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The ultimate Crusaders Fangbreaker Island guide (Manual + Video walkthrough)

rinat114rinat114 Member Posts: 913 Arc User
edited September 2016 in PvE Discussion
Welcome to the ultimate FBI Crusaders walkthrough. Our great leadership members ran this dungeon a bunch of times on preview and made sure to take note of pretty much everything in order to make our guildie's (and the rest of the community's) life much, much easier. This guide is accompanied by a video and it's very recommended to watch the video from start to finish (although long) or at the very least - the boss fights.

The boss fights are in:

Hati: 11:52
Dragon Turtle: 26:50
Drufi #1: 35:02
Drufi #2: 49:43
Drufi #3: 57:05

This was the 1st time we ran this dungeon on Live, as such it was a little sloppy in places, and is indicative of what one can expect during their first few runs. It was absolutely real with no cheesy sets or broken mechanics and we're happy to bring it to the table.



1) This is not your typical 'run in first & kill everything' dungeon. Tanks in the first section, going up the hill, will have to carefully pull mobs. There are situations where you can pull mobs piece by piece which will be much more effective than running in since if you aggro mobs which will contain alot of giants, it will be difficult fighting 3-5 giants together at a time.

2) Among giants, there's the drummer dude that buffs the mobs dmg and apparently can also lay a green circle for them to heal, it will be wise when you see this particular giant if you happen to have a 'bad pull' to kill him first. In some places there is also a single Drudge that will, when aggro’d, run off to warn his friends, it's possible (and a good idea) to CC and nuke him to prevent this so you can pull the mobs on your own terms and your own pace.

3) With your ascent up the hill, there are two phases (One right after the first set of mobs/enemies & right before you go to the boss battle) where there's an avalanche that falls from the mountains/hills. The wisest way to avoid mass death is to have one party member continue up the hill (on their mount) and trigger it, once you look up and it starts falling, have that party member come back and continue safely to the next batch of mobs. If you are hit by the avalanche, you can indeed die since it takes a lot of your life and can knock you down a cliff which will do more damage still.

4) The first boss, Hati, is rather simple. His moves are as follow:

Fierce Stomp - A series of rough/violent stomps on its target (If your tank holds aggro well, it will most likely be the tank that will be the target of this throughout

Tail Whip - A move where he uses his tail to knock back enemies who are directly/very close behind him (Flanking).

Spine Flail - Another move with the tail, but it's a forward attack this time that knocks back close enemies while if you're further away from him, poisonous barbs will hit you (can be a deadly DOT, try to avoid.)

Thunderous Impact - One of his more damaging moves where he basically flies down from the sky to try to land on a particular target. This move on your squishier classes can indeed one shot.

Avalanche (Terrifying Roar) - With this mechanic, the boss flies on a peak on the mountain and summons an avalanche down at your party. In order to avoid the incoming damage, you must go under that same peak he's waiting on and keep yourself running forward. You may take dmg but it won't be enough to kill and it won't be strong enough to push you off the cliff). This is where the gear available from Tarm Bars will come in handy, one of the set bonus is +4000 movement when under the effect of Everfrost. Also Gladiator’s Guile is useful and really anything to increase your movement speed.

A big tip for this fight will simply be - pay attention to that small area you're fighting him in, it's not a lot of land so the smart thing to do is to NOT FIGHT HIM CLOSE TO THE EDGE because he can simply do one of his moves that has a knockback effect and it will hit you off the cliff. The second you fly off the cliff, you are dead.

5) After the Manticore fight you will advance into a cave complex. Here you will have to protect an NPC while he melts through 2 different walls of ice to advance further into the dungeon. While the NPC is melting the ice walls you will come under attack by trolls for 2 minutes, kill them. It seems to technically be possible to run off and not fight the trolls, and if you dont aggro any of them they will not attack the NPC and simply wait out the 2 minutes. Seriously though, this is a dungeon and you came here to kill things so stop being lazy and do your damn jobs. Tip: The trolls might be extremely squishy, but they hit like a truck - beware!

