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Gunbad, Glomp Da Squig

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Greenbeast
Posts: 335

Gunbad, Glomp Da Squig

Post#1 » Tue Mar 13, 2018 11:25 pm

Hello! I would like to ask other people who run gunbad how they kill this boss?
We wiping on it for 1,5 months now. We have killed all bosses in mid wing already but this one seems to work incorrectly or we missing the point how to avoid his damage.
Here are some log samples if it may help. Like in this sample you see that he auto attack me and tank in same time. It may be fine but combined with puddle ticks and some random poison arrows + squigs it can instantly kill a healer or dps.
Can we get some response from devs if its intended design?
Spoiler:
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stillwaterww
Posts: 148

Re: Gunbad, Glomp Da Squig

Post#2 » Wed Mar 14, 2018 2:33 am

For me its coming to a point where I will most likely do mid wing or right wing over the left wing. I have tried many many tactics on this boss and see hardly any progress in starting to understand mechanics, I constanly feel like I'm missing some important thing but just cannot see it.

There is no way to reliably control the bosses actions, where the damage goes or let alone have a working taunt/challenge on the squigs. This boss frustrates me to no end and the lack of mechanicscontrol makes it feel like a russian roulette game of "when will my healers drop".

All other bosses in this dungeon have (hard) mechanics, but all these other mechanics have a way to control them. This boss is just random **** flying everywhere. Like I asked in my earlier post in Norkalli's thread I would love to get some pointers on the strategy for this boss from people who have recently recorded a kill.

For me something definatly feels broken on this boss.
Iobel - SO // Miae - BG // Sorrowstrike - WE // Happyjumping - WL // Ishaisa - DoK

mogt
Posts: 476

Re: Gunbad, Glomp Da Squig

Post#3 » Wed Mar 14, 2018 5:01 am

at this boss nothing is broken, we kill it many times

nelsonus
Posts: 39

Re: Gunbad, Glomp Da Squig

Post#4 » Wed Mar 14, 2018 5:20 am

How
Racta - black orc

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kindred4080
Posts: 87

Re: Gunbad, Glomp Da Squig

Post#5 » Wed Mar 14, 2018 6:51 am

We kited this boss with 1 tank (MT) around the room, without hurry.
The other tank (OT) gathered these squigs and moved behind everyone else.
Main thing is not to stand on wipe-zones (green puddles).
In other words you need to set settings to the highest rate just to notice when the puddle appears.
Shoom - Marauder
Nobguzzlah - Black Orc
Proud member of "No Remorse" :)

mogt
Posts: 476

Re: Gunbad, Glomp Da Squig

Post#6 » Wed Mar 14, 2018 7:12 am

you can tank the boss, at one position and movement is the key from the other group members

xoonerfree
Suspended
Posts: 107

Re: Gunbad, Glomp Da Squig

Post#7 » Wed Mar 14, 2018 8:59 am

I've killed this boss as main tank. (Glomp Da Squig, left wing, boss, Warhammer Online, Gunbad, Return of Reckoning)

If your healers are dying in one hit then you have bad healers. A well-geared DOK should be able to take many hits after detaunting. DOK not using area detaunt tactic? If they're dying that quickly they're poorly geared or not detaunting or bad at their class. I've seen zealots and shammies take several hits and were fine.

This boss has 3 waves of squig adds (or was it 2, I can't remember) that spawn at different points in his health bar. The trick is for both tanks to have morale 4 defense (lasts 10 sec each) available before the squig adds spawns. The last part, when the boss turns into a squig is a tank and spank mostly.

Squig adds:

Have the dps classes do no damage until both tanks report morale 4 available. The tanks can even attack with an axe throw to get morale 4 if they want. Once both tanks have morale 4 the dps burn the boss until he spawns the squig adds. When the squig adds spawn one tank pops his morale 4 defensive. After the first morale 4 ends, the second tank immediately pops his morale 4 defense. Since each is 10 seconds, you'll have 20 seconds for the dps to kill at least half of the adds and the tanks to taunt the adds while taking very little damage. I highly recommend the dps assist each other as it's essential to get the adds down asap. The tanks and dps will ignore the boss during the squig add period but everyone needs to be aware of the acid pools he's putting down. Healers top priority is ressing and then healing. People die, a good healer gets them back up asap.

There are separate waves of squigs. The tanks will need to build morale 4 defensive before each wave.

