Crypt of The Necrodancer: Synchrony - Symphony of Sorcery no hit (modded boss)

Описание к видео Crypt of The Necrodancer: Synchrony - Symphony of Sorcery no hit (modded boss)

Would've been a flawless fight, but I missed a beat at 2:00. It was an easy part though, so let's just pretend that didn't happen :p

This is a custom boss from the eponymous Symphony of Sorcery mod, which also adds a new zone. The zone seems pretty balanced, but as per tradition in Necrodancer modding, the boss is super overtuned compared to vanilla ones. Phase 1 is not a big deal if you know which mages are the easiest, and I really liked figuring out the strats for all of them! It's very enjoyable once you understand what's going on. Phase 2, on the other hand, is... well...
You can find out for yourselves: https://mod.io/g/crypt/m/magezone

Without further ado, here are some tips I came up with while fighting this guy.

---===PHASE 1===---
As I said, the most important part here is knowing what all the different mages do and which ones are the easiest to deal with. You only need to defeat 4.

The main mage called the Magustrator is constantly firing a laser beam that hits once every 2 beats, which means that it is possible to jump through without getting hit. I wouldn't rely on it though.

All other mages share the following set of logic: upon getting hit, they will re-summon the 4 skeleton rogues at the corners of the arena, perform their respective attack, summon a monster on top of their original position and then follow you around like a skeleton. They have 2 hp each and teleport away upon getting hit. I listed what they do and how to fight them in order from easiest to hardest, but it turned out too extensive to fit into the video description: https://pastebin.com/Eg1STbTA

After you kill a mage, they drop a musical instrument that changes your attack to that of a harp and deals 3 damage. I suggest disposing of it immediately when picked up, as otherwise you run the huge risk of activating multiple wizards at once. Don't pick up the instruments until you're ready to hit the Magustrator with them.

When the 4th mage is aggroed, the rest of them leave the arena, making it a bit more open. However, at that point the 4 rogue skeletons will start respawning when all of them are dead. To make the second phase slightly more bearable, try killing all skeletons but 1 and then taking it out at the same time as delivering the final blow to the Magustrator's shield. Just don't forget that enemies become immune to the colored instruments when they're standing on a matching rune.


---===PHASE 2===---
I have a lot less to say here than in phase 1. Maybe look up a few prayers to the deity of your choice. Aside from that, I only got a few bits of advice.

First of all, I found that standing in the upper or lower part of the arena is safer than standing on the left/right of it. Not sure if that really is the case or if it only seemed like that. Just figure where you want to stand before starting the second phase.

Secondly, when things get hectic in your safe zone, try to move to the right or left. Running around too much is probably a bad idea, but I found that moving a bit is much better than trying to stay in one place the whole time.

And lastly, when the boss is at 1 hp, don't forget to throw your dagger at him to end the fight quicker.

Also, while writing this, I noticed that the 4 mages left at the end of phase 1 are the ones that show up in phase 2, so maybe there's a way to optimize which wizards you fight to make it easier. From what I've seen though, most of them do largely the same thing, so I doubt you'd gain a lot from doing that.


If you have some more insight to share about the last phase, please let me know in the comments! Thanks for reading! :)

#necrodancer #cryptofthenecrodancer #synchrony #cryptofthenecrodancersynchrony #mod #modding #nohit #nohitrun

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