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**WRITTEN WALKTHROUGH** 00:00 00:27 BOSS 1: Garvin the Tracker 03:19 BOSS 2: Noriwen 04:48 Orpheon the Tactician **BOSS 1: Garvin the Tracker** -Pay attention to percentages and DO NOT PUSH mechanics. • Start the fight by pushing to 90%. After 90%, stop burn on the boss and kill the ads • Venom Eruption (hide mechanic, see below) at ROUGHLY ~80% • Focus ads and kill dunerippers with boulders until Venom Eruption (hide mechanic) at 60% • At 40%, Venom Eruption, and stop burn on the boss and make sure you have killed the two dunerippers via boulders. • BOTH of the execute dunerippers NEED to be dead before you hit 30%. As soon as you hit 30%, dunerippers will automatically aggro and enrage, and you do NOT want them in execute. • Ulti dump on the boss at 30%, being mindful of the Venom Eruption (hide mechanic) at 20% • Ignore all ads except for getting the interrupts during execute Venom Eruption: 80%, 60%, 40%, 20% -Indicated by a pink target under feet and your screen going green -You must HIDE behind a rock and break line of sight with the boss -These are never exact percentages because the boss will almost always be stuck in animations while being pushed, so just be aware of these thresholds and be prepared to hide behind a rock during these times. Tether Mechanic (Ricochet) -Two players will get a tether, indicated by red symbols over your heads and a green beam. Both players must go around a rock to break the tether and lose line of sight with the other person. Pie Mechanic -This is ALWAYS followed by a hefty poison dot, so be prepared to stay together and heal after. Boulder Mechanic -The boss will channel a boulder that he kicks in the tank's direction -Use this to aim at a duneripper to kill it -This can only be used to kill a duneripper that is NOT aggro'd. **BOSS 1: Noriwen** -Block the heavy attack (dodging will enrage the boss) Teleporting -The boss will periodically teleport. If the tank doesn't get in melee range fast enough after she teleports, the tank will get a hefty fire DOT. This dot can be purged. You can avoid this entirely by using a gap closer (e.g. shield charge, arcanist portals) to port to the boss's location after she teleports. You will get a guaranteed chain + DOT at 70% and 20% 50% Fight 2 Gryphons -Drop ultimates and be mindful of whichever bird is flying in the air. The flying bird will twirl upward, which is the cue for the HUGE fire AOE that will shoot out at one player. This AOE can kill easily players, and needs to be avoided/dodged. 40% Fight 2 Gryphons with Boss -Drop ultimates and focus the birds. Try to stay in the middle of the arena so the tank can continue to use gap closers and get to the boss when she ports (to avoid the chain and the dot). 20% unavoidable chain + DOT -You must fight the boss in this location **BOSS 3: ORPHEON THE TACTICIAN** -Begin the fight by stacking as one body on the boss's butt, so you deliberately spawn the tentacles as close as possible. Arcane Planemeld (most important mechanic) The SIDES of the arena (indicated by the black lines and beyond) are called the Arcane Planemeld. Obviously, you don't want to fight in there. But more importantly, you need to know that when the main boss is INSIDE this Planemeld, he goes immune and can channel Forbidden Knowledge (when he shoots out things like look like colorful books). This is the hardest hitting thing in the fight. You ALWAYS want to keep him OUTSIDE of the Planemeld to minimize him casting Forbidden Knowledge. Planemeld moves at 80%, 50%, 30%, and nonstop at 20% and lower -When this planemeld moves, you keep the boss INSIDE the tight corridor. NOT in the Planemeld. Hulk will always spawn after the Planemeld moves, and he has a 2x Stomp Mechanic that can kill the group. Give the Hulk some room and don't stand too close. Ulti dump on Hulk and ads. -Whenever there is a Hulk, the main boss WILL be inside the Planemeld, so you will have periodic Forbidden Knowledge happening. You can dodge SOME but you need to do big heals during this phase (barriers, etc). Main boss light attacks will drain 5% of tank's max stam and max mag with each light attack. So lots of synergies needed. At execute (20% and beyond), keep the positioning correct so the main boss stays inside the corridor and never touching the Arcane Planemeld. You can avoid every single Ancient Knowledge if you do it right during this time, which is less healing you need to do, and more DPS that you can do.. **WHAT ABOUT THE SKIPPABLE MINI BOSSES?** -Skipping the two mini's will just add their mechanics to subsequent fights, making the real bosses harder than they need to be. So just kill the mini's. **GROUP COMPOSITION** Wouldn't recommend running 3 DPS, but of course anything is possible. Our group: DK TANK: Lucent Echoes, Turning Tide, Nazaray Warden Healer: SPC/MA/Spaulder 2 Arcanist DPS Coral/Deadly/Velothi/Slimecraw with Shattering Banner