Edited by xKeisukex at 5-5-2014 04:08 PM
3 Main Boss Strategies:
#1. Hit And Run (For people who have average hero talents)
As title says, you will drop a tank (with revive talent will be good) to draw aggro from boss first.
Next drop all your other heroes behind the boss for them to attack the boss while the boss is chasing your tank.
End battle to exit before your tank dies and repeat the cycle again. (Or end battle to exit after your tank dies if your tank has revive talent)
#2. Proc And Run (For people who have revitalize hero talents for bossing)
Similar to Hit And Run strategy, but your aim is to get off your hero's proc before your tank dies and exit battle.
Some of the more popular heroes to get off proc on are Succubus (35k damage on boss at any skill level) and Champion (3 seconds stun), but any other DPS procs other heroes offer are good as well.
Preferably at least 3/5 Revitalize for Proc And Run strategy, and a tank that can take a few hits to buy time for your heroes to proc.
#3. Fight Full 3 Minutes With Permanent Stun (For people who have selective good heroes and hero talents for bossing)
Popularly used team for full 3 minute fights: Paladin, Champion, TG, Pumpkin, Druid
Requires high Pumpkin skill level, preferably at least 4/9 or 5/9 minimum, and high level berserk/revitalize on the rest of the heroes (except Paladin, revitalize stone skin or tenacity would be preferred)
Pumpkin is key here.
This is a youtube video of KingDD doing #3 on boss 1 with the above mentioned hero build
These are Phalikos's youtube videoes on boss 1 solo / perma stun:
iLOVEzeisuke's youtube video on boss 1 solo WITHOUT PD/Cupid
Niche Strategies (Or ideas brainstormed that may or may not work)
1. Full 5/5 Scatter Team
Prevents Boss from ever having a chance to proc
2. Damage reduction (Shaman Trick)
Having a Shaman with 4/9 Curse reduces boss damage by 44% for 7 seconds, definitely useful!
However due to the super slow attack rate of 1500 on Shaman you would probably need 5/5 Revitalize for it to work.
Another thing is that we have test Shaman + Succubus damage reduction combo before, apparently the damage reduction overrides each other. It's too bad or else we could have Boss damage dropped to 42% of its original level or lower using Shaman + Succubus even if the damage reduction stacks diminishingly.
3. Using any level Revive as a replacement for 2.5/5 and higher Revitalize to do Proc And Run strategy (Tested and works very well for me!)
When your hero dies and revives, the energy bar remains at the point where it died. Therefore the trick is to put in your proc hero with revive in first (eg. Succubus with 1/5 Revive) and let it attack the Boss and die (it will gain energy during the time it attacks boss and get attacked by boss, both attacking and getting attacked increases your energy!).
After that immediately put in your ACTUAL tank hero to tank while your Succubus revives with the amount of energy it left off at when it dies (usually 50% for me on Boss 1 after dying on 3rd hit).
How well this works depends on how many hits your proc hero with revive can take, and how many hits your actual tank hero can take.
This can also be combo-ed with a full team
Hit/Proc And Run combo. However it comes with requirements:
1 x Proc Hero (Eg. Succubus) with 1/5 Revive
1 x MELEE Tank Hero
3 x Range DPS
The reason that the 3 other heroes apart from your Proc Hero (with 1/5 Revive) and and MELEE tank must be ranged, is because when your Proc Hero (with 1/5 Revive) dies, Boss will turn around and target one of the nearest heroes to him.
Having your tank as the only melee hero is to ensure that the 2nd aggro of the Boss will always be on him instead of any other heroes.
If you have a melee DPS mixed in with the team, the Boss may sometimes hit and kill your melee DPS instead of hitting your tank after your Proc Hero (with 1/5 Revive) dies.
Another thing to take note is that at the time when your Proc Hero (with Revive) dies, AND the boss gets hit with a heavy blow or hero skill stun proc you must end battle and exit IMMEDIATELY.
This is because sometimes the Boss will target your Proc Hero (with 1/5 Revive) again after he revives if the Boss got stunned during that interval.
4. Poor man's build to prolonged fights with perma-stun (without spending a bomb to get all the right talents and without a Pumpkin Duke)
Now this is probably the question most players with limited gem budget would ask. What's the most viable way to achieve full 3 minute fights without throwing a lot of money in?
