Black marsh Dragon
Débuté par
Torgue1
, mai 25 2010 10:28
#1
Posté 25 mai 2010 - 10:28
While in the Black Marsh I discovered some old bones of a long deceased Dragon. After finding all but one of it's bones I went to find this last bone and encountered the ghost of said Dragon (all white assume it is a ghost) This Dragon seems very hard to defeat. There is a pile of of rubble near by where I find the missing last bone ( the oldest bone ) One of my my group is a spirit Called Justice can any one offer some advice or a hint or something . Thank you
Torque1
#2
Posté 26 mai 2010 - 08:59
If you want advice about the battle - make sure you kill the wisps before they reach the centre and heal the dragon. Physical damage is better for them than magic. Send your tanks after the dragon with life ward on them and keep your mages out of the firing line. If someone gets into trouble the force field on the dragon will give you a breathing space to heal up. Also if your mage has vulnerability hex and weakness - very helpful. Justice in the black armour with the best sword available does a lot of damage. I found it a long and hard battle.
#3
Posté 26 mai 2010 - 09:35
Pookieroo has the basic tactics down one thing i will add is that i use group fire when i attack the wisps. Also watch for the ranged attacks an arrow or magic bolt on the way to a wisp at 10 or less percent is a good time to start moving your melee to the next wisp as this will usually finish off the wisp and allow you to gain precious steps for your melee towards the next one. I also like to pick the closet wisp to my melee characters time is of the essence and i have killed all the wisps before they can make it to the dragon in the center depriving the dragon of any heals, but you have to be on top of the situation, this is a serious micro managment fight tactics will not get it done here.
Hope this helps
Asai
Hope this helps
Asai
#4
Posté 26 mai 2010 - 10:01
If you have a DPS-based party you can ignore the wisps and continue attacking the dragon. Free, unhindered hits and backstabs while he´s in healing ball form can easily do much more damage than the wisps heal and than you´d miss by killing them.
If you do decide to kill the wisps, force field and crushing prison are helpful as it prevents them from moving, thus giving you more time.
Besides of that, it´s mostly like the usual dragon fights - try taunting him so he focusses on the tank, forcefield the tank when you´re successful, have a healer or at least potions with you, archers are better than meelee, and armor piercing / reducing attacks are helpful.
Magic is usually resisted and does too less damage anyways so unless you play an all-out dps mage your mage should focus healing and buffing / debuffing.
If you do decide to kill the wisps, force field and crushing prison are helpful as it prevents them from moving, thus giving you more time.
Besides of that, it´s mostly like the usual dragon fights - try taunting him so he focusses on the tank, forcefield the tank when you´re successful, have a healer or at least potions with you, archers are better than meelee, and armor piercing / reducing attacks are helpful.
Magic is usually resisted and does too less damage anyways so unless you play an all-out dps mage your mage should focus healing and buffing / debuffing.
#5
Posté 26 mai 2010 - 01:09
I just equip my warriors and rouges with bows and crossbows and take it out from afar while my mage will heal when necessary. When the blobs show up I switch to swords or daggers for my NPC's and myself unless I'm an archer. Then I do more damage than the rest anyway.
Oh yeah and stuff like mark of death and death hex only makes it easier.
Oh yeah and stuff like mark of death and death hex only makes it easier.
Modifié par Mr_Steph, 26 mai 2010 - 01:13 .





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