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[Guides] Guild Boss Fight Guide/Discussion [And STRATEGIES]

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#1
Posted on 1/5/14 12:59:01 PM | Show thread starter's posts only

Edited by xKeisukex at 2-21-2014 02:47 PM

I may not be the person best qualified to make this thread, but I'm doing it because I think it's something that many people need or are interested in.





I would also like to commit a section for collecting information contributed by forumites for their heroes' damage in Boss Fights in the following format:

Boss: Boss 1
Heroes Used:
Level 104 Thunder God (3/9), 3/5 Heavy Blow
Level 101 Champion (3/9), 4/5 Revitalize
Level 102 Druid (4/9), 3/5 Revive (Tank)
Level 88 Succubus (3/9), 2/5 Heavy Blow
Level 100 Executioner (4/9), 4/5 Slow Down

Strategy Used: Perma-Stun (10 seconds to 120 seconds)
Damage Done In 10 Minutes: 10m Damage

Notes: Unable to keep perma stun all the way due to Slow Down/Heavy Blow talent bug, has a chance to not gain energy on your proc attack.

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#2
Posted on 1/5/14 1:00:50 PM | Show thread starter's posts only

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
http://www.youtube.com/watch?v=E_w_P72Zg-s

These are Phalikos's youtube videoes on boss 1 solo / perma stun:

https://www.youtube.com/watch?v=6bSgd0S01NE&feature=youtu.be
https://www.youtube.com/watch?v=eXaKTWytPxQ&feature=youtu.be

iLOVEzeisuke's youtube video on boss 1 solo WITHOUT PD/Cupid

http://www.youtube.com/watch?v=bDLFpsCV2Rs




Niche Strategies (Or ideas brainstormed that may or may not work)

[attach]34376[/attach]
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.

[attach]34379[/attach]
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)

Attack Rate
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)

Slowdown
         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.


Slows
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.


Deadly Strike        
         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.


Revitalize
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.)

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#3
Posted on 1/5/14 1:02:37 PM | Show thread starter's posts only

Edited by xKeisukex at 2-21-2014 02:47 PM

Boss 1 Strategy (2 main parts to it)

Part 1. Tanking the Boss

Boss 1 does 6,000 damage on normal hits and 10,000 damage on procs.
What you have to take note of is that the boss usually deals 6,000 damage on the first hit even with all your heroes hitting him (he usually will not be able to get full energy bar to proc before doing the first hit on your tank), the second hit is very inconsistent.
On the second hit, the Boss usually will have full energy bar and will proc for 10,000 damage (very small AOE, will only get hit if your heroes are stacked on top of one another but will be fine if they are standing one space apart).
However the damage output of the second attack with full energy bar varies with 3 possible outcomes:
1. Does 6,000 normal damage, even though it is a proc attack
2. Does 10,000 proc damage
3. Does 16,000 normal + proc damage at one go

That means for your tank to 100% survive 2 hits without dying, he will need >22,000 hp (1st hit 6,000 damage, 2nd hit worst case scenario 16,000 damage).
With 25,000 hp (level 100 Paladin) Sometimes you will die on the 3rd hit (6k 16k and die on 3rd hit), sometimes you will die from 4th hit (6k 10k 6k and die on 4th hit), but to play safe you will have to exit the battle after taking 2 hits.

This is equivalent to having any hero above 7,000 hp with 1/5 revive as you will also be able to tank 2 hits (1st hit 6,000 damage, die on 2nd hit and revives), a 2 hit tank like this is probably very easy for most new players to get as compared to a Paladin with good/bad talents. Highly recommend this for starting players who want to fight boss.

If your tank accidentally dies and you are desperate enough, you can also use any level 1 hero as a 1 hit "revive talent" tank as it takes only 5 seconds for level 1 heroes to revive after dying.

Part 2. Stunning the Boss
Regardless of what heroes you're using to fight Boss, you won't do the max potential of your damage unless your heroes can proc their skills (eg. Succubus 35k dmg skill).
Obviously it is unreasonable for us to re-roll talents for all our heroes to 5/5 Revitalize so that we can proc on Boss.
Thus what the best method is to re-roll talents on just ONE stunning hero for Revitalize, preferably a Champion (longest stun duration of 3 seconds) to buy time for the rest of your heroes to proc.