This is one of the not-so-feasible non-gems way I can think of right now.
Paladin (Tank) + Champion (3 sec stun) + Executioner (7/9 Tremor for 3 sec stun) + Pumpkin Duke (att speed boost)
1. Drop Paladin in to draw guild boss aggro
2. Drop Champion in
3. Drop Executioner (7/9 Tremor) 3 seconds AFTER Champion has been dropped in
This is because Champion and Executioner has the same attack rate so they will proc around the same time, thus we will drop one of them in 3 seconds later to create a 6 seconds chain stun. Make sure that they have the same attack rate (having uneven levels of berserk will screw up your chain-stun timing)
For Executioner to have 7/9 Tremor, this will require 1,500 + 7,500 + 22,500 + 52,500 + 90,000 + 150,000 = 324,000 skill exp (or 108 Gelatinous Champions / 16,200 shards) which is actually quite unreasonable.
A more reasonable assumption would be to use a Tri-Core Stun Team consisting of Champion (3 seconds stun), Executioner 4/9 Tremor (2 seconds stun) and TG (1.5 seconds stun):
If we go for this Tri-Core Stun Team do a 6.5 seconds chain-stun I think it might actually be feasible. although actually implementing it is going to prove very challenging.
4/9 Tremor (2 sec stun) will require 1,500 + 7,500 + 22,500 = 31,500 skill exp (10.5 Gelatinous Champions or 1575 shards) which is quite attainable for most players.
The reason I included all the stunning heroes except Dryad is because while Champion, Executioner & Thunder God have 1000 attack rate, Dryad has 1500 att rate which makes it hard to coordinate your proc timing. (Plus Dryad's damage is very low)
Suggested Team of 5 for Poor man's build to 3 minute boss battle - High Level Paladin to tank, Champion, Executioner (4/9 Tremor with 1575 shards), Thunder God and a Druid to Heal & Boost Attack.
I believe 6 to 6.5 seconds should be long enough (or almost long enough) for heroes with 1000 attack rate to proc again.
Even if you're unable to perma-stun 100% of the fight, you should be able to keep Boss stunned at least 75% of the time.
I will try to see if I can figure out a way for my Paladin to tank long enough for the first hero to proc and update this niche strategy again. Now I'm not going to tell you to roll for 5/5 revitalize Paladin or Champion, because if you have that much gems to roll for such luxury talents you would not even need to read this section here.
Since this a poor man's build, the bare minimum requirement that I suggest would be:
Level 85-100 Paladin with 1/5 Revive (tank 3-4 hits before dying on Boss 1, will be able to die later if any of your heroes proc with heavy blow talent before your first stun hero procs)
Any level Champion with 2/5 Revitalize - Champion will proc on the 5th hit and setup for the rest of your heroes to chain stun/proc
For Boss 1 as long as your Paladin can tank 3-4 hits before dying, there should be a decent chance for your Champion to proc on the 5th hit.
For Boss 2 your Champion will need to be in the 5 Stars range (Level 81-100) to survive the first Boss 2 AOE proc, you will most likely need higher level Revitalize (3/5 and above) to proc before Boss 2 does AOE proc for a second time (which is where the real danger is, your Paladin 1/5 Revive can die but your other heroes will probably die from a second AOE proc).
Taking a proc attack/normal attack from Boss will increase 15 energy for your heroes (same as tanking a hit from enemy heroes).
At Revitalize 3/5 (60 energy) you will proc on the 4th hit normally, but by taking the first Boss 2 AOE proc your Champion will be able to proc on the 3rd hit. (I feel 2/5 Revitalize to proc on 4th hit after taking first Boss 2 AOE proc is too risky, as Boss 2 may proc for a second time before your Champion does the 4th hit)
3 Parts To Understanding How Your Heroes Work And How To Choose Them: Attack Rate / Hero Talents (Including How Many Attacks Does It Take To Proc With Your Level Of Revitalize)
The lower the number of the attack rate of your hero, the faster your hero attacks.
