Was the Mage Boss in Depths buffed in some way recently?

M7, M8, M9… No problem - once we did M10, the mage boss wrecked us over and over at the 2nd phase where both portals are open. We try our best to dodge the mines but you know how it is, not everybody does it successfully every time. Tried the following strategies:

  1. 2 DPS/Healer go right, 1 DPS/Tank go left
  2. 3 DPS go right, clear, then go left. Healer/Tank stay mid

All 3 DPS had switched to a Void Amulet, we were popping gemstone dust, and we’re still getting wrecked. We’re all around 50 CON as well

Are we missing something here?

The only problem with this Boss is the magic shot, it is very powerfull, you need to avoid it.

What kind of DPS? Hatchet?
Healer 400 Focus?
50 Con dont help too much, you need to have heals and fortify.

Hatchet/Spear for me. I have enfeebling skewer on the spear and fortifying perforate on armor. One DPS was hatchet/GS the other was hatchet/spear

I don’t think the healer had 400 focus.

So the important thing is to just dodge the mines then - which I can do pretty effectively but it’s sometimes hard to have an entire group do it successfully

Everytime he lower the arms you need to dodge.

I’m completely aware of how the mechanic works, my point is that it’s not guaranteed that all 5 team members dodge successfully every time.

Anyways, my question is regarding the boss itself - did they buff the health of the bombs or something? They seem to take longer to kill.

I did M10 before the Brimstone Sands update, and M10 are more strong now. But with random is very hard.

the mage does void damage and most likely your team is all wearing fire gems meaning you have zero protection from his void damage

and yeah the mines health was buffed

swap to some amethyst slotted jewelry before the fight to negate some damage

We all swapped to void amulets + void gem in it and still found we were dying to the bombs even after dodging most of them. I think the tank was the only one without the void amulet

Regarding the mine health - this basically means its impossible to do it the way we all used to do it, with 1 DPS in the middle? Can a single DPS even destroy one of them on his/her own?

another way you could try is running opals in your armor. Our group recently did this and saw noticeable differences with bosses

outside of bosses you will be fortify capped most of the time anyway

Can the healer reach / heal the sides during those phases?

Maybe possible to keep the tank/heals on the mines, while two dps go one side, and the other “tankier” dps go other?

Healer shooting mines with tank plugging on em too? one person alone on those shelves is tuff tho.

-pantz

i have seen success when first stage tank and best dps go right… second stage same two go right everyone else goes left.

just have to kill the platform guys fast enough that only two or so bombs go off.

when on the main stage, don’t chase the dogs around. focus the boss, the dogs will come to you.

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This is good advice. Tank + light con DPS for example go right, everyone else go left. And just dodge whenever possible

Can you explain the fortify cap when running mutation specific gems? I use 5 mutation gems and 3 onyx usually.

5 opals in armor and 3 jewelry with fire gems + a fire protection amulet means 40% elem resist plus strong gemstone dust will put you over 50% elem resist for all of your fights

using opals means you’re getting more resistances for other elemental attacks other than fire because this game lies and these dungeons aren’t 100% whatever the mutation elemental damage is. Example is Ennead, it can be a nature mutation but all the mobs are still slapping you around with a ton of fire damage

If you slot only Opals in your gear, with the exception of the amulet, you can run any M10 content. You can use an amulet with whichever elemental protection that is needed for the specific mutation, to boost that particular resistance by 16%, netting you 33.6% resistance, but also be protected by 17.5%, for the other elements as well.

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You could also swap the Ring/Earring for 12.5% elemental but with 40.6% specific element.

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This may help a bit more for M10 specifically.

I do think the Mage boss was buffed as well, so it is a bit more challenging to defeat him.

HP and damage were buffed in high mutations in Brimstone patch

I personally think the only factor that matters is the healer goes up. Healer goes up, drops sacred on de-summon spot, then void blade helps kill the 2 mobs. So long as the healer can keep sacred the dps or tank can de-summon, then you ward potion, beacon orb, run to other side and de summon that one to if you have to. Or best case scenario on 2nd phase the aide with out healer also de summons their side. Regardless though I’ve desummoned both as healer before.

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