Let's recapitulate a bit about Nm Moonevil Den:
Minimal rec : 40k hp (for not 1 hit dying), 15-16k attack, over 10-12k Mdef/Pdef whith damage reducers, at least 1 archer pve. Runing whith ppl in minimal req, means the others must be OP to balance.
Boss1 - must kill minions fast 1-2 turns max, in that manner u won't need to pury team (i perso don't put pury in, i put an aoe instead). Also boss spawn at damage treesholds (each time a hp bar is out), so time your damage to avoid having them summoned when aoes still in cd because someone amused too early whith a delphic.
Boss 2 - all in damage, must keep it frozen all the time, must kill it before 2nd or 3rd turn of 2x buff, when all party will die from his massive aoe. Here you'll need pve sets to continuosly cast DF/thunder on it, and if possible on alternance. Can be done even whithout healing (or minimal healing, restoration only, no sunto/bless, but we had a good tank)
Boss 3 - attrition batle, long and painfull, here you need pve too, esp archers/mages. Here mages must go all heal+pury, knights must not use buble until he buffsn and archers need to continuosly DF him and Scatter as soon as he buffs to 2. Rage for archers and heals cd (for blessing, so u may want some talents here) are very important here.
Hope this helps, i, the end you get min 10 stones/crystals, means 2 weeks for an legendary item.
Mage guide for Nm moon: skills lighting, resto, sunto, bless, rain for first 2 bosses, pury instead of rain for the last
1st boss - i sugest pury is usseles, just resto+sunto should be enought to keep the tank alive on first rounds. If u really need pury, u're in trouble, as it means your team is not doing enought aoe dps to clear the minions in 1-2 turns (1 turn summoning, then they attack in theend of second turn). Rain is more usefull to be sure the minions die fast, so no need for pury.
2nd boss - first part, no buff, use a sunto, they do all damege u can to the boss. If the tank need here a heal, u're in trouble
- second part, 1st level buff. right after he buffs, he does a mega attack on tank, so have a resto ready. Then he does a strong aoe, so have a resto/bless. 2 turns after he repeat the aoe damage, so must use the other team heal. In the meantime the resto cd wear off, so cast a last resto on tank.
-3rd part - boss do his 2nd buff. Don't use brutality, as u'll loose a turn, cast rain+lighting. No use to heal here, as the tank will die on 1first hit, and the rest of the team on aoe. Sometimes someone can survive the aoe, only to die on next attack. So u get it, boss must die before aoe, if he's freezed is 4 turns for your team.
3 rd boss - relatively easy job, sunto when the boss is unbuffed, keep resto for the tank and bless when he does his aoe beibg buffed 1st. When he buff 2nd lv, get your archers to scatter it, as you won't resist long. Keep the pury when he cast the -50% debuff (not always seen it, esp when is not on you - better have your team mates give a sign on party chanel or rc, esp the tank. Once more thing, about formation, put the mage in the midle and archers all behind - usually when the tank die, mean u're on all heals cd, thus usseless, and if u can survive 1-2 turns means more time for archers to finish the boss in some really close fights.
Hope it helps and maybe we'll have a knight/archer advice too
Lady Polgara
Posts: 46
Joined: Wed Jul 31, 2013 9:34 pm
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Minimal rec : 40k hp (for not 1 hit dying), 15-16k attack, over 10-12k Mdef/Pdef whith damage reducers, at least 1 archer pve. Runing whith ppl in minimal req, means the others must be OP to balance.
Boss1 - must kill minions fast 1-2 turns max, in that manner u won't need to pury team (i perso don't put pury in, i put an aoe instead). Also boss spawn at damage treesholds (each time a hp bar is out), so time your damage to avoid having them summoned when aoes still in cd because someone amused too early whith a delphic.
Boss 2 - all in damage, must keep it frozen all the time, must kill it before 2nd or 3rd turn of 2x buff, when all party will die from his massive aoe. Here you'll need pve sets to continuosly cast DF/thunder on it, and if possible on alternance. Can be done even whithout healing (or minimal healing, restoration only, no sunto/bless, but we had a good tank)
Boss 3 - attrition batle, long and painfull, here you need pve too, esp archers/mages. Here mages must go all heal+pury, knights must not use buble until he buffsn and archers need to continuosly DF him and Scatter as soon as he buffs to 2. Rage for archers and heals cd (for blessing, so u may want some talents here) are very important here.
Hope this helps, i, the end you get min 10 stones/crystals, means 2 weeks for an legendary item.
Mage guide for Nm moon: skills lighting, resto, sunto, bless, rain for first 2 bosses, pury instead of rain for the last
1st boss - i sugest pury is usseles, just resto+sunto should be enought to keep the tank alive on first rounds. If u really need pury, u're in trouble, as it means your team is not doing enought aoe dps to clear the minions in 1-2 turns (1 turn summoning, then they attack in theend of second turn). Rain is more usefull to be sure the minions die fast, so no need for pury.
2nd boss - first part, no buff, use a sunto, they do all damege u can to the boss. If the tank need here a heal, u're in trouble
- second part, 1st level buff. right after he buffs, he does a mega attack on tank, so have a resto ready. Then he does a strong aoe, so have a resto/bless. 2 turns after he repeat the aoe damage, so must use the other team heal. In the meantime the resto cd wear off, so cast a last resto on tank.
-3rd part - boss do his 2nd buff. Don't use brutality, as u'll loose a turn, cast rain+lighting. No use to heal here, as the tank will die on 1first hit, and the rest of the team on aoe. Sometimes someone can survive the aoe, only to die on next attack. So u get it, boss must die before aoe, if he's freezed is 4 turns for your team.
3 rd boss - relatively easy job, sunto when the boss is unbuffed, keep resto for the tank and bless when he does his aoe beibg buffed 1st. When he buff 2nd lv, get your archers to scatter it, as you won't resist long. Keep the pury when he cast the -50% debuff (not always seen it, esp when is not on you - better have your team mates give a sign on party chanel or rc, esp the tank. Once more thing, about formation, put the mage in the midle and archers all behind - usually when the tank die, mean u're on all heals cd, thus usseless, and if u can survive 1-2 turns means more time for archers to finish the boss in some really close fights.
Hope it helps and maybe we'll have a knight/archer advice too
Lady Polgara
Posts: 46
Joined: Wed Jul 31, 2013 9:34 pm
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