Referring back to my earlier post on Revitalize skill:



Revitalize
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 )


What level Revitalize you need for your Champion is dependent on how much time your tank can buy for you to proc.
Eg. 12k HP 1/5 Revive ranged tank that likely dies on 2nd hit will probably buy you only 4 seconds or so (around 2 seconds for boss to walk to your tank, 2 seconds to attack your tank twice)
In that case you will probably need at least a 3/5 Revitalize where your Champion will proc on the 4th hit (takes around 4 seconds to do the 4th attack).


Whereas if you have say a 23k HP 1/5 Revive Paladin that likely dies on 3rd to 4th hit, 2/5 Revitalize should be enough for your Champion to proc in time (5th hit).


For heroes that have an attack rate of 1000, that 3 seconds bought from Champion's stun is equivalent to 3 attacks or you can think of it as your whole team having 2/5 Revitalize (because your first proc normally takes 8 hits which is around 8 seconds, and the 3 second stun ensures a definite 3 free attacks on Boss meaning you only need to hit 5 attacks outside of the stun time to proc).

Of course the Champion's 3 second stun time may not be enough for the other heroes to proc because your tank may not be able to last long enough for them to proc even with that extra 3 seconds.
This is where the chain stun technique comes in, read up on the part about Revitalize and decide on the order you put your stunners (most people use Champion + TG, I use them and a 4/9 Executioner to do a 3 hero chain stun combo but since it's an elite hero so most people are hesitant to upgrade him) in to let them proc one after another to maximize stun time for the rest of your heroes to proc or at least do damage.

If you read and study the table well you will be able to find out the exact timing you need to drop the stunning heroes one after another.
One golden example I will give you is that if you have 1/5 Revitalize TG and 3/5 Revitalize Champion, just drop them together at the same time and they will do a perfect 4.5 seconds chain stun for you.

This is because for 1/5 Revitalize you need 3 more hits (3 seconds at 1000 attack rate) than 3/5 Revitalize to proc. Champion stuns for 3 seconds and it creates a perfect synergy between 1/5 Revitalize TG and 3/5 Revitalize Champion to stun one after another for 4.5 seconds.

Of course this is with the assumption that they are not tanking hits from the Boss (the tank is tanking the hits) as hits from Boss will grant 15 energy each time, and your attackers really shouldn't be the ones tanking the hits anyway.




Boss 1 damage collected from players



Boss: Boss 1
Heroes Used:
Level 104 Thunder God (3/9), 3/5 Heavy Blow
Level 101 Champion (3/9), 4/5 Revitalize
Level 102 Druid (4/9), 3/5 Revive (Tank)
Level 88 Succubus (3/9), 2/5 Heavy Blow
Level 100 Executioner (4/9), 4/5 Slow Down

Strategy Used: Perma-Stun (10 seconds to 120 seconds)
Damage Done In 10 Minutes: 10m Damage

Notes: Unable to keep perma stun all the way due to Slow Down/Heavy Blow talent bug, has a chance to not gain energy on your proc attack.
Boss: Boss 1
Heroes Used:
Level 83 Paladin, 1/5 Revive
Level 83 Champion, 1/5 Revive
Level 83 Executioner, 1/5 Heavy Blow
Level 80 Ice Demon, 1/5 Heavy Blow
Level 60 Angel, 1/5 Heavy Blow

Strategy Used: Hit/Proc And Run
Damage Done Per Round: 30k-70k Depending if Champion gets proc off
Boss: Boss 1
Heroes Used:
Level 87 Paladin, 2/5 Heavy Blow
Level 80 Thunder God, 3/5 Berserk
Level 80 Assassin, 3/5 Deadly Strike
Level 80 Serpent Queen, 4/5 Slow Down
Level 72 Executioner, 2/5 Heavy Blow

Strategy Used: Hit And Run
Damage Done Per Round: 20k-40k
Able to hit 2m damage in 10 minutes

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#4
Posted on 1/5/14 7:05:45 PM | Show thread starter's posts only

What about using AC to reduce duration of stun time required ? If AC had 4/9 skill it will reflect damage for 4 sec so even if boss is not stunned it won't be causing too much damage. So with if stun and reflect are chained perfectly one can get 8.5 sec of non-damage from the boss, I think more than enough time to cycle the procs ?

