Intenze
07-20-2012, 04:50 PM
Hi Everyone,
I am thinking about if it is possible to do the Humania Mystery boss without plat elixirs and I wanted to start a discussion page to get input from all you pros out there. I am just going to write out all my initial thoughts and see what kind of feedback/tips/discussion we can get going. I buy some plat, but I don't have enough to stay elixired up the whole time to do repeat runs over and over so ideally, I would like to find a way to do it without plat elixirs and just rely on the ideal group and very strong group strategy to get it done.
1. I think the primary concern is how to keep the bear tank alive. My guess is that dex and int gear are not going to cut it. Most likely crafted strength humania gear will be required and the best spec will be dex/str. Dex so the tank has enough hit to hold aggro and also pull off mega combos when necessary. The boss does single hits for upwards of 700+ damage.
2. I am assuming 1 missed mega combo is going to seriously put a non-elixired group behind because the damage is not going to be there. We are going to be relying on consistent, reliable play with mega combos when we need it in order to prevent the boss from healing. There will be no "rush downs."
3. Optimal team. I am wondering if the optimal team would be 1 bear, 2 birds and 2 mages, OR 1 bear, 1 bird and 3 mages. The pros/cons of each:
- 2 birds, 2 mages: We will be able to pull of mega combos more frequently, however there will be less healing.
- 1 bird, 3 mages: We will heavily depend on the 1 bird to pull off the mega combo at the right time. There will be more healing with 3 mages rotating heals. Also, an interesting note is that the coffin mega combo limiting factor is just the mage's drain life. If the bear and bird just spam crushing blow and break armor, the crushed combo will basically be "active" 100% of the time since they are on such short cooldowns and there is a few second window open after each is cast. 1 bird, 3 mages would give us a better ability to keep the boss mega comboed, but would hurt the group's ability to pull off hellfire combos for killing the skeletons.
- Obviously, pulling off the combo on the boss is the most important. However, with as many skeletons as there are, I believe pulling off the AOE mega combo consistently would be quite important as well. The question is, how important is that, and is it okay to give up the ability to pull off the AOE mega in order to get more healing and more boss combos off?
4. Specs and gear for mages/bird. Since we are not focused on damage, but more so on first just the ability to stay alive, I think everyone will be using single handed weapon and shield/bracer. A dex bird should be okay. The question is, who will be tanking the skeletons before they die? Most likely the mages will get most of the aggro. I wonder if 1 or even 2 pallies will be useful in this situation. We would be giving up some healing ability to do this and damage. Will a pally be able to survive tanking those skeletons for a little bit before they all get killed off?
- The bear trying to tank the skeletons would probably not work either because the additional damage from the skeletons on top of the damage from the boss would probably kill him.
- The birds and mages would also need to try to go light on DPS since a strength bear is going to have trouble holding aggro if the birds and mages go full blast. single handed weapons and slow dps would be the best way to go.
5. Mega combo timing: The question here is if the boss goes to heal on a timer, or based on damage received. My personal belief is that it is on a timer, or there is some kind of timer that gets trigger after a certain amount of damage. This is because some elixir groups are able to rush him down before he even goes to heal. If it were based on a percentage of health to heal, as soon as he got 50% or whatever it is, he would immediately run.
6. Keeping up debuffs on the boss will be key
- Bear has to prioritize crushing blow
- Bird has to prioritize blinding shot and then break armor
- Mages, after heal, have to prioritize weakness and nightmare
7. defensive cooldowns
- Will the bear be able to switch between evade and iron blood, or will he need both to stay alive? What to do when they wear off and the cooldowns are not up again?
- Is it possible for the mages to switch skeleton aggro based on cooldowns? Seems pretty difficult
- Bird should theoretically not get much aggro, although scream + blast shot could also get him aggro as well...
Summary of discussion points:
1. Optimal spec/gear for the bear tank
2. Slow consistent play key to victory (with no missed megas and no one dying)
3. Optimal team make up: 1 bear, 2 birds and 2 mages, OR 1 bear, 1 bird, 3 mages
4. Optimal spec/gear for mages: Should we have a mix of pallies and int mages, or all pallies or all int mages?
5. Mega combo timing: Does the boss heal based on a timer or based on % of health?
6. Keeping up debuffs will be key to survival
7. How to best rotate defensive cooldowns
I am thinking about if it is possible to do the Humania Mystery boss without plat elixirs and I wanted to start a discussion page to get input from all you pros out there. I am just going to write out all my initial thoughts and see what kind of feedback/tips/discussion we can get going. I buy some plat, but I don't have enough to stay elixired up the whole time to do repeat runs over and over so ideally, I would like to find a way to do it without plat elixirs and just rely on the ideal group and very strong group strategy to get it done.
