Difference between revisions of "Biomare - Lab Director"
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| <aodb sidetitle="aoi">156771</aodb><br> | | <aodb sidetitle="aoi">156771</aodb><br> |
− | The CDR is perhaps a little misunderstood, and therefore overrated. The cap on useful weapon skill commonly extends well above 1,000; to 1400 or so. This matters a lot for paid players, because they go up that high and higher. So when they say that CDR is a great weapon for froobs, they have not really thought it through. CDR is not the best weapon for sloobs; there are better. And whether it is really the best weapon for froobs or not, they cannot take full advantage of its greatest asset.<br> | + | The CDR is perhaps a little misunderstood. The cap on useful weapon skill commonly extends well above 1,000; to 1400 or so. This matters a lot for paid players, because they go up that high and higher. But whether it is really the best weapon for froobs or not, they cannot take full advantage of its greatest asset.<br><br> |
| Near 100% chance for at least one of the following to drop:<br> | | Near 100% chance for at least one of the following to drop:<br> |
| <aodb sidetitle="aoi">156332</aodb><br> | | <aodb sidetitle="aoi">156332</aodb><br> |
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| needed for <aodb sidetitle="aoi">156540</aodb><br>''([[Bowtie|Recipe]])''<br><br> | | needed for <aodb sidetitle="aoi">156540</aodb><br>''([[Bowtie|Recipe]])''<br><br> |
| <aodb sidetitle="aoi">156328</aodb><br> | | <aodb sidetitle="aoi">156328</aodb><br> |
Revision as of 04:25, 11 June 2018
Lab Director 380,365 Biomare
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The 'Lab Director is head of the research facility Biomare, he supervises and controls all processes, reporting new results to his superiors. recently he tended to "forget" about reporting certain aspects of his work. Guarded by Bodyguards he sits in his office at position 380,365 on the second floor of the laboratory complex at the very deep end of the dungeon. He can be reached by one of the ramps in one of the cloning towers. He plays a role in the Collar of Amplification Quest.
Location
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380,365
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Type
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Unique Human Boss
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Level
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80
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Hitpoints
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19196
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Respawn
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15 minutes
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Damage Types
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Energy
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Aggro
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aggressive
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Specials
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When the Director is under attack, he spawns two or more Executive Protectors that deal decent amounts of radiation damage. When killed, they respawn quickly, so your best bet would be to root them because they are immune to calms.
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Tactics
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This fight will depend largely on a specialist in a team capable of crowd control. The CCer's job is to mezz the bodyguards prior to engaging the Lab Director himself. Upon aggro, the team should quickly take flight to one of the circular rooms. This is because it gives room to kite the Lab Director, and also serves to avoid additional spawns. The CC must root the executive protectors who spawn in the middle of the fight as they are not suceptible to mezzes. A proper control of the fight is vital to success; getting surrounded by adds in the fight will likely result in a wipe. The director himself will have several Bureaucrat spells as his arsenal. His nukes (200-400 dmg) and CDR (200-600 dmg, 900 crits) create a sustained DPS not to be trifled with. It is recommended to have at least 1 good healer to negate this damage.
Note to Engineers: you will need a QL 160ish pet to be more sure of soloing the Lab Director, although there is a report of a player using a QL 136 Lesser Warbot.[1] First take out the guards outside, then the guards inside. The Lab Director will usually watch the bot pound the guards as long as everyone stays out of sight. After everyone is down, kill the Lab Director. You will have to slip inside the office after the Director is dead while the Protectors get ripped apart, to avoid respawn of the outside guards. You can safely camp at the corners inside the office left and right of the door.
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Immunities
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Calms: 100%
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Charm: 100%
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Snares: 0%
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Roots: 0%
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Blind: 0%
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Divests & Plunders: 0%
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NanoSkill Debuffs: 0%
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Offensive Debuffs: 0%
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Initiative Debuffs: 0%
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Fear:
100%
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