I was thinking of followin setup: AC with 4/9 as a tank, TG + Champion as stunners, Druid for attack boost and some other DPS hero.

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#5
Posted on 1/5/14 10:34:22 PM | Show thread starter's posts only

Uu-ll_Mm-aa(115 replied at 1-5-2014 07:05 PM
What about using AC to reduce duration of stun time required ? If AC had 4/9 skill it will reflect d ...

AC would be nice to use as a tank too although I think it would be hard to coordinate AC's reflect timing with the 4.5 sec chain stun from Champion + Thunder God due to AC's 2000 attack rate that is different from the stunners who have 1000 attack rate, plus AC's energy bar would also fill up faster at the beginning at a different rate (faster than just the basic 2000 attack rate) from the boss hitting him until your first stunner procs.

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#6
Posted on 1/7/14 10:21:59 AM | Show thread starter's posts only

i need your suggestion about my formation againts boss tier 2 ...
my formation to bossing :
champion lv 80 (4 star) - revit 5
sucu lv 80 (4 star) - revit 2
TG lv 97 - revit 3
druid lv 91 - revit 2
pumpkin lv 95 - revive 2

my others hero that i didnt use for bossing is SM lv 91 - wargod 4 ; paladin lv 80 (4 star) ; snowzilla lv 91

i just little bit confused about this line up ...
i'm using pumpkin for tank because it has revive.

do you think i must change druid for tank and roll druid talent for revive ? and roll the pumpkin for revit ?

do you think i must upgrade my champion and sucubus ? or just let them stay in lv 80 (4 stars) ?
because what im thinking is, i just need sucubus skill proc which is 35k in any level and 3 sec's champion stuns which is the same in any level.

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#7
Posted on 1/9/14 11:07:59 AM | Show thread starter's posts only

u can get 3 main stuns with 5 heroes with heavy b passive

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#8
Posted on 1/9/14 7:07:42 PM | Show thread starter's posts only

Dernière édition par nicknem sur 1-9-2014 07:10 PM

How the reset of the Boss Challenge work please ?  Only reset at 00:00 ? or we can do the boss 2 times in a day ?

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United Allies !!! Born to Clash
#9
Posted on 1/11/14 11:43:35 PM | Show thread starter's posts only

this is a topic that really needed a thread, thanks for getting it started!

my current thoughts:

Pally Talent - still debating this. trying to find others' feedback / experiences.
1) 5/5 Berserk (currently this is what my pally has) - good for longevity, will increase the uptime of Divine Shield overall.
2) 5/5 Revit - instant Divine Shield for a strong start to the fight, but rather useless in terms of helping with longevity / survival after that.
3) 5/5 Tenacity / Stone Skin - would increase survival / endurance overall, especially helpful inbetween spell procs.
4) 5/5 Revive - benefit of revive is kind of a given, not sure it would be as useful for hero fight since it would drop aggro, but a second life is never a bad thing either.

Currently debating whether to keep the 5/5 zerk i have on my pally or reroll for stone skin or revit.

TG Talent:
Heavy Blow - seems to be popular preference for boss fights as it procs often and provides another stun.
Berserk - more frequent Thunderstorm procs
Scatter - Have not tried this but have seen a few people suggest 5/5 scatter in order to prevent boss from being able to use special ability. Very interested in this concept but need to see more results / hear more feedback from people using it before I would want to try rolling for it.

other heroes talents seem to be pretty limited for tanking bosses form what I've seen. Druid 4/5 or 5/5 berserk, PD berserk or revit, champ berserk.

thoughts?

