RollsRoyce wrote:I think you can invest full into vita because your armor drains his defense to 0 rather quickly and your cth will be 95% at all time, even with low ar. Would probably help a bit
That's interesting so defense reduction per hit, it does work vs bosses? I was never sure about that one. Item such as baron sludges would completely trivialize chance to hit this guy with -50% Target Defense if it reduces it every hit. You sure it works? It might be also different stat because armor has flat defense reduction per hit, baron gloves % and it doesn't say "per hit".
void wrote:since i didnt play a lot this patch i want to ask why this boss was supposed to be only doable with 2+ players?
There is one more thing about it, there was minipatch like over week ago that stealth nerfed the boss. I'm not sure about all the difference but there was one that reduced his slows target penalty from -100% to 0, increased required open wounds by 50% (from -300 to -350), and I think reduced his hp slightly? not sure about the last one.
As you can expect it is way harder to stack 150% slows target on a single character than 50%, that extra 50 ow isn't that big of a deal. Before if you attempted this with slows target below +100, you'd actually speed up the boss to insane level. That's why people though it almost requires team, becase there you can get slow rather easy.
Team however has its own problems, you can get more debuffs and more damage in team, but remember he heals 20% per kill, so you need synchronize tping out of the arena pretty well, with everyone seeing different stuff on screen it can be very difficult.
There is also sort of a timer, because invisible turret thats located in the arena, is constantly trying to hit everyone, and on striking it has chance to spawn those little adds that are invicible and shoot frost bolts. Now if you put more people in the arena, chance for them to spawn increases dramatically, especially if you use glassy dps casters with low defense, they trigger these guys more often (I think). Which basically mean if you keep failing this as team, someone dies, he heals, you will fill up this place with adds much quicker, resulting in attempt reset, which takes another qor rune and signets.
It can potentially die really fast in properly minmaxed team, but there is this factor, which makes me not so sure whats better, this solo strategy presented in this thread looks very consistent.