Sardo Castle

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Sardo Castle

Post  Aghnar on Tue Jul 26, 2011 11:22 am

Boss 1. Horatio Tia
Remove RSE.

This boss can't be DPSd normally. You will need to take him down with catas.
Split the party in two groups. 2 people do catas, 3 dd mobs/barrels and one heals.
Boss has 2 AOE skills = one fireball that does high damage and leaves fire on the ground. If you stay in fire, you get 5% HP/s dot. And another 20-30k HP aoe.

Tactic for DPS:
3 barrels and 2 mobs will come from time to time. Kill mobs fast, then barrels. Barrels must not reach catapults. One barrel does 33% hp damage on a catapult. If all 3 catapults die, party wipes. Also if you let mobs on the priest it will either die or won't be able to heal properly and again wipe.

Tactic for catapults
After killing barrels they drop bombs. Go click on a bomb. You will get a new black/gold "gunpowder" buff. This will enable you to use second skill.
Go to the catapult, enter it. Use mouse 1 to rotate the camera, then mouse 2 to target the boss. You only need to target once.
After targeting the boss use skill combo: 2-1-2-1-2-1 etc until your gunpowder debuff runs out. Then go out and take another. Next time just enter the catapult and start shooting.

Skill 1 is very low dmg DOT
Skill 2 is 3% HP hit.

Where to target:



Boss 2. Rape1

Merging Rune can be interrupted by tank's charge. Ask the tank to interrupt 2nd Merging rune cast and you have more than one min to kill it.
He has a little over 12m HP, doesn't hit that hard on the tank. The boss will casting only one spell every 20 - 25 seconds and it's called, "Merging Rune". Merging Rune is about a 5 second cast and the does the following: It applies three buffs onto three random people in the party (not sure how this would apply to Hard-mode when it comes out.)

The name of each of the three debuffs: Freezing Rune (Decreases Attack & Casting Speed) Melting Rune (Receives 25% More Damage) Exhaustion Rune (Recieves ??% Less Heals) Those debuffs MUST be removed otherwise when he completes his second cast of Merging Rune, the entire party will be hit for 100k damage.

In order to remove those debuffs you need to do the following: Three traps will spawn once you are in combat with the boss their names correspond to the names of the debuffs. They all have ~80k HP. Freezing Trap Melting Trap Exhaustion Trap When the trap is attacked (and you gain aggro of it), it will start attacking you and place a debuff DoT on you (ticks for 10,000 true damage every 2 seconds.). Once the trap is killed, if someone in the party has it's corresponding debuff. It will be removed. (If someone has Freezing Rune and you kill The Freezing Trap, the debuff will be removed.)

Sometimes the debuffs will bug and you will have to kill the trap a second time. If you do cannot, that debuff is permenent. I have noticed that after killing the trap, it is best to run close to the rest of the party (as it removes it faster.)

So tl;dr version of the boss fight. Burn as much as you can for the first 25 seconds. Boss will cast Merging Rune Kill all traps once or twice (don't kill it again if it removed the debuff from a player.) Continue to burn the boss until dead. Best party composition for this boss fight would be 2 healers, 1 tank, 3 DPS. P/X + D/X seems to work the best as it allows for an equal distribution of heals to all targets and designate one single person to kill the traps (or have 2 DPS concentrate on the traps, preferably ranged.) If you have a single person DPS'ing the traps down after a Merging Rune. Please remember that the DoT's from each trap do stack and can do 10,000 each (30k every 2 seconds) and even more if you have the Melting Rune debuff.


Boss 3 - Rape2

Tank - use shield @ 80% hp, priest use after tank
If you get aggro use candy then kite
Tank use immunity foods/ skills and kite after 50% hp

This boss is extremely frustrating if you cannot burn him, as his strat involves a lot of kiting and it requires a very nimble party. (Fast acting.)

Every ~10 seconds, the boss will call out the name of a player in the party and run towards them and do a very powerful single hit to them. The boss will call out the name before jumping aggro towards you. I have noticed during this boss fight, it is best to have your pets out and constantly respawning them if they do as they boss will call out the name of your pets and chase it.

You cannot slow the boss, so don't bother even trying. Best way to avoid the boss is to make sure you spellweaver potions, crystal candies and any other speed potions (buffs) to assist you in running away from the boss. It's very difficult to coordinate this fight naturally without a good team. Video from EU server showed that it's best for the person who is call to run away from the party and stick to the wall to avoid getting killed. Crystal candy on your hot keys to be ready if he gets too close.

"Kalon's Wrath" is the percentage aoe that decreases armor. Additionally, it resets his aggro and increases in percentage damage every time he casts it.

"Strike of Fury" is a fear that targets one person, additionally fearing others around the target for 20 seconds.

After the 4th name is called, he'll soon enter a brief phase where he yells "DIE nameoftarget." Around the 3rd name, anyone who hasn't been called should position themselves behind a pillar. If your name is called, stick close to the pillar and be ready to run him into it when he yells out "die." This will result in all of his speed buffs disappearing, allowing the tank to safely pull aggro back.

"Heroic Power something-or-other" places a 5k dot and slows everyone. The slow can be cleansed off so it's important to have it done. If you do not have a P/K in the party to cleanse the fear (haven't tested if it works yet) healers should at least keep a regen on the feared ally. I've died many times to Kalon's Wrath and the dot

Boss 4- Rape3

Priest uses shield at 3/4 cast when the boss goes first time in the air. He'll do some 200k dmg AOE and wipe the whole pt.
After this, 2nd time it goes in the air it has some beam attak. If beam follows you run away from the rest and make sure the beam will hit no one or they die.
Alternatively you could use pheonix and survive at least one minute.


This boss is much like the Demon Dragon fight, you have to free the beast before fighting him. Kill the 4 mobs around the boss to release him from the bubble barrier.

Also he has an attack that is as much gibberish as the Dragon's flame attack where he jumps into the air and destroys the party. There are 4 stations around the boss that I feel have something to do with this fight, but did not have time to run it again and attempt to confirm at this date.

Boss 5. General's Skeleton


[Passage to boss] The hall leading to the boss is lined with mobs that have very tough buffs, unknown at this time if they can be removed. Dps on them was slow as hell. In the middle of the hall will be rolling balls that can knock a player down and damage them. The mobs must be removed to move forward (there is a wall at the bottom of the ramp).
This boss is buffed like hell, and I could do only minimal dps to him as his pdef was very high (lvl 70 boss as well, so the level difference could have had a major impact here). The mage we had in the group was doing well with his dps so the boss may be vulnerable to magic damage.

Couple of things, there is a sword that spawns that we believe (unconfirmed) is used to eliminate the bosses buffs. He also occasionally summons an add that we are unsure of it's purpose.

Then he'll do a 2 combo attack, Abysmal Blow followed by another one that is a short range aoe that hits for massive damage. Despite being prepared for this move on a second run I had no time to hit my BC to see if I could interrupt it as the cast bar doesn't show the correct time, it was only halfway through when the attack went off.

Aghnar

Posts : 5
Join date : 2011-05-15

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