] it's literally impossible to kill them.
In fact killing the boss on top makes things harder, because blood pool's in the way and you are stuck in a tiny corner of the room.
So. Stop. Telling. Me. To. Take. Boss. To. The. Top.
It does literally nothing, yes, nothing. Killing the boss up top or killing the boss where he spawns makes absolutely, zero, difference. ZERO. 0.
Together we can let this myth die. Spread the word.
[edited for profanity bypass]
spartaxoxo wrote: »Don't people do it up there to make it easier to not accidentally kill the sacrifices for hard mode?
Whatever. I, be it tanking it or dps'ing it, tend to stay on top (old habits xD). It takes less than 10 seconds to bring boss up (if I tank) or for me to go down (if dps). I just follow the pug, if someone goes telling about boss position on chat, I just follow them. Takes more time to argue/explain. Not a big deal and no reason to get angry about this.
JanTanhide wrote: »spartaxoxo wrote: »Don't people do it up there to make it easier to not accidentally kill the sacrifices for hard mode?
Nah, it makes zero difference where the boss is. And let me ask you this: It's ALWAYS hard mode. Have you ever seen this boss kill a sacrifice? I have run that dungeon hundreds of times in Vet and I've never seen a sacrifice die. Never.
I have PUGGED it more times than I can remember (Vet of course) and never take the boss to the door. It's just silly. But alas, have you ever seen this boss kill a sacrifice? I've never seen it happen. I guess it's possible but even with 15K DPS group damage PUG runs I've not seen it.
JanTanhide wrote: »spartaxoxo wrote: »Don't people do it up there to make it easier to not accidentally kill the sacrifices for hard mode?
Nah, it makes zero difference where the boss is. And let me ask you this: It's ALWAYS hard mode. Have you ever seen this boss kill a sacrifice? I have run that dungeon hundreds of times in Vet and I've never seen a sacrifice die. Never.
I have PUGGED it more times than I can remember (Vet of course) and never take the boss to the door. It's just silly. But alas, have you ever seen this boss kill a sacrifice? I've never seen it happen. I guess it's possible but even with 15K DPS group damage PUG runs I've not seen it.
On a similar note, I wish they'd add scrolls for the dungeons without.
Like for that fight, it makes the sacrifices invisible. It's not an issue with that dungeon, but pugs ruin other pledges.
Engine guardian - people pull levers for some reason. I don't even know what they do, apart from losing a key. Read the scroll so it disables them.
Fungal grotto 2 - Pugs have run in the husk, losing a key. Read the scroll , husk doesn't spawn.
Not a major deal, but I've lost keys before in these dungeons as a result. In which case I coulda done it on normal in 5 minutes.
The boss doesn't kill the sacrifices. Players can kill the sacrifices to make him easier to kill, since he can't heal then. It's the players' behaviour that determines hard mode, not the bosses.
Iceman_mat wrote: »Aside from older mechanics that don't apply anymore, it is also to keep his jump around mechanic to a small radius.
He still heals but when he jumps, it makes it easier to focus him and stack synergies.
-cheers
That is plain wrong. He jumps around to all group members, so if they are stacked on him, regardless of where he is, he will jump in place.
The3sFinest wrote: »I just love the second boss of that dungeon, keep beating away on Praxin while I take out these little pointless adds that keep popping up.
spartaxoxo wrote: »The boss doesn't kill the sacrifices. Players can kill the sacrifices to make him easier to kill, since he can't heal then. It's the players' behaviour that determines hard mode, not the bosses.
Correct me if I'm wrong, but didn't he used to kill them?
Like I feel the way that it worked back then is he would drain the sacrifices to heal. And if he drained them enough times, they died. The easy way was to kill the sacrifices yourself so he couldn't heal. The hard mode is to kill him without letting any die.
So you had to avoid killing them yourself while still having enough damage output to kill him quickly through the self healing.
And people cheesed this by going up the ramp so they both didn't have to worry about accidentally killing them (high damage groups) or making the hard mode impossible because the dps was too low to kill him through all that healing and stop him from draining a sacrifice. I believe pulling him up there caused him to skip some drains as he didn't have LOS of the sacrifices. Thus lowering the dps output needed and also making it easier to avoid killing sacrifices.
So the hard mode was supposed to be rewarding saving the sacrifices even though it made the fight harder. But it never ended up that way in practice because people just cheesed it.
I feel like that is how it worked but I may be remembering something wrong.
Its_MySniff wrote: »Out of the many times I've tanked it, I've only had one person say anything about going to that spot. I thought they were refusing to fight, so I took the boss to them. Doh! Anyway, I didn't find it helpful. Most groups I've been in do fine, pugs of course. Now, the VBC2 corner cheese helps with new players, low skilled or whatever, I'd rather jus fight the boss tho. Cheers.
Do you mean pulling the big deadroth to the fire?
I used to no do that, but with low DPS pugs that fight can take several minutes. Pulling him into to fire cuts the fight time in half or more with low DPS groups. That is one tanking strategy, specially vet PUG tanking, that I think is 100% worth it, if that is the one you are talking about.
Iceman_mat wrote: »Aside from older mechanics that don't apply anymore, it is also to keep his jump around mechanic to a small radius.
He still heals but when he jumps, it makes it easier to focus him and stack synergies.
-cheers
FatelessLava wrote: »
Do you mean pulling the big deadroth to the fire?
I used to no do that, but with low DPS pugs that fight can take several minutes. Pulling him into to fire cuts the fight time in half or more with low DPS groups. That is one tanking strategy, specially vet PUG tanking, that I think is 100% worth it, if that is the one you are talking about.
They mean on the last boss, if you pull him to the corner close to the entrance ramp I think it is, the adds that spawn will not leave the circle, meaning tank doesn’t have to deal with 5 daedrorths when the boss still has 90% damage because dps is really low, even to cleave. It sucks if you’re melee but it beats the adds wrecking everything.
Grandchamp1989 wrote: »PUG tanking is literally where dreams goes to die.
-If you rush and makes Big trash piles people seem to be 40km behind dragging a**.
-If you go at a normal pace someone always see it as an invitation to run ahead of you and pull.