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How to beat first boss in lair of mad mages

superstevenshusuperstevenshu Member Posts: 187 Arc User
edited May 2019 in PvE Discussion
After doing so many trial and errors, I get some tricks to beat the boss as fast as possible. Usually around 25-30 minutes with 5 good players. 3dps+1 tank+1 healer is preferred. OP is more efficient in healing than DC in this dungeon.

For the mimics, there are 2-3 phase. If you damage boss fast enough after 2nd phase, you won’t get 3rd phase.

The hardest thing is to kill mimics before if approachs middle. If you have 3 HDPS in your team, then each dps has to stand in one corner to clear its mimics and the rest of the 2 players clear the other corner. If you only have 2 HDPS it is still manageable but need more tactics.

The trick here is you need to know once your team cleared 5 mimics then it will stop spawn.

If you have 3 dps it is easy. You have multiple strategies here. Just think a way to clear 5 mimics and do not let any mimic touch middle.
If you only have 2 hdps in the team, they need to be the hard core players that can clear 2 mimics very fast in his corner. And the rest of 3 players can just stand in one corner to kill 1 more mimics. You can leave 1 corner unguarded in this case. As long as both of the 2 dps can clear 2 mimics before the 1st mimic from the unguarded corner approach middle then it will stop spawn. (2+2+1=5 mimics)

The other hard part is cocoon. One player will be seized usually after 5-10 seconds of mimic phase. When you see a player is seized in red cocoon and lie down on ground. Do not panic. If you are far from him then keep far from him if you are close to him and have little hp, you can just stand near the cocooned and DC. The key here is

DC needs to heal the cocooned to almost full Hp

The mechanism is that when the cocooned has full hp the explode won’t deal big damage, and whether you stand near or not really doesn’t matter. You can stand close to let DC heal you or you can run away. Usually what I like is standing close together as 5. And DC/op spam the heal/shield fast once someone is cocooned. In this case, none will even fall down on ground.

But if the cocooned is not healed, the explosion will deal mass damage. Usually the cocooned will fall down. And if one of player is close to the cocooned, he and he cocooned will be dead immediately. (You cant revive)

Second boss is modest. The only trick is to stand still and close to each other as 5 when the boss is releasing electrics on you. You do not even need to dodge the red area cuz it deals little damage. The electrics will hit you 5 times, each time around 30k hp. The key is that DC/OP has to heal/shield the whole team in time. Make sure healer is immune to control while healing, because the red area will knock you down and prevent them from healing.
Post edited by superstevenshu on

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    quickfoot#7851 quickfoot Member Posts: 488 Arc User
    So the trick is to DC before the cocoon blows up? Any time people have had to resort to this, it's usually because there is something bugged or broken with that phase of a boss fight, like in MSP (kobal) and ToNG (souls), and many times these bugs go months and months without being fixed. :anguished:

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    dupeksdupeks Member Posts: 1,789 Arc User

    So the trick is to DC before the cocoon blows up? Any time people have had to resort to this, it's usually because there is something bugged or broken with that phase of a boss fight, like in MSP (kobal) and ToNG (souls), and many times these bugs go months and months without being fixed. :anguished:

    do not need it, it is exploit. Just stay close with dc and the cocooned the explode wont deal a lot of damage
    Both work lol... although one is likely not WAI.

    The way I think about Cocoon (as well as the electric AoEs in 2nd boss fight) is they are heal checks.

    1st boss heal check is burst heal check on cocooned party member.
    2nd boss heal check is marathon divinity management / group positioning and coordination.
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