6) When you leave the cave, you'll be heading to the second boss, along the way, you'll be jumping on some ice. Explosive Runes will be falling from the sky and when they land, before they explode, you can just hit them away with one attack. It may be useful to use ranged attacks here just to be safe. If the rune ends up falling on top of you, you will take a lot of damage with a potential for a one-shot, make sure you notice the tiny pits on the snow before they appear.

7) The second boss, The Dragon Turtle. His moves list are as followed:

Hullsnap - A single bite/snap of his that can do a fair amount of damage. You should be fine regardless

Hullshredder - A series of bites/snaps, roughly 3-4 where he can do alot of damage)

Wild Slam - A move only used if the Turtle's Primary target is flanking & can't be reached by Hullsnap or Steam Blast. When he does this slam, he damages everyone and as well buffs himself to do more damage & it indeed stacks but no idea currently as to much times it can stack up too.

Steam Blast - This move is the turtle's most unpredictable. He watches the target he will hit with this, pushes his head a little bit back into his shell the releases a quick burst of steam at that same target. There's no indicator to exactly dodge it so you can easily get killed here from it since the blast does alot of dmg and the burns from that blast can do a tick over time of dmg.

Steam Sweep - A burst of high pressure steam he uses that can scald your party and make the targets more susceptible to more steam burns. This move is easy to see, he raises up a little off the ground and there's an indicator of red on the ground, in the shape of an arc/curve so you simply, if you're in that arc, either move forward or move backwards.

Steam Cannon - This move only happens when it's the phases of the turtle retreating more into the water. It's a very slow, sweeping cannon of high pressure steam that he fires from just above that waterline. This can do alot of dmg to you when struck. The trick to avoid this attack is hitting the dragon. When he sits up and bobs his head outside the water, channeling the steam, charge one of the Explosive Runes at him, this will cancel his Steam attack and immediately finish off the phase.
Post edited by rinat114 on
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    rinat114rinat114 Member Posts: 913 Arc User
    edited September 2016
    The tips for this fight will basically be, when he's preparing to multi snap by using 'Hull Shredder' you need to move away as far as possible, because if you are close to him while he does it, those 3-4 snaps will take alot of health away or you may even die. (Ranged should def stay ranged in this boss fight, Melee will have to be alert for that move and move quickly away.) Tankadins, if you have one in the party should be smart enough to pop bubble for this just to be safe. Also, with 'Steam Blast', he seems to use this more when he's closer to half health. We're not sure about this 100% but it's just an observation. For this move, if you have an AC DC or a tankadin, they should protect you by using Anointed Army, or Divine Protector. With a GF, KV should be fine. Finally. during the phase where he goes away in the water and you're waiting on the ice, to cut short that phase, explosive mines will drop in various directions. You simply have to time it correctly where, whatever direction the turtle is in and he's showing himself, you need to make sure to hit an explosive mine in that same direction so it will fly to hit the Turtle and when he's hit, he will cut short that phase, return to battle and most importantly - cancel his Steam attack.

    8) After the Dragon Turtle saunters off to do turtley things (hump shoes and make strange noises) you move on towards a door where a giant is fighting a couple of orcs, be careful as you approach to dispatch them as you may accidentally get knocked into the water and die, which would be embarrassing. After exiting the boss arena through this door you will find yourselves in a long storage room with groups of Orcs fighting Giants. Here you are searching for the Ring of Winter, you will have to rummage through various piles of detritus until you’ve searched 10 locations. You can avoid fighting here if you move carefully and can make quick work of the room by spreading out. Don’t spread out too far though in case someone gets distracted by a shiny and get smacked by an AOE or randomly draws aggro from an equally distracted Orc or Giant.

    9) After completing this room, you'll be at the last boss, Drufi, Herald of Winter. She will obviously be the biggest challenge in the whole dungeon since she's the last boss. The moves list are as followed:

    Spinning Slash [or in the GWF language - Not So Fast] - A move where she does a 360 degree greatsword slash. This move has great range so make sure you move away enough to dodge it. It does not do much damage, but sometimes it can spike to a significant amount that can even kill you, keep that in mind.

    Rush [or in the gwf language - Punishing Charge] - This is a high speed attack where as it says, she rushes in different directions. It's as useless as the GWF encounter is and other than knocking you on your back it wouldn't really do anything (maybe get you to run after her for 20 minutes like a headless chicken, if anything). She seems to do this 2-3 quick times in succession when her health is going down so do your best to dodge because a combo lock of that can easily kill.