Thus for hit and run strategies (where you are not intending to try and proc), pick the heroes with the highest base damage/fastest attack speed AND the correct hero talents (Hero Talents will be explained in the next part, VERY IMPORTANT and decides how much damage you can actually churn out)
Hero Talents That Are Useful (credits to Eva1210 and guoyuus)
Has a 25% chance to reduce enemy SPD by 30% for 5 secs when attacking.
Has a 25% chance to reduce enemy SPD by 40% for 5 secs when attacking.
Has a 25% chance to reduce enemy SPD by 50% for 5 secs when attacking.
Has a 25% chance to reduce enemy SPD by 60% for 5 secs when attacking.
Has a 25% chance to reduce enemy SPD by 70% for 5 secs when attacking.
Having this talent proc early slows down the Boss' walking speed by a lot, potentially delaying the first hit dealt to your tank by up to 2 seconds or more.
Heavy Blow (Coma is stun)
Has a 10% chance to inflict Coma for 1 sec on target when attacking.
Has a 10% chance to inflict Coma for 1.5 secs on target when attacking.
Has a 10% chance to inflict Coma for 2 secs on target when attacking.
Has a 10% chance to inflict Coma for 2.5 secs on target when attacking.
Has a 10% chance to inflict Coma for 3 secs on target when attacking
Having this passive stun
is very helpful when it procs, whether it's in the middle of the fight or before the boss reaches your tank to do the first hit (helping to delay the first hit).
IMPORTANT!!!!! Many players do not know this, but Slow Down and Heavy Blow deals 100% base damage when they proc! This makes them some of the most underrated hero talents, ESPECIALLY Slow Down.
Having any level of Heavy Blow essentially means having a 10% chance of 200% critical attack.
And having any level of Slow Down essentially means having a whooping 25% chance of 200% critical attack! (I bet you thought this skill was useless, I'll never look at 1/5 Slow Down and think it's a useless skill again.)
Scatter (Not practical)
Reduces target's Energy by 5 when attacking.
Reduces target's Energy by 10 when attacking.
Reduces target's Energy by 15 when attacking.
Reduces target's Energy by 20 when attacking.
Reduces target's Energy by 25 when attacking.
down the rate Boss procs, but only effective when you have multiple heroes with 4/5 or higher scatter as 5 heroes attacking Boss will charge up his energy too fast. A single hero with 4/5 scatter will not be able to slow down the Boss enough to delay procs.
Has a 10% chance to deal 3x more damage when attacking.
Has a 10% chance to deal 4x more damage when attacking.
Has a 10% chance to deal 5x more damage when attacking.
Has a 10% chance to deal 6x more damage when attacking.
Has a 10% chance to deal 7x more damage when attacking.
Self-explanatory, more damage from lucky critical strikes.
This part is what I would like to explain in-depth. How does Revitalize work in actual battle? Everyone knows it helps you to proc earlier but by exactly how much faster? This is what you need to know:
Energy you gain for every attack = 15, Full Energy Bar = 100
That means if you have no Revitalize it takes 7 hits to charge to 100 energy ( 7 hits * 15 = 105 energy )
Proc attack happens on the next hit after you've charged up 100 energy, which is the 8th hit in this case.
Revitalize (And number of hits you need to do at each talent level to accumulate 100 energy)
Gain 20% Energy at the start of battle. ( 6 hits * 15 = 90 energy )
Gain 40% Energy at the start of battle. ( 4 hits * 15 = 60 energy )
Gain 60% Energy at the start of battle. ( 3 hits * 15 = 45 energy )
Gain 80% Energy at the start of battle. ( 2 hits * 15 = 30 energy )
Gain 100% Energy at the start of battle. ( 0 hits required to get 100 energy )
Therefore if you're using a Revitalize Succubus for a Proc And Run strategy, you can refer to this table to see how many hits you need to do with your Succubus before you can proc with your current level of Revitalize.
This will let you gauge roughly how long you need your tank to survive for your heroes to proc.
Getting hit by the boss will also increase the rate at which you gain energy, however for Proc And Run strategies usually your proc hero is not your tank. Unless you're using Revive as a replacement for Revitalize (send proc hero with revive in to attack + tank damage to increase energy, then let Boss attack your tank next while your proc hero with revive comes back to life with the energy bar remaining at where it left off when he died as a makeshift Revitalize using Revive. Also mentioned in Niche Strategies section.)