2k amascut, written explainer for base (safe kills)
Автор: Dyanne
Загружено: 2025-08-06
Просмотров: 4188
Description has written example rotations, assumes general understanding of the fight and assumes dps clears scarabs p1/p3 by diving black holes and/or stun clearing.
P1:
standard rotation with bsa grico and quake if possible. anti and flick the triple tap, tank the 2 autos after and res the double hit and then immediately use prep, use bulwark debilitate the 2nd auto after to make it last for the next 2 mechanics. turtling barricade on tear to avoid most of the annoying damage (you can delay this cade to roughly 1-2 autos before next spec to have it cover scarab explosions if your team is cading this), this barricade and debilitate will both last for bend the knee, for this mechanic add disruption shield and either shield dome if you're off gcd or vitpot, avoid using divert/resonance as you will want this up for the next mechanic. survive until the triple single type barrage, you can vitpot here if you're low. resonance as the mechanic animation starts, prep right after and use devotion and flick prayer to the correct style the tick after resonance procs for full hp. start another bulwark debilitate, anti and flick the triple tap and resonance prep the double hit again, reflect once debilitate wears off and use immort if the boss is still not phased. this can then also be used to tank the next bend the knee mechanic if very slow.
P2:
tank one side crocodile and have another player entangle opposite side, safespot behind pillar once initial crocodile is dead and prism of salvation mid. after statues tank crocodiles for your team and try to get all the dogs next to it for fast aoe clear.
P3:
same rotation as p1, alternatively as shown in the video reflect the triple single style barrage instead of devotion for some damage, but this makes you weaker for the next part if its not phased fast.
P4:
help kill gorilla, then gchain omni/roar the gorilla with scarabs, toss 4/5 into the portal, you can also throw scarabs for the other portal from the opposite side of the arena. lure dogs to middle stairway without using aoe abilities to not hit scarabs, aoe them down in the center while cleansing pillars. prism of salvation mid and finish off any remaining dogs as they hurt the player doing final pillar.
end of p4 normal sun rotation, make sure you quake for your team and end on high adrenaline to barricade scarabs start of p5.
P5:
wrangle all dogs, lightstealers have double the normal dogs hp, notice them early and entangle them as they enter the arena, you cannot entangle or damage them until they have fully entered the arena. alternate magma and cblast between dog waves and use gchain with roar or strong abilities every wave. you click tumeken after entangling the final ones that come from the stairs and have your necroer threads death mark them to immediately turn to the boss and do damage.
repeat up to 4 times if doing single charging, this helps get the boss to hp cap. solve the rest of the phase like normal.
P6:
standard p6 for the most part, UNLIKE SHOWN IN THE VIDEO DO NOT NATTY, this delays your sunshine rotation too long and makes the final dps part of p6 delayed. magma vuln sc orb in mid, res/disrupt if you absorbed a lot of small bombs as it can deal a decent chunk of damage.
after pads, group south and reflect and deflect magic, aoe clones down before spec and then burst down the boss to prephase p7 as usual.
P7:
standard p7, pulv on entry if players exhausted defensive options like resonance and disruption shield to tank the remainder of the black hp bar end of p6, else play p7 like normal. pulv after scabaras is called since the boss cannot be damaged.
Perk setup:
Cryptbloom: standard perks but crystal shield 4 instead of devoted/enhanced devoted
Leg switch: bulwark4 + turtling 4
Arcane: absorbative 4
t95 off-hand: caroming 4 eruptive 4 for dogs
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