(Dernier boss du second donjon)
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Cleanse: This is a fight with quite abit of AoE healing as Machine Tyrant put 2 stacks of a burning DoT on players periodically that will need to be cleansed. Shotgun active elite ability Cleanup is very nice here. Some groups run 2x Shotgun Cleanups to minimize the amount of group healing the healer has to do while other groups run with 1x Shotgun Cleanup. We run 2x Shotgun Cleanup on our first successful kill with one Cleanup used every 3 stacks of the DoT. The reason the Shotgun Cleanup ability works so well is because it is groupwide and you don’t need to be near the caster to receive the benefit. This is especially handy as everyone will be too busy dodging AoE circles and watching the shield on the boss to chase down the person with the cleanse.
DPS check: This fight has an enrage timer of exactly 5 minutes and 6 seconds. You can see how much time is left on the enrage timer by looking at the boss’s buffs. Since a lot of groups will be using Shotgun elite Cleanup, Breaching Shot is a nice buff to have alongside to provide more DPS to the group. The enrage timer is such that if you are have one undergeared DPS, it will be quite tight. If everyone is decked out in some purples, then you can afford to have one DPS die about halfway through the fight and still beat the enrage timer (check our video where this happened).
Reflective Shield: This shield is the #1 killer of DPS. If you attack the boss when he has this shield on, you will kill yourself (AR healers need not to worry as the damage you do is insignificant to kill yourself). Tanks need to drag the boss to those Anima Vortex on the ground ASAP. According to a Funcom Dev (SilentOsiris), the vortex should appear on the ground 8-10 seconds before the shield returns. In addition, there is a debuff on the boss that you can keep an eye on that will tell you when the shield comes back again. This buff is called Anima Depletion. However, it is really hard to keep track of it as it is a debuff and therefore clustered together with all the debuffs from players. This debuff has a duration of 23 seconds, meaning that the shield will come back every 23 seconds.
One trick some players use is to get this mod called Eth’s Buff Bars. With this mod installed, you can put in Anima Depletion as the debuff to be tracked on the target and then have a fairly accurate idea of when the shield is about to go up.
Just a reminder that the shields will go up 1) start of the fight 2) whenever Anima Depletion counts down to 0 and 3) when the boss returns from his center “bombing run”.
Dodging circles: You are probably aware that there are two types of circles on this fight: the red circles that follow you around and the yellow circles that radiate from the center when the boss run to the center to do his “bombing run”. The trick to avoid the yellow circles is to run to the corners of the room. The circles can reach the sides of the room but not the corners.
Tank and AoE healing: Machine Tyrant hit fairly hard so you can’t skimping out on single target heals. I run Blood/AR healer build with Veteran + Leech Therapy + Anticoagulant+ Platoon + Cold Blooded to cope with the AoE damage. I find it a bit easier than Fist/Blood healing for this fight as Veteran can act as a free group heal to counter some of the DoT damage and you can use Platoon when the group really need heals. Cold Blooded I save for when I can’t reach the tank quickly enough after dodging those bombing runs: a Cold Blooded as I run towards the tank can stabilize his HP while I get in range to top him/her off.
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Cleanse: This is a fight with quite abit of AoE healing as Machine Tyrant put 2 stacks of a burning DoT on players periodically that will need to be cleansed. Shotgun active elite ability Cleanup is very nice here. Some groups run 2x Shotgun Cleanups to minimize the amount of group healing the healer has to do while other groups run with 1x Shotgun Cleanup. We run 2x Shotgun Cleanup on our first successful kill with one Cleanup used every 3 stacks of the DoT. The reason the Shotgun Cleanup ability works so well is because it is groupwide and you don’t need to be near the caster to receive the benefit. This is especially handy as everyone will be too busy dodging AoE circles and watching the shield on the boss to chase down the person with the cleanse.
DPS check: This fight has an enrage timer of exactly 5 minutes and 6 seconds. You can see how much time is left on the enrage timer by looking at the boss’s buffs. Since a lot of groups will be using Shotgun elite Cleanup, Breaching Shot is a nice buff to have alongside to provide more DPS to the group. The enrage timer is such that if you are have one undergeared DPS, it will be quite tight. If everyone is decked out in some purples, then you can afford to have one DPS die about halfway through the fight and still beat the enrage timer (check our video where this happened).
Reflective Shield: This shield is the #1 killer of DPS. If you attack the boss when he has this shield on, you will kill yourself (AR healers need not to worry as the damage you do is insignificant to kill yourself). Tanks need to drag the boss to those Anima Vortex on the ground ASAP. According to a Funcom Dev (SilentOsiris), the vortex should appear on the ground 8-10 seconds before the shield returns. In addition, there is a debuff on the boss that you can keep an eye on that will tell you when the shield comes back again. This buff is called Anima Depletion. However, it is really hard to keep track of it as it is a debuff and therefore clustered together with all the debuffs from players. This debuff has a duration of 23 seconds, meaning that the shield will come back every 23 seconds.
One trick some players use is to get this mod called Eth’s Buff Bars. With this mod installed, you can put in Anima Depletion as the debuff to be tracked on the target and then have a fairly accurate idea of when the shield is about to go up.
Just a reminder that the shields will go up 1) start of the fight 2) whenever Anima Depletion counts down to 0 and 3) when the boss returns from his center “bombing run”.
Dodging circles: You are probably aware that there are two types of circles on this fight: the red circles that follow you around and the yellow circles that radiate from the center when the boss run to the center to do his “bombing run”. The trick to avoid the yellow circles is to run to the corners of the room. The circles can reach the sides of the room but not the corners.
Tank and AoE healing: Machine Tyrant hit fairly hard so you can’t skimping out on single target heals. I run Blood/AR healer build with Veteran + Leech Therapy + Anticoagulant+ Platoon + Cold Blooded to cope with the AoE damage. I find it a bit easier than Fist/Blood healing for this fight as Veteran can act as a free group heal to counter some of the DoT damage and you can use Platoon when the group really need heals. Cold Blooded I save for when I can’t reach the tank quickly enough after dodging those bombing runs: a Cold Blooded as I run towards the tank can stabilize his HP while I get in range to top him/her off.