![]() ![]() When looking at the mark party, they still benefit from having and using marks, as when dominated they will (?) use those skills rather than some massive damage attack (hopefully). I imagine it's still something of a good idea to not use character's that guard, or at least to make sure that they don't have their guard equipped (no dodge guard for HM). I had a hellion in front for damage, an antiquarian for bait, an occultist for eldritch damage and vestal in back for healing. Have everyone else chug holy waters, with debuff resistance trinkets. My general assumption is that this is still a strong group for her, but I just wanted to check any some of the communities thinking. The siren is 3x more likely to attempt to charm the person with the lowest debuff resist, so give the antiquarian some trinkets that lower it. I've put together a straight up Mark Party that's all about accuracy and damage (standard formation). ![]() It's been a long time since I fought her, back when debuff resistance could make you effectively immune to the Call and the Arbalest gave that with her flare skill. If you want to play it safe, take down all adds as they arrive and whittle down the Necromancer's HP when you can.So, I'm wondering what the current thinking is as far as goes the best (or some of the best) party combos for both killing the Siren and cleaning up the rest of her Cove dungeon after. However, if you have a strong enough team, you can leave the far weaker Bone Rabbles up, and hopefully, the Necromancer will then unwittingly fill his ranks with this trash enemy, which you can simply ignore - leaving you to focus on the Necromancer. ![]() It's important to get rid of the Bone Solider and Bone Defender adds as soon as you can as they will just make the battle more troublesome. The Vestal and Crusader both have a damage bonus when it comes to Unholy enemies, so they can really help to pack a punch against this boss and his minions. However, even if the Necromancer manages to move positions, the Hellion can attack any position anyway. The Necromancer is resistant to Stun, so it won't always land. ![]() There are two ways to circumvent this: either use the Hellion to Stun him, stopping him from attacking/summoning adds in the first place, or simply use an Occultist or Bounty Hunter to drag him back into position one. This will continue until the Necromancer is in position four. Whenever the Necromancer attacks, he will automatically summon an undead skeleton add that will appear in front of him. ![]()
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