Post by Volatile on Jun 25, 2016 8:21:51 GMT
Another great guide by Hybrid, copied here from reddit
Hello! This is Hybrid from the global server.
This is a quick guide to Crimson Orc Nightmare dungeon with Two healers (based heavily on Patrick's comments from the Korean forum)
Preparation
Composition & Skills: (my setup)
Assassin - GM lacerate, Distract, Primal strength
Druid - Swiftmend, Wisdom, regenerate
Cleric - Healing light, Vitality, Lethargy
+
Pally with GM wipeout and vitality
or
Reaver with GM Drainlife and GM Wipeout
(Recommended CS of the tank is 190+, extra points if they have +aggro essences)
• DPS can be replaced with any other dps, but the skill 'Distract' is highly recommended for managing aggro gain.
• Healers' skills are mostly fixed. In general, high multistrike will be helpful (so that you can heal and defend at the same turn).
• High CS tanks are super important. They need to be able to survive as well as pull aggro throughout the whole dungeon.
Detailed information about each round.
There are 5 rounds total, and they all have at least one unique mechanic to it. Every enemy in this dungeon shares a buff/debuff that increases their damage and their damage taken each turn. (i.e. at turn 10, mobs deal more damage, and take more damage.) Because of this, your DPS also needs to be of sufficiently high enough caliber to attempt this dungeon.
(Don't quite remember the name of the mobs and their abilities... bear with me here..)
2.1 Three Orc Troopers
All three orcs are the same, and they have the following abilities:
• Normal attack
• Awareness: resets the aggro
• Charge: stuns the target
The interesting part about this round is that the orcs' speeds are different, and that they will act in between your characters. This, combined with their 'awareness' skill makes the aggro management quite tricky.
Strategy:
Hold your tank's aggro skills until the awareness skill is used (you won't have to wait long). If an orc uses 'awareness', keep an eye on the action turns on the top left corner of the screen and use the 'skip' function with your dps and healers if an orc acts before your tank.
This round can be very frustating if you don't plan your moves ahead, so play slow and deliberatly.
Having a tank that can pull aggro well will make this round much easier, and having 'distract' on your DPS will help you quite a bit as well. On a side note, the 'bleed' part of the lacerate occurs after the duration of distract buff, so keep that in mind. Good understandin of 'skip' and 'defend' will be required for this round.
2.2 Demented Ogre Warrior
This guy has a very defined action pattern which goes as follows:
Turn1 - Hits highest aggro target
Turn2 - Hits highest & 2nd highest aggro target
Turn3 - Hits highest & 2nd & 3rd highest aggro target
Turn4 - Hits highest & 2nd & 3rd & 4th highest aggro target (so all... but sometime he hits highest aggro twice, so care).
Turn5 - Reduces all character's hp by 50% and reset aggro (partially i think)
Repeats above pattern.
Strategy: (use lethargy)
Carefully manage the aggro so that your squishiest targets don't get hit. They will have to get hit eventually, so use 'defend' or the vitality active to mitigate damage. On turn 5, have the healers pass the turn so that they can act twice after the % health reduction. He will hurt more 2nd time around, so finish him ASAP, and use vitality active if aggro jumps to your dps.
2.3 Orc Berserker and Orc Storm Mage
Orc Berserker skill set:
• normal attack
• Blood Crave: more damage but uses some of his health
• super super strong aoe (after 8 turns? anyways kill him first, unless you can kill both in 8 turns of course)
Orc Storm Mage skill set:
• two types of lightning skills
• Live lightening: Deals damage to aggro target and 1 random target.
• Lightening Cloud: Channeling SKill. Deals damage to random target twice (Can hit the same target twice)
Mage's skill also applies a debuff that decreases damage and increases MP cost. This stacks 3 times, and once stacked to the max (3), it deals additional damage. Even tanks are once shot if this debuff stacks 3 times, so use swiftmend to remove them.
Strategy:
The orc berserker uses a strong aoe after 8(?) turns, so kill him first. Watch out for the orc mage's stacking debuffs, and cut the channel if you can because the channeling type can hit the same target twice, which is almost always game over for my healers. Additionally, if your druid doesn't have to heal, always try to keep her on defend. (Cleric could probably take more punishment). Avoid 3rd stack of the debuff at all cost.
2.4 Demented Orc Chief and Two Orc Earth Mages
Welcome to the real boss of this dungeon. He's really tough, and with the two healer setup, the final boss is easier than this round. He is similar to the final boss of the Legendary Orc dungeon, except that his taunt his always active. (you can only hit the chief from the beginning).
Demented Orc Chief's skill set:
• Normal attack
• Shred to Pieces(?): the most annoying skill in this dungeon. It hits the aggro target, and leaves a non-removable debuff. If the target with this debuff is healed 'directly', other 3 members of your party is dealt magic damage (about 10k damage). • GM drain life, passive component of primal regrowth, druid's regenerate, Bestow divinity, are som 'passive' source of heal.