1. I think the primary concern is how to keep the bear tank alive. My guess is that dex and int gear are not going to cut it. Most likely crafted strength humania gear will be required and the best spec will be dex/str. Dex so the tank has enough hit to hold aggro and also pull off mega combos when necessary. The boss does single hits for upwards of 700+ damage.
2. I am assuming 1 missed mega combo is going to seriously put a non-elixired group behind because the damage is not going to be there. We are going to be relying on consistent, reliable play with mega combos when we need it in order to prevent the boss from healing. There will be no "rush downs."
3. Optimal team. I am wondering if the optimal team would be 1 bear, 2 birds and 2 mages, OR 1 bear, 1 bird and 3 mages. The pros/cons of each:
- 2 birds, 2 mages: We will be able to pull of mega combos more frequently, however there will be less healing.
- 1 bird, 3 mages: We will heavily depend on the 1 bird to pull off the mega combo at the right time. There will be more healing with 3 mages rotating heals. Also, an interesting note is that the coffin mega combo limiting factor is just the mage's drain life. If the bear and bird just spam crushing blow and break armor, the crushed combo will basically be "active" 100% of the time since they are on such short cooldowns and there is a few second window open after each is cast. 1 bird, 3 mages would give us a better ability to keep the boss mega comboed, but would hurt the group's ability to pull off hellfire combos for killing the skeletons.
- Obviously, pulling off the combo on the boss is the most important. However, with as many skeletons as there are, I believe pulling off the AOE mega combo consistently would be quite important as well. The question is, how important is that, and is it okay to give up the ability to pull off the AOE mega in order to get more healing and more boss combos off?
4. Specs and gear for mages/bird. Since we are not focused on damage, but more so on first just the ability to stay alive, I think everyone will be using single handed weapon and shield/bracer. A dex bird should be okay. The question is, who will be tanking the skeletons before they die? Most likely the mages will get most of the aggro. I wonder if 1 or even 2 pallies will be useful in this situation. We would be giving up some healing ability to do this and damage. Will a pally be able to survive tanking those skeletons for a little bit before they all get killed off?
- The bear trying to tank the skeletons would probably not work either because the additional damage from the skeletons on top of the damage from the boss would probably kill him.
- The birds and mages would also need to try to go light on DPS since a strength bear is going to have trouble holding aggro if the birds and mages go full blast. single handed weapons and slow dps would be the best way to go.
5. Mega combo timing: The question here is if the boss goes to heal on a timer, or based on damage received. My personal belief is that it is on a timer, or there is some kind of timer that gets trigger after a certain amount of damage. This is because some elixir groups are able to rush him down before he even goes to heal. If it were based on a percentage of health to heal, as soon as he got 50% or whatever it is, he would immediately run.
6. Keeping up debuffs on the boss will be key
- Bear has to prioritize crushing blow
- Bird has to prioritize blinding shot and then break armor
- Mages, after heal, have to prioritize weakness and nightmare
7. defensive cooldowns
- Will the bear be able to switch between evade and iron blood, or will he need both to stay alive? What to do when they wear off and the cooldowns are not up again?
- Is it possible for the mages to switch skeleton aggro based on cooldowns? Seems pretty difficult
- Bird should theoretically not get much aggro, although scream + blast shot could also get him aggro as well...
Summary of discussion points:
1. Optimal spec/gear for the bear tank
2. Slow consistent play key to victory (with no missed megas and no one dying)
3. Optimal team make up: 1 bear, 2 birds and 2 mages, OR 1 bear, 1 bird, 3 mages
4. Optimal spec/gear for mages: Should we have a mix of pallies and int mages, or all pallies or all int mages?
5. Mega combo timing: Does the boss heal based on a timer or based on % of health?
6. Keeping up debuffs will be key to survival
7. How to best rotate defensive cooldowns