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#10
Posted on 1/13/14 3:04:09 AM | Show thread starter's posts only

Edited by xKeisukex at 1-13-2014 04:27 AM

papypoko replied at 1-7-2014 10:21 AM
i need your suggestion about my formation againts boss tier 2 ...
my formation to bossing :
champio ...

Right now is your main strategy putting a tank in to draw aggro, then let your 5/5 revitalize champion proc 3 seconds stun for your 3 other DPS heroes to proc and end battle afterwards? (instead of extended fights)

Because I'm not sure which strategy you're adopting I'll assume it's the hit and run method first.
Since your champion can proc immediately with the 5/5 revitalize before the boss 2 hits your tank even once, I think there's no need for an actual hero with tanking abilities (revive talent) to act as bait for the boss 2. You probably can just fit in any other DPS hero as bait instead of a revive pumpkin, like maybe your spirit mage with 25% attack from war god 4/5.

As for talent re-rolls maybe you can try for revitalize on snowzilla (which I assume it has junk talents since you didn't bother to mention its talent)? It has one of the highest DPS on 1v1 targets with it's DOT skill (damage over time).
At level 3 it's 125% damage every 0.5 seconds over 4 seconds. But I guess it's pretty subjective since it needs high revitalize to deal the full potential of its damage during a hit and run boss strategy. If you're lucky enough to get another 4/5 or 5/5 revitalize, having it proc for 3 seconds before battle ends makes it 6 x 125% damage = 750% damage output. Otherwise if it only proc 1.5 seconds before battle ends from a lower level revitalize, that's 3 counts of 125% damage = 375% damage.
Alternatively a ninja with revitalize would be nice too since it has the highest base damage of all heroes, and 450% single target damage at level 3 skill.

I think you should just let your champion and succubus stay at level 80 since champion's stun is still 3 seconds and succubus damage is capped at 35k. I'll prefer to save hb to level other heroes that have a higher damage multiplier for their hero skill  (eg. champion with level 3 skill does 180% damage and thunder god with level 3 skill does 260% damage)


nicknem: How the reset of the Boss Challenge work please ?  Only reset at 00:00 ? or we can do the boss 2 times in a day ?

You can only fight boss once a day. It resets at 00:00 hours EST (game server time). If you're having problem with timezones, I use worldtimebuddy
http://www.worldtimebuddy.com/est-to-gmt-converter

BUT, from experience we started a boss fight at 11.35pm before, and defeated the boss before 12:00am but the boss challenge didn't refresh for the next day.
Our assumption is that:
We defeated boss before 12am, however the 30mins boss fight timer overlapped into the next day (finishes at 12.05am) and that's why we couldn't fight boss the next day (and wasted a day's worth of HB rewards).
So my suggestion is that you don't try back-to-back bosses too close to save time. If you have to, try starting the boss at least before 11.25pm (so that you don't repeat our mistake).

It could be the 30 mins boss timer continue running into the next day, it could also perhaps be that we need to finish our boss at least 1 hour before the next day. But the 30 mins boss timer running into the next day is the assumption that made the most sense to us.

Phalikos: my current thoughts:

Pally Talent - still debating this. trying to find others' feedback / experiences.
1) 5/5 Berserk (currently this is what my pally has) - good for longevity, will increase the uptime of Divine Shield overall.
2) 5/5 Revit - instant Divine Shield for a strong start to the fight, but rather useless in terms of helping with longevity / survival after that.
3) 5/5 Tenacity / Stone Skin - would increase survival / endurance overall, especially helpful inbetween spell procs.
4) 5/5 Revive - benefit of revive is kind of a given, not sure it would be as useful for hero fight since it would drop aggro, but a second life is never a bad thing either.

Currently debating whether to keep the 5/5 zerk i have on my pally or reroll for stone skin or revit.

