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== Second Quest: Bosses == Once the boss quest is taken, the first boss will spawn. Upon killing him, the second boss will spawn and lastly, after the second boss is dead the third one will spawn. Cross the bridge to the first island to reach the first boss. Casters and players with low HP should stay back as the boss seems to have aggro and hits quite hard. He has an AoE as well as an AoE knockback. You should try and position the boss near the center, or stay with your back to rock as he can push you off the island. In case that does happen, you will fall down and be automatically teleported back to the start. The cleric should stand back to avoid the random aggro melee hits and spam Chromatic Healing Beam. Do not attempt to use BB as it is going to be interrupted. The second boss will be on the island across the bridge to the right. This boss splits herself into three. Two of them are fake and will have a damage reduction buff (which is immune to Purge). Concentrate all of your DD onto the real one, and kill as fast as possible. The boss will split herself three times in total. Afterwards, you can kill it like any other boss. The cleric should BB in the middle so that every squad member will be in its range. Make sure to keep aggro off the cleric after the boss splits. The boss clones continue to attack and if nobody else has aggro, the cleric will get it and might end up being killed. It is possible, but difficult, to kill this boss before she splits. Have your entire party triple spark and DD as much as they can, and it may work. The third and final boss is a flying bird that does not respond to any sort of aggroing. Ranged DDs play a major role here. The squad should be positioned in between the two pillars at the top above the pool of water. The boss makes a run in a figure 8, and will spend extra time around these towers, allowing the ranged players to DD the boss. Venomancers are able to use Amplify Damage when the boss flies nearby the pillars so it is highly recommended. He will spawn fire across this entire island. Fire will do 500 damage per second (and will DOT you if you are caught and run out of it). Between these two pillars, as well as anywhere on the surface of the water, are the only places that the fire is ineffective. It's best to have the cleric BB somewhere near the middle, between the two pillars. BB is able to outheal the damage dealt by the fire so the ranged DD are able to continue hitting the boss despite the fire. This boss spawns adds after each fire spawn and they will attack anyone trying to aggro the boss. Melee players should keep their ranged DD and cleric safe and tank/aggro the adds. At 60% HP the boss will announce in red text that it is going to land and will reset all the HP. This is when the squad can finally fully DD and kill the boss. Note that this boss has a random chance to teleport members to one of the lower islands that are filled with mobs. Simply jump off, you will be teleported at the start and there you can go back to your squad. <br><br>
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