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A discussion on new bosses and new tactics.

#1
Hello all its me, Maxee :). I wanted to go ahead and create a new topic for us to discuss the new bosses, the ones who drop dragon armor upgrade pieces. If you have been in a fight with one of these new bosses then you most likely know how tough they can be so I've created this for us to discuss strategies and necessities for taking these bosses down. I will not go in to detail on their names or locations, I'll need someone else who knows more about these details than myself, hint hint Longcool, lukov, or Akbar (aka our lugh beta testers) to go into depth with those. I'm simply here to discuss the conclusion I've come to as far as strategies and tactics for the new bosses.

As some of you may know I have a good grasp on alot of the game mechanics and development of great boss strategies. Though it had been done on other servers before us I was one of the first on Lugh to bring up the new aggy strategy before the new update that involved having one tank tank all tamers and adds on aggy therefore allowing all dps to focus on aggy creating a quick and idoless take down. I helped, with input from Waio, create one of the best tanks Lugh has seen. After we were done with her build Waio was able to hold tamers and ALL adds in aggy cave with only three top druids keeping her healed. This led to the quickest and cheapest, in terms of idols and pots, aggy fight Lugh has seen. It can be done and its why you keep seeing my at aggy fights spamming "say" and "shout" chats with things like "Take the adds to such and such! Don't kill!" or "Stop attacking the adds and focus on aggy!" I've always enjoyed figuring out strong tactics to take down bosses with ease. Now comes the new bosses... Here's some of the basics so far. Feel free to add to this.

1. The rage timer... All new bosses have a rage ability which greatly increased the damage they deal. It happens if you take to long to kill a boss. The rage ability kicks in after the fight hits 15 minutes. So one of the number one things we need on these bosses is dps! Dps is of significant importance to boss fights now. I've personally been in two spider queen takedowns. One that was completely messy, she raged and it ended up being an idol and bolas takedown, and one clean one, had a mage with assassins lure and a dps group on haste elixers. In order for a clean takedown we have to have adequate dps along with a lure mage with a high assassins lure to help finish the fight quick. Otherwise there is a good chance we will run into the rage problem. I can verify that if the boss rages it doesn't matter the tank or the amount of druids, the boss will destroy everything. The messy takedown i was speaking of had SPAM tanking, an amazing tank, and he was taking 8k dmg from auto-attacks. Dps is a must!!!

2. The chaos aura... Some quest bosses, from what I've seen the warden/meteoric/frozen/dragon armor bosses, have a new ability called chaos aura(?). This is an active skill that does chaos damage, a new type of damage only resisted by the warden quest line armors, that hits all within its big range. There's no interrupting it and very little spaces to avoid it. It does big damage and can make the new death penalty an even bigger pain in the @$$! PLEASE put on full frozen armor!!! Full frozen gains a set bonus which includes a bonus to health and energy along with a divine damage bonus of +100 and the firewalk ability negating damage from the lava floor. Most importantly though is it gives a huge bonus to resist chaos! This can literally make the damage dealt by the chaos aura next to nothing... Last spider queen fight I was in the tanks group, being a high druid, and everytime the chaos aura would proc some of the other druids would go down to 1/4 health or less where I'd barely take any damage. Trust me, full frozen is almost a must on the new bosses.

3. When starting. We may want to consider, with the new rage timer, to go ahead and do things aggy style for awhile. What I mean is two tanks. One for the boss and one for the adds. That way we can have all dps focusing on boss in order to kill before the rage timer.

Thanks for reading all! Please feel free to add something's. I'll see you all in game! You'll find me in the tribal tunnels farming bone shards :)! Currently own ancient wrists, almost have ancient boots :)!
MaxeesVigor 200 druid
Independent of Lugh

Re: A discussion on new bosses and new tactics.

#3
I've only been in a few fights on these bosses, and haven't seen anyone bolas-walk them yet. Has anyone tried that? That seems to be the dominant method in use on other servers. Autos are high, but the skill damage is typically the killer, so bolas-walking them can remove that from the picture if we have 2-3 rangers with high-enough bolas to keep the boss bolased constantly. I'm not sure whether bolas would also solve the rage timer but, since it appears to be a skill cast, it might.
LongCool: 190+ mage
lcthief: 170+ rogue
lcwitchy: 85+ druid
World: Lugh
Proud General of Clan Aftermath

Re: A discussion on new bosses and new tactics.

#4
I've only been in a few fights on these bosses, and haven't seen anyone bolas-walk them yet. Has anyone tried that? That seems to be the dominant method in use on other servers. Autos are high, but the skill damage is typically the killer, so bolas-walking them can remove that from the picture if we have 2-3 rangers with high-enough bolas to keep the boss bolased constantly. I'm not sure whether bolas would also solve the rage timer but, since it appears to be a skill cast, it might.
I think bolas kiting is gonna be the best way currently to take down these bosses. From what I've read that is probably the most efficient way others have been taking them down. The main killer when enrage hit is auto attacks and with bolas kiting we won't have to worry about it. Just need two to three rangers with an equal level bolas to make sure bolas stays up.

Only other way i can think of is to take them down aggy style. Two tanks, one for boss and one for adds. The problem isn't the amount of dps we have, its that the dps keep having to break off the boss to kill adds. Take the adds outta the game and the boss will go down before the 15 minute rage timer.
MaxeesVigor 200 druid
Independent of Lugh

Re: A discussion on new bosses and new tactics.

#5
i can try the bola thing - if there is a mage around to keep my energy topped off. I have enough energy and rejuv for dps with occasional heal or bolas, but not for continual bolas with everything else. would be interesting to see if it keeps the boss under control for rage. with the dealth penalty and one resist, i think we would die - but guess we will have to find out :)
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: A discussion on new bosses and new tactics.

#6
I am certainly willing to try team bolasing. As Maxee pointed out, the key will be to have rangers with Bolas at the same skill level to avoid having the boss resist a lower level Bolas. Another tip would be to avoid using Long Shot with this tactic. If you root the boss while kiting it will cast skills on those nearby. As I understand this tactic, it is best to allow the boss to walk uninterrupted while you team kite.

I think this will work if the rangers are well organized and pay close attention. Ranger 1 throws a bolas and it sticks. Ranger 2 has to be ready to throw when the bolas begins to blink. If the bolas doesn’t stick, Ranger 3 has to be ready to throw. So we need to watch the status of the bolas on the boss and the success/failure of the next throw.

As Akbar pointed out, Energy Boost for the rangers will probably be necessary since Bolas is an energy hog.
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Clan: Ancients
RogerRanger 223
RogerDruid 160+
RogerRogue 160+
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RogerMage 110+

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