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Thanks to the Quickness Herald in my subgroup, I don't have to bring spirits for boons. Instead, I take the asura racial skill Technobabble for fast ranged cc, & Search and Rescue! for emergencies. Only drop spirits if you know that their boons will still be covered! We do not use the pug strategy to only cc red during green in phase 2 (p2, 60-20%), but we cc blue in phase 1 (p1, 100-60%) when it spawns early (see 1:23) or red in p2 when it's too far away to simply stand in the safe zone (see 4:40). Getting tank on all 3 prototypes is proximity based; whoever is closest to them when they spawn or when the current tank gets downed will be tank & get a colored bubble above their head (see 3:29, 5:10, 6:15). Every prototype with a tank has to be separated from each other. If they get too close they'll empower each other, & if they do so long enough the 2nd one will also do its special attack (close/range depending on buff at red, pulling players close at green, pushing players away at blue). However, in the last phase (20-0%), green & blue don't tether to each other so green can be pulled close to blue (see 6:25) which makes the transition after green dies smoother as everyone is already at blue if it starts its special attack right away (see 7:02). Starting in p2, a player has to tank a boss away from the stack. Thanks to the quickness Herald in my sub, I can do so while providing alac & healing from range via CA & Staff. So, I tank green at the start of p2 & p3, & red at the end of p2. Warhorn#5's boons have 900 range, so I walk closer to the stack while my boss is stationary before casting it (see 3:38, 4:03, 5:20, 6:22). In p2 & p3, green spawns when the phase starts at the spawn circle that fills up 2nd (see 3:25, 6:11). When tanking green away from the stack, I avoid standing in its green-ish AoE & avoid getting hit by the scythe every 2nd AoE. In p2, green's red puddle was placed right next to us, so I pulled the boss away as otherwise people can get dragged into it during green's special attack (see 4:24). In p2, red spawns when blue becomes active after we phased green (see 5:07). I pull it to the very edge and try to stack its red puddles which spawn below the prototype at every 2nd big yellow-ish AoE. I avoid standing in the outer-most ring of blue's special attack; if you struggle to stay alive, just Staff#3 to blue and walk back out after. Since I'm not tanking in p1, I can kite green's scythe attack. After every 2nd auto attack chain, green will send a scythe to the player furthest away & when the scythe reaches the player it will drop a red puddle. Therefore, I walk away from green after its special attack & drop the puddle close to the edge (see 1:40, 2:05). For green & blue's special attacks, I use Guard! to reduce the damage my group takes while healing via CA, Staff, & my healing glyph (see 1:31, 1:55, 2:26, 2:50, 4:12, 4:37, 5:07, 6:37, 7:04). This is especially important when cc'ing red during green's special attack in p2 as due to people spreading this is the most volatile part in the entire fight - I do have access to Glyph of the Stars in CA though if people get downed at that point (see 4:40). In this kill, I did not need Glyph of the Stars or Search and Rescue! to rezz downed players; the first downed player was too far away from me but was rezzed by the heal alac Tempest (see 4:02), while the 2nd one was right on the stack (see 4:53). Usually, our kills aren't that clean though & I use both skills multiple times. Log: https://dps.report/lHkI-20240729-2147... Build: http://gw2skills.net/editor/?PO0EkEmp... Disclaimer: Both Monk (Core) or Karakosa (SotO) relic are fine; keep in mind that you need to successfully combo your blast finishers for Karakosa though which requires a squad composition with lots of combo fields or adjustments in your gameplay, making Monk the all-rounder pick. If you don't play Asura for Technobabble, take Storm Spirit instead. If you don't own SotO for Mace, take an Axe instead - you trade some protection, regeneration, & vigor sources, cc, & healing for potentially unique conditions, range, & faster CA generation. The infusion isn't strictly needed; without it you lose 5 concentration = 0.33% boon duration. 0:00 Puzzle#1 0:30 Vermilion 100-60% 1:18 Arsenite 100-60% 2:15 Indigo 100-60% 2:58 Puzzle#2 3:25 Vermilion 60-20% 4:12 Arsenite 60-20% 5:04 Indigo 60-20% 5:44 Puzzle#3 6:11 Vermilion 20-0% 6:37 Arsenite 20-0% 7:02 Indigo 20-0% Music: Music provided by NoCopyrightSounds. Watch more NCS on YouTube: https://NCS.lnk.to/YouTubeAT Track: MANSHN - Back & Forth [NCS Release] Free Download / Stream: http://ncs.io/BackAndForth Track: intouch - Love U [NCS Release] Watch: http://ncs.lnk.to/it-LoveUAT/youtube Free Download / Stream: http://ncs.io/it-LoveU