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Hydromancer Thespia
Abilities
Lung Burst: Debuff, deals physical damage every 2 seconds.
Enveloping Winds: Stun
Lightning Cloud: AoE attack dealing 1600-2000 nature damage per second while within it's effect zone
Fight
The Hydromancer has a couple of guards with her, water elementals, basically you're going to want to banish one of them if possible. If banish fails you'll be taking them all on, aim for killing the elementals first.
Have the tank charge in on Thespia and her guards, he'll be tanking the boss and one guard while your party kills the other. The elementals do have a frostbolt attack that hits for around 600-1000 damage, this can be slight annoying.
Another thing to watch out for is the Lightning Cloud, when it pops up everyone needs to get out of it's range lest they eat nature damage. Besides that it's simply a matter of removing the two debuffs, Enveloping winds and Lung Burst, and you win.
Mekgineer Steamrigger
Abilities
Super Shrink Ray: Damage dealt decreased by 35%
Saw Blade: Special physical attack with cone shape range
Electrified Net: Deals 400-700 nature damage per 3 seconds and immobilizes the target, lasts 10 seconds.
Repair: The mechanics can repair Megineer for around 1k HP
Fight
This is a rather simple Tank n' Spank battle. The tank should charge in, grab aggro, then turn him away from the party. One thing to note is the ability to use spell reflection on the shrink ray to debuff the boss.
Besides that the only other worry is the engineer's, luckily they have a pathetic amount of life and can be AoE'd if neccessary.
Warlord Kalithresh
Abilities
Warlord's Rage: Drain's power from a nearby Naga Distiller enraging him and increasing his attack speed by 100% and damage by 75%.
Impale: Bleed attack dealing 500 damage every 3 seconds
Spell Reflection: Appears as a white bubble around the boss, reflects any spells back at the caster.
Fight
The fight begin's as a simple Tank n' Spank formula battle. Despite being the big nasty warlord he has a weak damage and rather limited supply of hitpoints, beat him down.
A small amount of time into the fight he'll begin channeling the Warlord's Rage ability, this is shown by a red beam being fired at a nearby water distiller. When this happens everyone besides the healer/healers should annihilate the distiller otherwise he gets buffed bigtime.
Now, you obviously do not want the boss to be buffed and therefore will most definitely destroy those distillers right? Leaving him to go enraged will make him something of a pain to kill, rather then the walking loot chest he should be.
Basically if he goes enraged just make sure to speed up healing and the like, good luck. |