After the update and the fix for a bug, I saw the desperation of some players in the alliance chat and I started thinking about how to beat this boss and I thought of some solutions that range from choosing classes, equipment and companions.
I will start with tanks, the mechanics used will still remain, left foot in, right foot for fall. This makes the summoner appear behind the boss and causes less risk of death for the DPS and the healer. Also, because it is close to the edge, it will be easier for knocks and pulls to be effective if the DPS fails. Suggested equipment would be those with bonuses that cause explosions - for example, the MDWP helmet, use daily when the summoner and the warlock are summoned.
About DPS, yes, it is a test, but not for all classes. Wizard has Repel in the tab and the daily power Oppressive Force in case there is not enough DPS to kill Summer, thus throwing away all the targets that are summoned. Cleric can use the Bregan helmet (OP healer too, making them the two best options for this role) and their Sun Burst power is amazing for clearing the arena. Fighter is another class with a knock power, but this is single target. But what about the other classes? Well, damage, control and if you lack damage + control in a slow fight. Recommendations:
Tank: Minsc - an alternative would be Golden Lion;
Healer: Tutor + slowed reaction (companion enhancement); Flapjack is not an alternative because he is a ranger;
DPS 1: Drizzt + weapon break (...);
DPS 2: Regis + duelled sense (...);
DPS 3: Wulfgar + vulnerability (...);
Why would DPS use debuffs that are normally used by support classes? Well, weapon break, which is usually on the tank, will never be activated by the tank, since the latter focuses only on the boss and never attacks the summoner. The ideal would be for the tank to use a personal buff so that he can focus exactly on this battle.
Every class has control, buff or debuff, the important thing is that the boss is not a problem in itself, saving artifacts and mounts for the Summoner is essential, especially for the phase where he starts to double when Summoners are summoned.
The fight will start with the DPS focusing on the summoner, then after a rotation on the boss, save encounters, rotate on the summoner and so on. There are better guides explaining the time and HP that the boss summons the summoners, but that would basically be it.
Another tip would be a Rogue, in the phase where he starts to summon 2 summoners the right thing to do is to exchange an encounter st for smoke bomb and control the 2 Summoners with daze. Barbarian can exchange punishing charge for roar. Fighter has onslaught which is an area stun like the Cleric's daily. Other classes should also have their controls.
Other companions that I believe are useful for the final phase:
Splinters and Razorwood have area knocks. Bobby and Eric have area daze.
In desperate cases, a companion option would be the bonus from Vicius Dire Wolf, which is ultility + bonus from the Ring of Curse Bringer, which is from a Chult 1 hunt. The bonus from this ring is also found in a Barovian glove, but I prefer to mention the ring since the Invasion glove with bonus dps is the best for advanced. For master, it's a personal choice. Nothing in this last part has been tested, but I believe they work, since the summoner is resistant to knocks and repels but not to daze and stuns.
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Another tips, Giant Space Hamster bonus of mount, 10 sec of imunity for CC, best for healers.
Iron Golen and Crystalline Golen are anothers companions with have stun and knock in area. Savage Allosaur have same effect's, but i dont have to test.