Boss becomes squig:

Have your main tank get and keep aggro of the boss. When the boss does his bouncy/jumping thing the tank can use the Hold the Line ability. I believe when he's doing his bouncing thing, he laying down ae damage. The boss will bounce periodically for 5-10 seconds at a time, just have the dps back up and then reengage when it's over. I had very little problem tanking the boss when he's a squig. I kept my taunts/challenges when he tried to run for the healers. Taunts work very well on the boss when he's a squig so it easy to maintain control. I did no kiting on this final stage and found it easy.

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Greenbeast
Posts: 335

Re: Gunbad, Glomp Da Squig

Post#8 » Wed Mar 14, 2018 10:09 am

xoonerfree wrote:I've killed this boss as main tank. (Glomp Da Squig, left wing, boss, Warhammer Online, Gunbad, Return of Reckoning)

If your healers are dying in one hit then you have bad healers. A well-geared DOK should be able to take many hits after detaunting. DOK not using area detaunt tactic? If they're dying that quickly they're poorly geared or not detaunting or bad at their class. I've seen zealots and shammies take several hits and were fine.

This boss has 3 waves of squig adds (or was it 2, I can't remember) that spawn at different points in his health bar. The trick is for both tanks to have morale 4 defense (lasts 10 sec each) available before the squig adds spawns. The last part, when the boss turns into a squig is a tank and spank mostly.

Squig adds:

Have the dps classes do no damage until both tanks report morale 4 available. The tanks can even attack with an axe throw to get morale 4 if they want. Once both tanks have morale 4 the dps burn the boss until he spawns the squig adds. When the squig adds spawn one tank pops his morale 4 defensive. After the first morale 4 ends, the second tank immediately pops his morale 4 defense. Since each is 10 seconds, you'll have 20 seconds for the dps to kill at least half of the adds and the tanks to taunt the adds while taking very little damage. I highly recommend the dps assist each other as it's essential to get the adds down asap. The tanks and dps will ignore the boss during the squig add period but everyone needs to be aware of the acid pools he's putting down. Healers top priority is ressing and then healing. People die, a good healer gets them back up asap.

There are separate waves of squigs. The tanks will need to build morale 4 defensive before each wave.

Boss becomes squig:

Have your main tank get and keep aggro of the boss. When the boss does his bouncy/jumping thing the tank can use the Hold the Line ability. I believe when he's doing his bouncing thing, he laying down ae damage. The boss will bounce periodically for 5-10 seconds at a time, just have the dps back up and then reengage when it's over. I had very little problem tanking the boss when he's a squig. I kept my taunts/challenges when he tried to run for the healers. Taunts work very well on the boss when he's a squig so it easy to maintain control. I did no kiting on this final stage and found it easy.
We not telling you that he is killing healers in one attack. He doing spikes of damage up to 6000-7000 in very short period of time. If you look at our log samples you can actually see that he attacking me and main tank at same time. And at some point combined with random puddle tick which you get during you running out of it, and by the way puddles can crit you too so its not always 300-500 damage per tick you take, plus random aa for 1500 and random poison arrow result in death of dps or healer.

About bad gear. This statement made me smile. You should be able to do this dungeon in ruin/dev gear. If you full conq and have rr>50 you don't need to go there. Maybe for liniments and excavator gear for fragments. But I doubt that you can kill this boss in his current state with people who may actually profit from this gear.

Thanks for answer

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Hargrim
Former Staff
Posts: 2465

Re: Gunbad, Glomp Da Squig

Post#9 » Wed Mar 14, 2018 10:11 am

You can kill this boss in T4 anni / merc / ruin gear and officer sc weapons, this was proven and tested.
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xoonerfree
Suspended
Posts: 107

Re: Gunbad, Glomp Da Squig

Post#10 » Wed Mar 14, 2018 1:00 pm

I gave you a step-by-step on how to kill it. What more do you want? In my opinion the left wing boss is difficult for any group sub rr50, maybe with one lowbie you're fine. Again, in my opinion. I did not design this boss. I tend to agree with you that the boss is a little difficult and would lean toward giving pugs a break especially considering the amount of trash mobs required. If it weren't for the 200 essences you can get from the greens in the dungeon the trash mobs would be almost pointless -- someone enlighten me. Have you seen a purple seed drop? That's probably the best reward in the dungeon, if they even exist. Some classes like the sets and find them competitive with all other sets.

Also, your screen shot shows someone constantly out of action points, where it says not enough action points. I would recommend having your classes respec into AP boosting abilities/gear.

Best of luck.

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