Tree of Savior - Legend Crow - [Infinity] + Lemon
See previous video for my healer build and tips on playing these classes for legend crow - https://youtu.be/xQRmD_KlPCY
It's been about a month since my last video and after many crow runs, I have learned what works, and what doesn't for a standard group. We all don't have a 4-chrono party to join, so I will be listing tips, and methods regarding legend crow.
PHASE 1 -
- Standard DPS -
Standard start to this fight is go mid and do dps. Healer should be able to keep you alive. Staying closer to the middle will give you a better chance of survival if you are squishy. If you're a beginner, don't go all out for a small burst of dps in exchange for your death; play it safe until you learn what you can do in this entire raid.
- Pulling
Different groups have different pulling methods. Some like to pull in the direction the mobs spawn, others go that direction but stop between the orb and Skiaclipse to gather and kill. This group, in this video, likes to pull at a static direction; it is not ideal since mobs sometimes do cross by Skiaclipse and regenerate health (1:18), but it does not impact the phase much. Whatever works for your group is usually fine as long as the mobs don't just sit in the middle.
- Mob Killing
This is the first part of the raid that requires some coordination. All mobs must be killed within a 5 second window of the first mob's death. Rather, it's better to aim to kill them all at the same time. Usually the group waits for a signal from the class that can gather mobs. Falconer's are standard for using pheasant to gather mobs together, but any other classes that can gather mobs is viable as well. DPS should be using their strongest attacks with their highest aoe ratios and AVOID any knock back skills that spread the group apart. Healers/Priests can use Turn Undead and do major damage, or if you are an oracle as well, debuff the group of mobs for easier kills.
PHASE 2 -
- Standard Practice
Pull Skiaclipse to the outer portion of the map. In any standard group, you want to avoid keeping him in the middle most of the time. Reason for this are the clouds and puddles he leaves on the ground that can later hinder the bone prisons. With that being said, use all of the arena as you see fit. Standing in place will eventually get crowded and will result in early deaths. You have A LOT of room to work with to have a cleaner fight, rather than using a puddle'd mess. Don't be afraid to move; a lot of times by the time you get to your starting point, anything that was on the ground is already gone.
- Lightning
When you hear Skiaclipse sound like he's inhaling (5:10 , 7:15, 10:48) start moving. The sound he makes is subtly different from the others. Learn it.
- Clouds and Puddles
Avoid sitting in these.
- Orbs (90%, 65%, 40% 15%) -
Skiaclipse spawns orbs that will create white puddles if touched. Anyone who walks over these white puddles will spawn more adds. Your party can hunt down orbs with CC, range, and burst dps to prevent any mobs from spawning. This is not always straight forward since orbs will not always react the way you want them too. Healers with Turn Undead should also try for instant kills (5:55 , 17:44). Option two consist of going towards the orbs and opening them near the middle ring of the arena. This way only minimal adds spawn and they are usually out of the way. What you do want to avoid is staying in place (6:03); accidental movement while trying to dps or tank in a puddle will result in more and more adds spawning. Tanks should hold aggro in the mean time.
- Black Link (85%, 60%, 30%, 5%) (6:54, 11:06)
Skiaclipse binds 4 members of the party together. Party must break the link. Anyone linked and still near Skiaclipse will regenerate his health.
-Bone Prison (80%, 50%, 20%)
Skiaclipse will choose someone at random* , pull them center, and imprison them in a bone cage. (7:47, 12:16) All the while, the rest of the party must go to the cage, stay within the green circle, wait for the wipe attack, and free the party member with dps before they take too much damage and die. If you're dps/tank, you've got it easy. If you're a healer, besides just healing, you need to use Revive before this threshold is met. If your party is fast on DPS, your Revive may still be on cool down (16:35) by the time you get to the prison. Use your best judgment.
(*some recent information that matches with what i've noticed shows that this can be manipulated.)
- Tornado (35%, 25%, 15%, 8%)
A tornado will spawn and move towards Skiaclipse. If the tornado touches Skiaclipse, it will continuously buff him and allow him to do more damage. It is mostly the job of the healer to get rid of these. Counter Spell works best, but you can also dissipate these tornadoes by tanking them for several hits. I would not typically recommend tanking tornadoes unless it is your last resort.
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