Execution: stuns the aggro target and reduces the hp of the other three members by 50%.
Orc Earth Mage's skill set
• Normal attack: Magic damage. these guys hurt too...
• Fire Aura: Buff's Chief's Attack. He'll hurt a lot more
• Earth Aura: Removes Chief's debuffs and heals him.
Strategy: (use lethargy)
So when that annoying debuff is active, NEVER directly heal your tank. The aoe damage is super punishing and will often wipe your party out. Use all the vitality actives (if you have two) and use the defend option a lot. If the Orc Chief has the damage buff on him, make sure you have a vitality's active buff on or use defend.
The tanks still need to hold on to the aggro, so having multistrike is great (use one action to attack, and the other to defend.)
The no-direct-heal-debuff lasts 3 turns (i think) and the pattern is always the same. When the orc chief uses his aoe hp% reduction move (and your tank is stunned), it's safe to heal your tank.
*If you use silence or stun, these skill order gets messed up, so you have to deal with them accordingly.
When the debuff is up, use druid's regenerate or pally's bestow divinity to hang on. Reaver's GM drain life helps a lot here.
If you main tank stays alive with aggro, you should be able to beat this round.
2.5 Crimson Orc (Butcher of the Blood)
This guy's pattern is super simple, and pretty easy with the two healer setup.
Butcher of the Blood's skill set and pattern:
• Normal attack: hits twice
• Cooking knife throw: hits a random non-aggro target twice. First hit deals 50% of current health.
• Squeal: instantly kills any character below 50% hp.
All of his attacks apply a stacking debuff: "Inflicts bleeding damages and increases ATK by 20% each turn." Stacks up to 5 times.
Turn1: Normal attack on the aggro target
Turn2: Cooking knife throw & normal attack on the aggro target
Turn3: Normal attack on the aggro target
Turn4: Squeal & normal attack on the aggro target.
Repeat pattern
Strategy: (use lethargy)
With vitality passive and druid's 15% damage reduction at full hp, even the healers can survive the (non-crit) random hit, which makes this dungeon quite manageable. Have the tank hold tight on to the aggro, and stack regenerate on him. The tank should be fine even with 5 stacks of debuff on him. On turn 2, have your druid (and maybe your dps) on defend, so that the random crit has less of a chance to oneshot.
Keep druid 100%, and remove the debuff from her first. If you can, try to keep the debuff on your tank and dps to increase damage. (But be careful so that your dps doesn't die from it). If you use aggro towards the end of the round, use vitality's active on the dps to get few more turns out.
Hello! This is Hybrid from the global server.
This is a quick guide to Crimson Orc Nightmare dungeon with Two healers (based heavily on Patrick's comments from the Korean forum)
Preparation
Composition & Skills: (my setup)
Assassin - GM lacerate, Distract, Primal strength
Druid - Swiftmend, Wisdom, regenerate
Cleric - Healing light, Vitality, Lethargy
+
Pally with GM wipeout and vitality
or
Reaver with GM Drainlife and GM Wipeout
(Recommended CS of the tank is 190+, extra points if they have +aggro essences)
• DPS can be replaced with any other dps, but the skill 'Distract' is highly recommended for managing aggro gain.
• Healers' skills are mostly fixed. In general, high multistrike will be helpful (so that you can heal and defend at the same turn).
• High CS tanks are super important. They need to be able to survive as well as pull aggro throughout the whole dungeon.
Detailed information about each round.
There are 5 rounds total, and they all have at least one unique mechanic to it. Every enemy in this dungeon shares a buff/debuff that increases their damage and their damage taken each turn. (i.e. at turn 10, mobs deal more damage, and take more damage.) Because of this, your DPS also needs to be of sufficiently high enough caliber to attempt this dungeon.
(Don't quite remember the name of the mobs and their abilities... bear with me here..)
2.1 Three Orc Troopers
All three orcs are the same, and they have the following abilities:
• Normal attack
• Awareness: resets the aggro
• Charge: stuns the target
The interesting part about this round is that the orcs' speeds are different, and that they will act in between your characters. This, combined with their 'awareness' skill makes the aggro management quite tricky.
Strategy:
Hold your tank's aggro skills until the awareness skill is used (you won't have to wait long). If an orc uses 'awareness', keep an eye on the action turns on the top left corner of the screen and use the 'skip' function with your dps and healers if an orc acts before your tank.
This round can be very frustating if you don't plan your moves ahead, so play slow and deliberatly.
Having a tank that can pull aggro well will make this round much easier, and having 'distract' on your DPS will help you quite a bit as well. On a side note, the 'bleed' part of the lacerate occurs after the duration of distract buff, so keep that in mind. Good understandin of 'skip' and 'defend' will be required for this round.
2.2 Demented Ogre Warrior
This guy has a very defined action pattern which goes as follows:
Turn1 - Hits highest aggro target
Turn2 - Hits highest & 2nd highest aggro target
Turn3 - Hits highest & 2nd & 3rd highest aggro target
Turn4 - Hits highest & 2nd & 3rd & 4th highest aggro target (so all... but sometime he hits highest aggro twice, so care).
