"Walling" Bosses

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"Walling" Bosses

Post by Jette on Thu Feb 12, 2009 12:35 pm

Some bosses, the Young Fox (Ep 1 Act 1), Fuming Cho (Ep 1 Act 4), Fuming Chobi (Ep 1 Act 5/6), Raccoon Soldier (Ep 1 Act 11), Scout (Ep 1 Act 16/17) Dreishi (Ep 1 Act 19/20/21), Harpy (Ep 3 Act 5/6), Meximus (Ep 3 Act 7/8), Edan's Decoy (Ep 3 Act 9/10), and Cururu (Ep 3 act 13/14) all have an attack that can knock a player backwards, some of which further than others.

If your character is strong enough to withstand the damage, and your party is also up to the task, they can be lured next to a solid face (your character's back to the wall, facing the incoming boss). You can then either hold F until the monster is dead or use short range skills to do increased damage to the boss. Fighters should use Crash in these situations, because the range of Crash is very small. If walled correctly, the boss will not move, thus allowing all 5 hits of Crash to do critical damage. Mages should keep a safe distance and use their normal techniques for best support of the Fighters and Adventurers.

Note: Cleric healing will draw aggro, so for the stronger monsters (Edan's Decoy for example), Taunting would be a very beneficial option, if Fighters are present in the party. This allows for less movement of the walled monster.

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Re: "Walling" Bosses

Post by sanakura on Thu Feb 12, 2009 8:03 pm

eww daddy all the act 1 bosses are easy >__< llz cururu is weak, she only use her whips
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