So people are having problems with the Demon Commander? I noticed because there are more people whining about the (admittedly very hard. ;-; ) boss than there are people giving advice. So here, have this thread.
Attack Pattern
The Demon commander follows a relatively easy and predictable means of attack:
- Underground
- Melee hit (other melee hits and movement optional) and scream
- Underground
- Distance himself and attack people at range (usually those he's panicked.)
- Underground; repeat.
By knowing this pattern you can predict what he will do when (maybe not as much where, but that's a different story), but the first step is always knowing your enemy, hm?
Possible Attack Plans
- With the Red Templars and Venatori, you can just funnel enemies in through the doors of the Recovery Font Room, laying waste to them and the boss who is hopefully focused on your tank (or at least someone who's kiting them around in large circles). The Demon Commander throws this strategy out the window. I've personally found that kiting him through the hallways helps to greatly ease the battle.
Someone who can taunt or otherwise hold his attention can run through the hallways and, depending on who they are, can either dive out of the way of his dig attack (requires timing; mainly rogues with evade and mages with fade step) or block it entirely. Your team should be following a safe distance behind the tank/kiter, chipping at the demon commander. Make sure you are moving in the direction the least enemies are coming from so that you have more room to maneuver and are running into less damage overall.
Specific Counters
I haven't been able to check all the classes, but there are some specific things characters can do that directly affect the Demon Commander (Whether it's giving him status effects or nullifying one of his S.E.s or attacks.). I'll post what I have here, but by all means tell me what else there is and I'll put it down:
- Characters with Payback Strike can break out of panic using this move. The Legionnaire and his ability to generate massive amounts of guard (and the glorious Walking Fortress move) make him ideal for luring the Demon Commander away from his team, taking the hits with barely a scratch (and hopefully a barrier from a mage. )
- STAIRS. When situated on stairs (possibly other uneven terrain) He will prioritize melee swings over everything else: Ranged, Underground, screams...He will still do them all, but much less frequently. Keep your distance and have a tank keep his attention.
- Archers/Hunters with evade can easy get out of range of his erupting strike, allowing them to effectively kite the D.C and still do damage. if need be, also leaving the team free to take out the trash mobs.
- Not so much a counter, but you can still revive nearby fallen teammates if you are panicked. Contribute as best as you can, and all that!
...and that's it so far. By all means throw wood onto this fire and all that, I'm going back into the game now.