Turn5 - Reduces all character's hp by 50% and reset aggro (partially i think)
Repeats above pattern.
Strategy: (use lethargy)
Carefully manage the aggro so that your squishiest targets don't get hit. They will have to get hit eventually, so use 'defend' or the vitality active to mitigate damage. On turn 5, have the healers pass the turn so that they can act twice after the % health reduction. He will hurt more 2nd time around, so finish him ASAP, and use vitality active if aggro jumps to your dps.
2.3 Orc Berserker and Orc Storm Mage
Orc Berserker skill set:
• normal attack
• Blood Crave: more damage but uses some of his health
• super super strong aoe (after 8 turns? anyways kill him first, unless you can kill both in 8 turns of course)
Orc Storm Mage skill set:
• two types of lightning skills
• Live lightening: Deals damage to aggro target and 1 random target.
• Lightening Cloud: Channeling SKill. Deals damage to random target twice (Can hit the same target twice)
Mage's skill also applies a debuff that decreases damage and increases MP cost. This stacks 3 times, and once stacked to the max (3), it deals additional damage. Even tanks are once shot if this debuff stacks 3 times, so use swiftmend to remove them.
Strategy:
The orc berserker uses a strong aoe after 8(?) turns, so kill him first. Watch out for the orc mage's stacking debuffs, and cut the channel if you can because the channeling type can hit the same target twice, which is almost always game over for my healers. Additionally, if your druid doesn't have to heal, always try to keep her on defend. (Cleric could probably take more punishment). Avoid 3rd stack of the debuff at all cost.
2.4 Demented Orc Chief and Two Orc Earth Mages
Welcome to the real boss of this dungeon. He's really tough, and with the two healer setup, the final boss is easier than this round. He is similar to the final boss of the Legendary Orc dungeon, except that his taunt his always active. (you can only hit the chief from the beginning).
Demented Orc Chief's skill set:
• Normal attack
• Shred to Pieces(?): the most annoying skill in this dungeon. It hits the aggro target, and leaves a non-removable debuff. If the target with this debuff is healed 'directly', other 3 members of your party is dealt magic damage (about 10k damage). • GM drain life, passive component of primal regrowth, druid's regenerate, Bestow divinity, are som 'passive' source of heal.
Execution: stuns the aggro target and reduces the hp of the other three members by 50%.
Orc Earth Mage's skill set
• Normal attack: Magic damage. these guys hurt too...
• Fire Aura: Buff's Chief's Attack. He'll hurt a lot more
• Earth Aura: Removes Chief's debuffs and heals him.
Strategy: (use lethargy)
So when that annoying debuff is active, NEVER directly heal your tank. The aoe damage is super punishing and will often wipe your party out. Use all the vitality actives (if you have two) and use the defend option a lot. If the Orc Chief has the damage buff on him, make sure you have a vitality's active buff on or use defend.
The tanks still need to hold on to the aggro, so having multistrike is great (use one action to attack, and the other to defend.)
The no-direct-heal-debuff lasts 3 turns (i think) and the pattern is always the same. When the orc chief uses his aoe hp% reduction move (and your tank is stunned), it's safe to heal your tank.
*If you use silence or stun, these skill order gets messed up, so you have to deal with them accordingly.
When the debuff is up, use druid's regenerate or pally's bestow divinity to hang on. Reaver's GM drain life helps a lot here.
If you main tank stays alive with aggro, you should be able to beat this round.
2.5 Crimson Orc (Butcher of the Blood)
This guy's pattern is super simple, and pretty easy with the two healer setup.
Butcher of the Blood's skill set and pattern:
• Normal attack: hits twice
• Cooking knife throw: hits a random non-aggro target twice. First hit deals 50% of current health.
• Squeal: instantly kills any character below 50% hp.
All of his attacks apply a stacking debuff: "Inflicts bleeding damages and increases ATK by 20% each turn." Stacks up to 5 times.
Turn1: Normal attack on the aggro target
Turn2: Cooking knife throw & normal attack on the aggro target
Turn3: Normal attack on the aggro target
Turn4: Squeal & normal attack on the aggro target.
Repeat pattern
Strategy: (use lethargy)
With vitality passive and druid's 15% damage reduction at full hp, even the healers can survive the (non-crit) random hit, which makes this dungeon quite manageable. Have the tank hold tight on to the aggro, and stack regenerate on him. The tank should be fine even with 5 stacks of debuff on him. On turn 2, have your druid (and maybe your dps) on defend, so that the random crit has less of a chance to oneshot.
Keep druid 100%, and remove the debuff from her first. If you can, try to keep the debuff on your tank and dps to increase damage. (But be careful so that your dps doesn't die from it). If you use aggro towards the end of the round, use vitality's active on the dps to get few more turns out.