    White Squall - A move where she runs to one side of the room, puts away her sword and summons a strong wind and ice to push back foes and also locking your powers and taking away your stamina. If you allow this wind to push you into the far wall of the room you will take massive damage from the jagged ice there and can easily die. Another place where the movement speed under the affect of EF can be really helpful.

    Boreal Blade [or in GWF language - Indomitable Battle Strike] - This is basically this boss' version of IBS. Although her GWF mechanics are for the most part absolutely terrible, she's smart enough to wait for you to huddle up and smack the entire party with IBS. For example, if someone dies, and you go to resurrect them, she seems to notice and approach you with the intention of using IBS on you, watch out for that. She will often-times do this 3 or even 4 times in a row as people continually group up to try to res each other. You can see that happen right here (1:08:15 on the video).

    Permafrost - Drufi summons pillars of ice where each member of the party are positioned. When you see the red under you, you need to move yourself as quickly as possible so you don't get trapped in the Pillar. If a party member gets stuck in the ice, unless they get released by other party members who will attack the ice, they will get one-shot and die. It is important to prevent this as these chunks of Permafrost will be important later on.

    Hypothermia - Her second strongest move. With this move, she will target just one member of your party. You will see this person targeted because there is a huge arrow pointing on the person's head along with four more arrows pointing on each side of him/her. When this is happening, the person being targeted needs to know to not move at all and stay still so the party members can band around this person thus saving them. You need your party to be surviving when these Hypothermia phases come about because if there's just two people or less protecting the person targeted, it won't work, thus when you all band together, guaranteed death. You need all members to be alive for this and band around the target (four people to band around the target or the bare minimum of three.)

    Call of Winter - The strongest move she's got. Drufi will run to the center of the arena along the waterfront, here she will begin channeling rune magic. After a decently long cast time Drufi will unleash the awesome power of Call of Winter doing massive un-survivable damage to everyone. To survive this, or at least have a chance to survive, you need to hide behind one of the permafrost pillars she summoned at whatever point of the battle, hence why, you need to have those permafrost pillars up and alive.

    The tips for this fight will basically be, for when she summons those permafrost pillar, you need to be alert and dodge them for starters since she summons it where you will be currently standing. If a party member has got caught in this permafrost, then you need to quickly destroy the pillar that person is stuck in because if you are not fast enough, or you leave that person, they will 100% die.
    If your party has successfully dodged the permafrost pillars, you want to make sure your tank pulls the boss as far away from the permafrost as possible (To the other side of the room.) because if you fight in the vicinity of those pillars, you risk the boss or you yourselves destroying them and if they are destroyed when she's in that call of winter phase, you'll die.

    If someone during the boss fight dies, you want to make sure the tank pulls the boss away from that dead person so the others can revive him since if the tank is on top of the people reviving that dead party member, the boss will instinctively use her IBS and kill more people in the party.

    Know this as well, during the 'White Squall' phases, if your companion gets caught in the permafrost pillar, they have a chance of completely dying during those times as in they are super dead. You can't revive them or resummon them since in the boss fight, you'll be in combat the whole time so whenever your companion dies, you'll have to make due for the rest of that boss battle without your bonding companions which may not be so bad for this specific boss fight, just switch to an augment if needed. In your party set up, if you happen to have no pillars to protect you from the permafrost, but possess a tankadin, that tank can pop a well timed Divine Protector to save the day, as well as for the Hypothermia phase.

    The main general tip we'll like to advise for this new dungeon is to use voice comm (Teamspeak, Mumble, etc.) if you can, it helps tremendously. Also, for less experienced players/new players, a composition of a Tankadin, Guardian Fighter, Devoted Cleric for the buffs, and two dpsers will most likely, at least at the moment, be the easiest to take in the dungeon (In terms of doing it smoothly, respectable pace etc), At this time, when you gain access to the dungeon and have a lack of everfrost resistance, that maybe the best lineup possible before you get proper everfrost resistance for that dungeon.

    As for the loot at the end? We recommend a Greater Box of Tissues.