TG Talent:
Heavy Blow - seems to be popular preference for boss fights as it procs often and provides another stun.
Berserk - more frequent Thunderstorm procs
Scatter - Have not tried this but have seen a few people suggest 5/5 scatter in order to prevent boss from being able to use special ability. Very interested in this concept but need to see more results / hear more feedback from people using it before I would want to try rolling for it.

other heroes talents seem to be pretty limited for tanking bosses form what I've seen. Druid 4/5 or 5/5 berserk, PD berserk or revit, champ berserk.

thoughts?

I think before you decide what talents to roll for, you should decide the boss strategy you want to adopt and roll towards it.
Berserk is nice, although I have some doubts about it. Have you noticed that sometimes your Paladin has full energy bar, but the 2nd proc doesn't happen immediately? Apparently Paladin's proc has a few seconds cooldown (around 2-3 seconds) inbetween procs.
In that case, let's assume it is a 2 seconds cooldown period. Proc effect 5 seconds + 2 seconds cooldown period = 7 seconds time window for you to build up full energy bar for the next proc. Therefore there is a cap to the effectiveness of berserk talent, especially if you have a pumpkin duke on your team. You just don't have the need to attack that fast, although I think you should probably just keep your 5/5 berserk for now since it should allow you to always keep your next proc up whenever the 7 seconds is over. It's a good talent, I just feel that it's a pity it can't be fully utilized due to the 7 seconds time window thing.

Revitalize would be very good for a chain-stun strat to buy time for the first stun to start.

Stone Skin / Tenacity are just talents that're good for Paladin as a tank, I would prefer those talents to be used for raids instead though. Although in an extended boss fight without perma chain-stun where you're making your Paladin tank for a long time I would prefer stone skin for higher damage reduction rather than higher base HP for the strategy to have more sustainability.

Revive I feel would be better for a hit-and-run strategy where you let boss hit Paladin until he dies. It doesn't fit well in a strategy where he has to tank through out, and revitalize buys more time in a chain-stun setup strategy.

There are quite a few other pocket strats that people have been brainstorming such as:
- 5/5 scatter to prevent boss from doing any AOE attacks (but I don't think just 1 hero with 5/5 scatter will suffice since you have 5 heroes hitting boss, his energy bar will probably go up faster than you can reduce it). I don't think it's a good idea especially when you have to re-roll talents for it, since you're already spending money it's probably better to go for revitalize/berserk etc.

- Non-perma-stun boss tanking strategy with Paladin, Shaman (yes shaman lol) and Druid by reducing boss' damage. Shaman with 4/9 skill reduces boss damage by 44% for 7 seconds which makes it much easier for the whole team to survive, coupled with Druid's heals (this is where stone skin on paladin would be nice). Problem is that with 1500 attack rate it takes very long to proc, another thing to note is that I believe Shaman and Succubus cannot be used to do a combo as their damage reduction proc overrides each other. Otherwise it would be a killer boss tanking strategy to lower boss attack with both shaman (44% damage reduction at 4/9) and succubus (26% damage reduction at 4/9).

If you're going to spend money to spam re-roll on talents, personally I feel the most practical one would probably be going for a perma-chain stun strategy or a full 5/5 revitalize proc and run team (with champion leading the charge using it's 3 seconds stun while boss runs to bait hero).

Note that if you're going for a perma-chain stun strategy on boss 3, it's different from doing it on boss 1 and 2. You must not let boss 3 proc as it's AOE proc deals massive damage and on top of that, it stuns your entire team. Which means if you want to use a perma-chain stun strategy you need to start with a 5/5 revitalize champion to stun boss 3 right from the start. This is slightly trickier to coordinate the chain-stun time. You will probably need revitalize on your other chain stun heroes as well, but not required to be as high as champion as they will have time to build up energy for proc during your champion's 3 seconds stun.


There are also some things I'm interested in finding out:
Whether heavy blow talent overrides other stuns.
If it does override stuns, it might prove to be counter-productive especially if it procs at the wrong time and overrides champion's 3 second stun right from the get go.
More accurate and precise boss damage information. I'm certain boss 3 does AOE stun + damage on proc, but I'm not too sure about the exact damage range for the normal attacks and procs. Would be nice if someone can provide me with precise information and I'll update the chart at the top of the thread.

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