Originally Posted by
Doubletime
Joey, getting through the dungeon waves, including the second and third bosses, really has a lot to do with party make up and the builds of toons. The party really needs one guardian warrior with a very dungeon friendly spec and a divine monk with a strong healing based spec. Both also really need pretty high end gear to take full advantage. The other two spots are ususally archers and mages built for dps to actually kill the mobs while the guardian holds aggro and the monk heals. I actually did respecs on my monk and warrior specifically for the dungeon.
The second boss is a pain because of the silence and knockdown interrupting skills. Best thing to do is have the guardian tank him in the water where he spawns. Make sure everyone knows to health pot if their health gets low because the monk can't always get you healed in time because of the silence and knockdown (and the mob can crit for 3500hp in damage). The Guardian should just use quick strike to maintain moral levels and aggro (it will aggro mob for 5 secs). When the Boss grows bigger at around 20% health left, the Guardian should hit Guardian Stance to help with damage management while he keeps aggro. Also, try to hold back courage and a cooled down health pot for this part. Honestly, it is hard for mages at that point because of the boss's dps if they get aggro even for a hit or two. You may want to think about adding some stam based gear pieces to bump up your HP.
Echelong can give monk tips on healing. He is good at keeping everyone alive through the dungeon.
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