    Post edited by rinat114 on
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    rinat114rinat114 Member Posts: 913 Arc User
    edited September 2016
    General tips that'll make your life a hell of a lot easier -
    • Use the Revive Sickness guild boon (if you have it), it reduces the cooldown to 1 minute and might save your life more than once.
    • Switch back to Soulforged (for all of us heroes who could do just fine with Negation in this piece of cake content so far - super not gonna work in this dungeon, ain't nobody got no time to res your HAMSTER every 2 minutes).
    • If someone died because of the wall in the Drufi fight and their dying body that's screaming for help is ON the wall itself, reviving them will most likely kill them again, so either have the healer tend to them and attempt to heal them right away or forget about them, it's a lost cause for the most part.
    • Your tanks are extremely slow, they can be excused from Hypothermia, they'll get stuck in ice more than any other party member so give them a break and set them free the second you can.
    List of all the items with ER resist. Remember you need 28% in order to queue to the dungeon -

    Makos Signet = 3% ER

    Frostborn Chest Piece = 4% ER not empowered, 5% when empowered

    Frostborn Braces Piece (In Zen market, 20 stacks of Enchanted keys) = 3% ER not empowered, 4% when empowered

    Frostborn Head Piece (Comes with the Remorhaz bundle, Zen market) = 3% ER not empowered, 4% when empowered

    The Relic Boots (Drops from HE's) = 8% ER when empowered, 6% not empowered

    Winter Warrior task (Second Boon) = 2% ER

    Frozen Fury task (Fourth Boon) = 2% ER

    Potion of Everfrost Resist = 5% ER

    Excavator's Potion' of Everfrost Resist = 5% ER (does not stack with the former).

    Stronghold Soups = 2% ER

    Blue pants/shirt = 2% ER each

    Purple pants/shirt = 3% ER each

    ER kits for pants/shirt = 3% per kit


    Feel free to correct us on any error you may find in the guide, whether grammatical/spelling or factual, we'd be happy to get feedback of any sort.

    Huge credit for all of the Crusaders officers and members who ran this with us on preview and helped us learn the mechanics, for Jarek [ @jeffslider ] and Ayasuke [ @archangelzorak01 ] who took their time to learn the dungeon and do this amazing write-up, to Lia [ @rinat114 ] for additional info, formatting & narrating the vid. Shoutout to LILITH for getting dragged to all these crazy runs with us [ @groo111 ], and to Sorce [ @confusedpoof ] for being a part of the very first expedition. We hope you enjoyed it and best of luck to everyone!
    Post edited by rinat114 on
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    niadanniadan Member Posts: 1,635 Arc User
    Awesome guide! Thanks for the effort!
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    thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    This is a great piece of work lia, a lot better than the write up I was going to do (which is also partially why I teased you a little for it :p)
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    duurduur Member, NW M9 Playtest Posts: 112 Arc User
    Thanks for all the work for this guide :)
    And posting it here :)
    Play for fun, Work to get rich, These two are not compatible!
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    rinat114rinat114 Member Posts: 913 Arc User

    This is a great piece of work lia, a lot better than the write up I was going to do (which is also partially why I teased you a little for it :p)

    All forgiven ;)
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    thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited September 2016
    Ok, here is what I have observed from my runs which is not included in your guide (which isn't much tbh).

    Party composition:

    Party composition is key to beating fbi efficiently. If it is your first time running it, I recommend running with a dc, a gf and an OP as well as 2 dps. You can optionally swap out the DC for a MoF rene CW. Other good party compositions include a dc+gf+mof+2 dps. What I do NOT recommend is stacking 2 of a single class unless it is 1 of a buffer variation of that class and another of the dps variation. For example, a MoF and a SS CW is fine, but 2 SS or 2 GWF is not.

    First boss:


    If you have a DC in the party I recommend they have at least 1 point in cleanse to remove the dot. If they are AC, they should wait until right before the avalanche hits before casting AA to prevent anyone from being thrown off. There is currently a bug where if the avalanche does enough damage to kill you (which can happen due to the dot removing some of your HP) then you will be thrown off the cliff due to the knockback being applied a second time when you soulforged. The bosses jump mechanic is also buggy and can cause him to teleport around. Finally, if you are a wheel of elements user, wait until after you see where his red circle is after the avalanche before you cast your wheel, as you don't have enough stamina to get out of the way if he places the red circle on you.

