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Post by Rakasiwi /Azrael St. M (eL) on Jul 8, 2016 17:54:58 GMT 8
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Konbo
Lvl 50 HM2
Posts: 123
Class Type: Blade Dancer
Server Name: Yunwa
Country: United States
Time Zone: PST
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Post by Konbo on Jul 9, 2016 17:29:05 GMT 8
The bosses have more or less same HP as in Sogun/Nexus, so 400-450 AP for 6 and 500 for 4 (which means 500 AP for 6 and 600 AP for 4 mans in pugs).
No accuracy or CC requirement.
The mechanics aren't as intensive as Sogun/Nexus and don't cause instant wipe as punishment. For this dungeon there is two individual core defenses. They're much more easier than defending the Necropolis cores since you're only defending one at a time and there aren't that many waves.
Core 1: Kill mobs nearby to spawn NPCs, then carry him back to the core and he'll help defend it. There are three types of NPCs and having six of a type will spawn a captain to lead them. In all you should have 18 grunts and 3 captain NPCs on defense. I recommend splitting the party, one to defend the core and another to scout for more NPCs. Core 2: Kill the giant spider adds nearby, take their sticky bomb and tack it on the Pyre Lord to stop him from doing anything for about 15 seconds, kill it while it is binded. Periodically a message announcing a Hulking Hungry Ghost shows up; repeat the spider bombs on them.
Boss: Infernal/Emerald/Azure Lord reskin. He summons Binding Sprouts and Zombies that heal him a significant amount (my sources say 1 million hp but I'm not sure) if they reach him. Shortly after the sprout spawns, he leaps at the furthest person, who needs to be behind the sprout so that they stop the zombies. He later jumps to the center and laser beam the furthest person, they must position it so it kills the zombies and the sprout. He then roars, which absorbs any zombies left alive. CC and grab whenever so that party members can position themselves properly.
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