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Tanking Amalgam 200

Discussion in 'Toram Online Class Discussions' started by NoLifer, May 12, 2020.

  1. NoLifer

    NoLifer Well-Known Member

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    Hello

    So i wanna know how yall tanks doing with this boss.
    I only have one question, Can you survive if the fight takes long?
    I usually have no problem when fight ends in 2 mins but I almost ALWAYS die when it goes over 3 mins. I run, i p def, i elegant poise, i stay in sanctuary but nothing works.
    How do you survive if battle takes long?
    +
    Another question but why doesn't sanctuary reduce damage from all attacks?
    There's that attack amalgam does when he walks towards you and swings his hand at you, it deals +20k HP damage to me INSIDE sanctuary.

    Thanks in advance.
     
  2. Zezusa

    Zezusa Well-Known Member

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    Ok il start with sanctuary first. This skill only reduces the damage if its around 10% of your hp since that boss has damage over 10k then you would need 100k hp to make it possible. Even if you have high resistance it seems like his dmg is OP still.

    Ad for tanking I play safe and tank at a minimum of 4m since the random ghost spawn with fins and absolute stun along with high frac damage just spells rape for tanks . And yes the longer the run the harder it is , so after 2mins it gets really hairy since you'll usually encounter 2 of each ghost spawn meaning you have 6-7 seperate attacks to counter at sbt given time. Not to mention your dps may die in the process making it even more difficult. However there are skills that ste useful a d can help make this situation livable....... natures wonders, arrow rain, storm and tempest are aoe skills with multiple hits and can quickly get rid of them in a cluster. You can also use single target multiple hit skills like spike dart and gattling as well. But imo it's best to have runs lower than 2min that way you dont have to deal with all of that.
     
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  3. NoLifer

    NoLifer Well-Known Member

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    About sanctuary. 10% HP of your flat HP without xtals/food buff/gear or your total max HP? Cause my total hp without gear or buffs is like 20k, with gear is like 50k so that's a big difference and if it counts only on my HP without gear then sanctuary is kinda useless(?)

    I understand the second part and I truly thank you for it.
    Tho i don't mean what to do to end it early since it's not in my hand but in the dps' hands. I want to know as a tank, how to survive when it gets long.
    I can't use tempest or arrow rain, only nature's wonder and it eats my mp quickly or if i put it in combo i stand still for a few moments and dies right away
     
  4. Zezusa

    Zezusa Well-Known Member

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    Iirc sanctuary is based on your max hp, because that’s my observation anyways . As for nature’s wonder u can use a 1 map opener followed by the skill with a save tag and a high/low map filler
     
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  5. NoLifer

    NoLifer Well-Known Member

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    I see.
    I think I'll do a combo like that.
    Thanks a lot for the help
     
  6. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    100mp opener > Impact(save) > Nature's Wonder(Smite) > Finale(Smite) ^_^
     
  7. S@Ble

    S@Ble Well-Known Member

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    I am surprise u have patience for long duration run. Usually my run r under 1min or 2 min at most.
    If the ghosts come out i feel like 1 dps with aoe skill (mostly cf) should help kill shadows and not let it kill other dps/tank. Tank already have enough on their hands with frac. BTW it is my personal observation and i might be wrong but i feel like we can interup boss and it wont call shadows. There was a few run that went around 2 mins and no shadows when i kept interup it.
     
  8. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    It's prolly possible you you're spamming interrupt or the shadows died too fast that it barely appeared. ^_^
     
  9. Zezusa

    Zezusa Well-Known Member

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    Actually arrow rain works better than cf for those mobs, the mob spawn could be interrupted since they spawn during the purple phase. I never tried it though so I cannot confirm that atm. As for run time anything over 2:30 is pure hell because you’ll most likely have many ghosts with a barrage of skills to avoid or counter at which all will die and it’s also impossible to recover from it.
     

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