    Second buss:

    You can stand on the outside of his left arm as a dps and then his bite will not hit you, although the steam still can. This allows you to avoid the bite when hes biting then you just run under his belly when he does a steam attack. His self buff lasts 5 minutes so if he has too many stacks, if you can keep the phase where you must throw mines at him going for 5 minutes, his self buff will drop off.

    Drufi:

    All there really is to add is effects like AA+itf can mitigate the effect of white squall (the wind effect) and if there is permafrost in the arema, putting the permafrost between you and the boss also prevents the wind from blowing you at all.

    With regards to call of winter, it is mitigated by effects like GF guard, AA, CW shield, Empowered Astral shield, steel defense and divine protector. An OP can completely ignore this mechanic by casting divine protector+binding oath, waiting for call of winter to hit then casting binding oath again which resets the damage dealt by call of winter.
    Post edited by thefabricant on
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    silence1xsilence1x Member Posts: 1,503 Arc User
    Great guide! Thanks for taking the time to do this. It will probably be a while before I run my first FBI but between you, Fab and some others, at least I know what I SHOULD be doing ;)
    I aim to misbehave
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    oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    We had 18 stacks of the wild slam buff on the second boss last night so i dont think it is capped.

    Our tank couldnt understand that he needed to stay in the red so he kept going under the turtle, causing more slams each time till we all gave up.

    As is said above, a tank that tries to tank this instance like other instances will make this much much harder.
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    rinat114rinat114 Member Posts: 913 Arc User
    Glad we could help folks, we sincerely hope it helped some people out :)
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    jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Finally watched the guide since a few of our THC stalwarts were so kind as to organise a run for me (didn't want spoilers beforehand) and it is tough. Just hacking your way up the cliff to the first boss is a major accomplishment.

    Great guide, and thanx again. I think I spent half the time on the last boss trapped in the ice lol.
    No idea what my toon is now.
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    andorrabellandorrabell Member, NW M9 Playtest Posts: 437 Arc User
    edited September 2016
    Lol: "After the Dragon Turtle saunters off to do turtley things (hump shoes and make strange noises) "

    This must look like a really strange sentence, but in our guild weird turtle youtubes were *THE IN THING* a while back-- and trust me they are strange strange creatures. Really you don't want to know. :)

    LOOT INFORMATION:
    1. Know that the loot is pretty bad for the risk/time/investment - from bosses 1 & 2 the possible loot pretty much seems the same as CN.
    2. Final chests: Here is the super-bad news-- the keyed chest has *ANOTHER* chest inside it and that's the one that might contain the item you need or +5 rings. Ergo, you have no choice but to use a legendary key or the campaign key (that is super expensive at like 55 tt supplies) if you want a chance at the real loot. :(:(:(:(:( And of course, RNG may give you nothing, or the "wrong" item (raid/assault/rings). Oh, and did I mention the orange rings are character bound?
    3. LOOT IN FBI NEEDS HELP!
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    slappdanielslappdaniel Member Posts: 78 Arc User

    Lol: "After the Dragon Turtle saunters off to do turtley things (hump shoes and make strange noises) "

    This must look like a really strange sentence, but in our guild weird turtle youtubes were *THE IN THING* a while back-- and trust me they are strange strange creatures. Really you don't want to know. :)

    LOOT INFORMATION:
    1. Know that the loot is pretty bad for the risk/time/investment - from bosses 1 & 2 the possible loot pretty much seems the same as CN.
    2. Final chests: Here is the super-bad news-- the keyed chest has *ANOTHER* chest inside it and that's the one that might contain the item you need or +5 rings. Ergo, you have no choice but to use a legendary key or the campaign key (that is super expensive at like 55 tt supplies) if you want a chance at the real loot. :(:(:(:(:( And of course, RNG may give you nothing, or the "wrong" item (raid/assault/rings). Oh, and did I mention the orange rings are character bound?
    3. LOOT IN FBI NEEDS HELP!

