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To prevent the golem from dying under squad's feet and potentially sabotaging the fight, you will need 2 designated pushers and someone who can kill the golem in a matter of seconds. It can drastically complicate the fight especially if you get a big Trump wall in your face. After he dies, (and it melts quite fast) he leaves a massive red aoe which deals moderate damage and slows everyone who passes over it. Starting at 85% of boss' HP and after that every 20s, a flesh golem will spawn at the center of the arena. And keep going on like that until the boss dies. The general idea is to switch the aggro once the main tank has about 4-5 stacks of Necrosis (in CM the debuffs stack a lot faster), and swap it back once the off-tank has about the same to prevent each other from getting downed.
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Both players receive a special action skill which steals aggro. Much like Claim works on MO, a player who picks red buff will be the main tank, and additionally, a player who picks green buff will become an off-tank. Right before gliding to the arena, you'll see 2 shiny buffs, green and red. Since the fight is not a big dps check and one of our druids was a designated pusher (which is mostly a full-time job), we decided to go for a healer tempest, which was also proven to be a good choice for off-tanking. I don't want to be elitist when it comes to classes, just find and pick whatever works best for you and whatever you're most comfortable with. In order to do so, just like with all other raid bosses out there, the players have to execute certain mechanics.įirst and foremost, a squad needs 2 designated tanks with high toughness and 2 designated pushers + eventually a necro who's kind enough to sacrifice Epidemic for greater purpose. The goal of this fight is to bring the HP of the boss to 0. W5 : A comprehensive guide by Fruit-Senpai (1/4)
#Soulless senpai Patch#
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