After "Heavy strike of the incubator" the boss will gain a debuff called "Ground wave" x 50 stacks. It seems it prevent the boss to cast heavy strike again and will start decreasing progressively. Once adds spawn the tank must kite the boss, otherwise in normal mode a 500k pdef tank will be hit by almost 900k by a single white hit. Adds in easy and normal mode are 1 - 2 shot-able for a warmage.Second Boss:
1) every 30s he casts "Heavy Strike of the Incubator", 5second cast time. This skill does more damage the closer you are to the boss. I picked the entrance as a point to run to, went there every time he casts the spell, then moved him back to the center before he casts the next one. Picking a focal point means everyone stays grouped up for heals.
2) After the cast, 2 adds spawn, giving the boss (and both adds) a buff. This buff deals damage back to attackers. I suggest having 1 or 2 people saving damage cooldowns for these adds. This reduces the number of players receiving reflected damage, but also still lets you kill the adds. Failure to kill the adds gives the boss a red/orange buff called Fury increasing his damage. This doesn't appear until the 50 or 60 stacks of Sound Wave on the boss disappear. Might be more on hard mode.
3) The adds themselves. Aside from the buff they have that deals damage to attackers, they cast a 1s spell. This spell stuns its target for 4s and when it expires it causes that player to do % based aoe dmg to all nearby players. Let your tank get aggro and then stay away from the tank. I didn't try silencing them as I did not have a silence to try. If your entire group is at the entrance, they won't aggro, but you risk the boss getting the Fury buff and 1/2 shotting your tank.
After adds are dealt with (or perhaps while fighting them) drag the boss back to the middle of the room, so you can be prepared to run again from the Heavy Strike spell.
3rd boss is bugged.Few things we have noticed while running in hardmode:
1st boss: If you are not able to burn him, start the fight without using your burn, and kill the adds as soon as they spawn. Your tank needs to be very reactive to take the adds, else the DPS could be one-hit. As soon as he reachs 50%, he will spawn the adds much faster, and you will not be able to follow his rythm. So use a serenstum to play the instruments safely and start burning him. Do not touch the adds until the boss is dead. The tank may have a lot of adds on him, so he needs to use as much immunes as he can.
2nd boss: Burn him from the beginning. After around 30 seconds, he will cast something, and two adds will appear. To avoid dying on the cast, everyone needs to move away from the boss, or use a serenstum. If the boss is close to die, do not touch the adds and kill him. Else I think you need to kill the adds and then go back on the boss...
3rd boss: We were not able to kill him. Even when we pulled him out of the pillars as in bleedingblak's video, we are taking insame amounts of damage and we die very fast. We need to train on normal mode. Or if you have more informations to share...
(sorry for english mistakes)
Saito said it's bugged cause there should be only 1 Soul Container spawning and too high damage at 3rd, we only managed to kill it once when containers didn't spawn at all.Why are you saying so?
Is there any gameforge statement saying this boss is bugged ? Or is it because no one can find a strat for him ?
This post has been edited 2 times, last edit by "BlankMinded" (Aug 8th 2014, 2:47am)
3 Soul Containers still spawns, we tried today. Fight started, running in, 5 seconds later all dead <3There was a patch fixing the door, and I suspect, also the container spawns. The day when I potsted information about b1 and b2 I tried to getinfo on b3 and the containers weren't spawning 75% of the time. I just ragequit on it, burned it and tried figuring out other bosses. Today they spawned every time.