    agree with point 3
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    rinat114rinat114 Member Posts: 913 Arc User
    Ugh, I got all my relic gear in 3 days and I won't be running the dungeon other than doing my weeklies/helping friends anymore. Simply does not worth the time and the trouble of composing a good group.
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    krymkackrymkac Member Posts: 210 Arc User
    Nice guide. But sadly no matter what we just cant get past damn turtle. No matter what we do & where we stand like every 4-5th attack is body slam.. it get 4-5 stacks all the time even before the first mine phase... And gets to 10 shortly after. Than we just die... AH serious WTF?!
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    uzalauzala Member Posts: 88 Arc User
    krymkac said:

    Nice guide. But sadly no matter what we just cant get past damn turtle. No matter what we do & where we stand like every 4-5th attack is body slam.. it get 4-5 stacks all the time even before the first mine phase... And gets to 10 shortly after. Than we just die... AH serious WTF?!

    The mechanic is not working as it should, meaning its very inconsistent with how the Journal describes the mechanic. Cryptic said they are aware of this and are working on a fix.
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    krymkackrymkac Member Posts: 210 Arc User
    So atm its bring sw with fabled set or exploit the hell out of commanding strike in 4 support + 1 hdps parties? Awesome. Ty for the info.
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    mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    krymkac said:

    So atm its bring sw with fabled set or exploit the hell out of commanding strike in 4 support + 1 hdps parties? Awesome. Ty for the info.

    or you can chose to not use commander strike and fabled set.
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    sorce#8115 sorce Member Posts: 1,009 Arc User
    krymkac said:

    So atm its bring sw with fabled set or exploit the hell out of commanding strike in 4 support + 1 hdps parties? Awesome. Ty for the info.

    The dungeon is able to be completed without using CS or broken sets.
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    thunderlore2thunderlore2 Member, NW M9 Playtest Posts: 29 Arc User
    Thanks for this guide crusaders, really appreciate the work and contribution to the community. Taking help from this made my life as a dc in FBI helluva lot easier too haha quite a few successful runs rather than 1-2 per day with frustrating ones causing the proverbial 'jump over the cliff'. Really liked the detailed video too along with the explanation its the most compact guide I have yet come across to.
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    wdj40wdj40 Member Posts: 1,958 Arc User
    I just want to know, is this new content fun?

    I have to admit I am not even looking forward to it on the X1... Although I am looking forward to testing HR changes etc :)
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
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    jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Yea, as long as you try fangbanger just for fun, and don't expect much in the way of rewards, it's a picturesque, interesting and very challenging dungeon.
    No idea what my toon is now.
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    mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited September 2016

    krymkac said:

    So atm its bring sw with fabled set or exploit the hell out of commanding strike in 4 support + 1 hdps parties? Awesome. Ty for the info.

    The dungeon is able to be completed without using CS or broken sets.
    IF THE same "beasts guardians" go a run with great weapon fighters those one do not use intomitable battle strike from beast guardians they will be kitty guardians. AND THEY say they have build focused around a bugged power haahahaha. WHEN guardian use commander while the buff is active i hit my daily and att wills on cw!

    IF YOu put all classes build for damage individual vs a random boss lets say orcus. GF will one of the slowest damage dealers lets get real.
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    tom#6998 tom Member Posts: 952 Arc User
    Lol mam made my day :)
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    reposterzreposterz Member Posts: 293 Arc User
    I am guessing you guys spent of lot of Zen, or really a lot of Grinding from your seconday accounts to get to FBI.. even then some things do not seem to add up to get to FBI seriously, hope you guess what I am saying.
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    thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited September 2016

    krymkac said:

    So atm its bring sw with fabled set or exploit the hell out of commanding strike in 4 support + 1 hdps parties? Awesome. Ty for the info.

    The dungeon is able to be completed without using CS or broken sets.
    IF THE same "beasts guardians" go a run with great weapon fighters those one do not use intomitable battle strike from beast guardians they will be kitty guardians. AND THEY say they have build focused around a bugged power haahahaha. WHEN guardian use commander while the buff is active i hit my daily and att wills on cw!

    IF YOu put all classes build for damage individual vs a random boss lets say orcus. GF will one of the slowest damage dealers lets get real.
    Just because you don't know any hard hitting GFs, doesn't mean they don't exist.
    Post edited by thefabricant on
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