Some people in my guild are running tomb 2 as they find tomb 3 still gives too many deaths, hmm ... I waste about 5 Ankh's per run in tomb 2, but haven't tried tomb 3 yet since not enough guidies want to run, I still need the AP.
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Some people in my guild are running tomb 2 as they find tomb 3 still gives too many deaths, hmm ... I waste about 5 Ankh's per run in tomb 2, but haven't tried tomb 3 yet since not enough guidies want to run, I still need the AP.
Tomb 2 is a relatively new fad, that started about a month after this guide was made.
I don't find any difference in death count. Both bosses are prone to one-hit you, but it is also possible to do both without dying. They both give the same number of fragments, and I haven't seen any more chests in 2 than I did in 3. People seem to think 2 drops more of them, but I certainly have not witnessed that. I get the same rare and epic junk in both 100% of the time.
No matter what technique you use, the death count for the average player (i.e. non-5k hp rogues or 8k+ hp tanks) is almost the same vs boss 2 and boss 3. As for chests - people say tomb 2 drops more of them. I started running tomb 2 again a few days ago, so I can't confirm this - I haven't seen a single chest drop so far in maybe 12 or 13 runs.
I believe people run Tombs 2 just because it is much faster than Tombs 3.... But thats just my reasoning for running Tombs 2 more than Tombs 3
It's not faster the way people are running it. It's just 50% of it is standing around being bored while someone scales the mobs, then going out and running through the whole map again to make the boss easier. Boring as hell imo, and scaling the mobs doesn't even make it easier - at least not enough to warrant the boredom.
Personally, I would rather go and kill everything and even if it cost a bit more, than use this new pansy method and forgetting how to survive in a real elite. I just hope they put clocks back in soon. Laziness and boredom are very much not my style, but finding anyone to do proper runs is turning out to be impossible.
Love the guide Serancha! An exquisite job, done. I especially like that you included '3 people is better than 4'. The map designs are also very helpful!
Any video for this guide? I want to watch, because my english sucks. Thanks. :-)
Thanks! This is a nice guide :encouragement:
Updated with hot new news!!!! Check the newsflash on the main post of this thread.
Everyone knows kelvin will stun bosses to prevent red attacks. However, the stat loss of using that pet compared to something decent, is not worth it in my opinion. I only post things I would advise doing, and Kelvin use is not one of those things. The likelihood of the party living to time their kelvin AA's in chain against this boss are very slim even without stones falling. Better to use real pets and strategy rather than a weak crutch.
Sorry, but I am very opinionated when it comes to using stun pets over skill.
That actually made no sense at all, but I will clarify my point.
The reason I dislike Kelvin is that you lose a major amount of damage from pet stats, AND kelvin is a rare pet so doesn't hurt elite bosses - nobody levels him to. 41 anyways. As a result, using pets like this makes the fight much longer than necessary. The longer the fight, the more likely people are to die.
You need more than one to effectively stun the boss. Why? The pet's leash is short, so if you stay out of the red zone, he's likely to come away from the boss. Also, the stun only works on one enemy, and that enemy is often the extra vines.
The point of this guide it to use positioning and strategy so parties can farm efficiently and cost effectively. Making boss fights last longer by using weak pets does neither of those things.
A'ight, so, on Kelvin. A warrior or mage using it doesn't bring up the kill time since by timing the AA, you can always stop the falling rocks which is disorienting the party by trying to avoid, keep tapping pots and fire skills. Only one is required so it can't be considered "cheesing" (which would be if four of them were rotated). DPS players just have to move up, grab aggro of the vines and take them out as they spawn while the warrior stays on the lower part of the room.
If avoiding the purple circles does actually prevent the rocks, then that's probably a better strategy to go with but I don't seem to recall such behaviour (will try it out and post back).
I have seen boss go through his preparation routine, nobody stuns him, and yet no stones are falling. So maybe this information is correct. Will test.
The base of it is actually correct. So, theoretically, the three-four players in party could be prepared to back out and prevent the rock falling! BUT, it's not just the purple circle you have to be away from, it's almost a 15m distance you need to steer clear of (the distance you'd be hit and pushed back plus some more). Not sure if it's possible to keep everyone outside with the frequent panics and tackle red zones.
Of course things like time shift and slowdown/stuns can help here. Also, you only have to avoid the first one or two purple rings to prevent the rock fall. This looks like a non-tank team strategy due to proximity limitations.
Wow so much hate for poor Kelvin. I'm happy I'm not nobody. My Kelvin is lv41 and behaves like a real pet. He's quite happy and loved lots in my stable.