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Posts: 150

Location: Fort Worth, Texas

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41

Thursday, August 7th 2014, 1:40am

Strat = Burn or Die

Have a good day!

:borg:

42

Thursday, August 7th 2014, 9:14am

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)

43

Thursday, August 7th 2014, 9:29am

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.
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.

I can't talk about hard mode yet cause nothing seems to work with 1st boss. In our best try we managed to dps down the boss to 15% and just ignoring the adds. These are hard to deal with cause they have 7M hp, a ton of defense and hit so hard

44

Thursday, August 7th 2014, 4:58pm

3r
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)
3rd boss is bugged.
Mythomage from Siochain!


W95/M95/K95/P95/S95/R85


45

Thursday, August 7th 2014, 5:23pm

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 ?

46

Friday, August 8th 2014, 1:16am

I am pretty sure PPK did 3rd, so I wouldn't say it is that no one can do it. Now I haven't been there myself, so I cant speak to it.

I can only answer that he isn't "bugged" just because no one has found a way to beat it. Cause someone has.

47

Friday, August 8th 2014, 1:56am

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 ?
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.

Cenre knows!
Mythomage from Siochain!


W95/M95/K95/P95/S95/R85


48

Friday, August 8th 2014, 2:37am

Did some exploration of 3rd boss.

If you kill the soul containers, they respawn elsewhere in the room later in the fight, and in hardmode they have 7m hp each so fighting them is unrealistic (unlessthere is only supposed to be 1, not the 2 that always spawn). Stand very far away from them to prevent the dmg they deal to nearby players.

All the aoe skills on 3rd boss are %hp based. The less hp you have, the easier it will be to heal through. In hard mode I would imagine a d/s would be almost necessary for non-burn groups since they will be key in keeping your dps alive. As for the tank, multiple healers should help there.

There's a dark green/black debuff named Soul Split that can be removed with priest cleanse, d/s exorcism etc. that reduces healing received. It is important that it gets removed quickly from the higher hp players (healers, tank). There's a debuff (purple Icon) that is classified as "movement impairment, curse, stun" that can be removed via honor gloves or the druid curse remover, or anything that breaks stuns/movement impairments. Its a dot and removing from high hp players will make healing a little easier.

I don't know how to remove/prevent this, but the boss puts an orange, Stacking debuff on players. Once he casts soul gather, each stack dissappears and "floats" to the soul containers. After absorbing, the soul containers (and boss) gain a stacking purple buff (if no players have the stacking orange debuff, the purple buff doesn't occur). 2 soul containers result in 2 stacks on the boss, per player. This increases damage, but Soul Gather isn't cast too frequently so the buff increases slowly. This may force us to deal with soul containers on hard mode --killing soul containers after the Soul Gather has been cast will not remove the buff, so they would need to be destroyed before he casts it.

Similarly, I don't know if there are any preventable triggers to Soul Stab, and Curse of the Soul Devourer, but they are % based dots which can be healed through.

https://www.youtube.com/watch?v=_w9N4vFrGyQ&feature=youtu.be shows a p/k healing through all the damage on easy mode while cleansing herself of Soul Split. Again, assuming the dmg increase buff that stacks on the boss isn't a huge issue for w/e tank you have, healers should keep their hp to a minimum and can heal through on normal/hard.

This post has been edited 2 times, last edit by "BlankMinded" (Aug 8th 2014, 2:47am)


49

Friday, August 8th 2014, 2:46am

As mytho said above. 3rd boss is broken. From what saito said over irc only one container is meant to spawn. And some boss mechanics are broken and runewaker currently can't fix them because they don't know what's wrong. Your best bet for 3rd is to nuke with using serenstum on first cast. Have Phoenix and hope for the best.
99/99/99/99/99/99 W/WD/S/D/R/M

50

Friday, August 8th 2014, 2:51am

If/when only 1 container spawns, the strat for that boss would most likely prevent the stacking damage buffs the boss gains, since destroying the one Soul container would be feasible. You would still need a group of competant healers to make it through the dots though.

I believe, even with broken soul container spawns, that the boss doesn't need to be nuked if you have a strong enough tank. A well geared knight can use defensive cooldowns when the damage fromm the boss' regular attacks becomes problematic, giving your party 2min or so to beat down the boss while ignoring soul containers.

51

Friday, August 8th 2014, 3:10am

Well it is also possible that the boss spawns no containers. The time we killed it was like this and we managed to outheal with a p/k and a d/s but honestly we tried to repeat the bug where it didn't spawn and have so far been unsuccessful.
99/99/99/99/99/99 W/WD/S/D/R/M

52

Friday, August 8th 2014, 3:32am

There 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.

53

Friday, August 8th 2014, 3:40am

There 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.
3 Soul Containers still spawns, we tried today. Fight started, running in, 5 seconds later all dead <3
Mythomage from Siochain!


W95/M95/K95/P95/S95/R85


54

Friday, August 8th 2014, 3:48am

Yeah containers aren't fixed sadly. They seemed to put more effort I into fixing the barrier for people that can kill then people who can't. Would've been nice to see a fix for both.
99/99/99/99/99/99 W/WD/S/D/R/M

SaitoHajime

Unregistered

55

Friday, August 8th 2014, 5:24am

3 Soul Containers belong to that fight. Not 1 or 2. All 3 situations regularly happen. Also sometimes the boss spawns with zero containers.

What's also not supposed to happen is that those three containers are stacked on top of each other, which makes them even harder to kill (on hard) than they already are.

56

Tuesday, August 12th 2014, 12:03am

updated some info here Pillar of Morfan Strat discussion on 1st boss regarding his add spawns (point 5), and threw in how I would attempt to fight it on hard mode with a group unable to burn him in 30s.