
It’s been a long time since I’ve been in there but based on what you’ve said, I’m going to guess you didn’t stand far enough back. If the add you’re having trouble with is ranged, then you need to outrange it for it to move. I’ve done it where I go all the way up the stairs to where the main boss spawns.
I don’t remember exactly why they’re separated but I don’t think it’s like MoS. I think it’s just to reduce mechanics the dps have to deal with.
AvalonRanger wrote: »It’s been a long time since I’ve been in there but based on what you’ve said, I’m going to guess you didn’t stand far enough back. If the add you’re having trouble with is ranged, then you need to outrange it for it to move. I’ve done it where I go all the way up the stairs to where the main boss spawns.
I don’t remember exactly why they’re separated but I don’t think it’s like MoS. I think it’s just to reduce mechanics the dps have to deal with.
"I don’t remember exactly why they’re separated ..."
If taunt separation failed, Main boss try to pull everyone into the explosion center, and get huge damage.
Maybe, sorcerer banner add was the ranged combat style enemy. So that one didn't follow me even with taunt.
I should have used Dragon Knight chain skill for it.
You either missed the taunt. Or didn't get far enough away. The minibosses cannot be chained, and the ranged miniboss, because it's ranged, will follow only if you get very far away from it.AvalonRanger wrote: »I taunted both of them, however, sorcerer banner guy keep standing A-zone,
No. The "explosion" (pull-in) is scripted to take your health down to about 1%, and it ignores shields, magma, etc. The only way in which distance matters is if you're so far away that you cannot be pulled in.Necrotech_Master wrote: »the explosion does more dmg the further you are away
Necrotech_Master wrote: »the explosion happens when boss hits certain health thresholds i believe (75, 50, 25), the explosion does more dmg the further you are away, up until your past its range
you dont need the adds on top of you as long as you got a ranged taunt to keep them busy
the idea for the strategy is the tank keeps adds away so the dps can burn the boss, the adds (the minibosses of the previous stage bosses) generally are fairly dangerous with all of the debuffs and cc that they have, so the tank keeps them away and just stays alive
if you have good dps in the group, the whole fight should be under 5 min
So the three main things to worry about with Hiath are...
- His fire mechanic, where he places a fire circle on everyone in range. This happens on a timer. These fire circles will later drop onto the ground, denying space on the ground and spawning a fire atro.
- His spawn of minibosses from earlier arena rounds. This happens at health percentages. These minibosses are more problematic than Hiath. The mage's guild miniboss drops Meteor, the fighter's guild miniboss drops a circle that heals enemies, the dremora mage casts negate, etc.
- His pull-in mechanic, which I've described in the post above. This happens at health percentages.
So the earliest and slowest Hiath strategy, from 2014 and 2015, is this: Healer and tank have taunt. Tank taunts Hiath where he spawns, while everyone stays at entrance. This ensures that only the tank gets the fire mechanic. Tank then takes Hiath to entrance. When minibosses spawn, healer taunts Hiath and moves Hiath away back to where Hiath spawned. The tank holds the minibosses (since they hit harder than Hiath) and the DDs kill the minibosses. This again ensures that the "main group" avoids the fire mechanic. When minibosses are done, and Hiath is on cooldown for his fire mechanic, bring Hiath back. Hiath will next do the pull-in, then spawn the next set of minibosses, and you repeat what you did with the first set of minibosses.
Don't use this strategy; it was designed for a very different era with very different power levels, and it makes no sense today, even for a beginner group. I describe it here mostly as a reference point against which other strategies can be compared.
The "mainstream" strategy starts out the same: Tank taunts Hiath where he spawns, while everyone stays at entrance. This ensures that only the tank gets the fire mechanic. Tank then takes Hiath to entrance. When minibosses spawn, healer taunts Hiath and stays at entrance while tank taunts the minibosses and runs out of the range of the pull-in mechanic. The main thing here is to keep the minibosses and their mechanics out of the way, and to keep the tank out of the pull-in mechanic's range, since if the minibosses are alive, having the tank drop down to 1% health is very dangerous. The DDs then just straight-burn the boss. The boss will do a pull-in, followed shortly by the second set of miniboss spawns. After the pull-in, the tank should quickly get back close enough for range taunt, so that they can grab the new new minibosses, and then immediately get away before the next pull-in happens. The tank needs to do all this quickly, since the timing windows here are generally pretty short.
What about the fire mechanic with this mainstream strategy? The timer for the fire mechanic gets reset when the boss spawns minibosses. So the idea is that if you can push the boss fast enough to the miniboss spawn thresholds, you can skip the fire mechanic entirely (except for the first one, which happens very quickly).
The final strategy, for experienced players, is to have everyone go to where the boss spawns and just straight burn it down to 0. With modern DPS levels (and esp. with 3 DDs), you should have enough damage to skip even the first fire mechanic. And the goal is the kill the boss so fast that the minibosses don't have a chance to do anything interesting.
You either missed the taunt. Or didn't get far enough away. The minibosses cannot be chained, and the ranged miniboss, because it's ranged, will follow only if you get very far away from it.AvalonRanger wrote: »I taunted both of them, however, sorcerer banner guy keep standing A-zone,
You need to be careful and make sure that your taunt actually hits both minibosses. And then you need to move quickly to the opposite side of the room. It's not enough to be in "zone B", you need to go at least halfway into that area.No. The "explosion" (pull-in) is scripted to take your health down to about 1%, and it ignores shields, magma, etc. The only way in which distance matters is if you're so far away that you cannot be pulled in.Necrotech_Master wrote: »the explosion does more dmg the further you are away
This mechanic can't kill you, at least not directly. Because it's scripted to take your health down to a certain level, it will never ever do enough damage to actually kill you directly. The way people die to this is if it takes them down to 1% and then they take a tick of some other source of damage before they have a chance to heal back up. The strategy for dealing with this particular mechanic is to cast some sort of group-wide shield shortly before the mechanic, so that everyone's health bars are protected immediately after the mechanic, and then to quickly heal everyone back up.