Spawn Conditions
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Companions/Summons
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- Upon first defeat it will fall to the ground and shortly after its head will appear. Once the head is defeated the Ironclad will come back to life at low HP (two fights in a row it was @13%).
- Frequently can abandon its body to fight as a head at low HP multiple times.
- Upon near defeat as a head, it will return to its main body to continue battle. Many times it will use a large AOE immediately after returning to body.
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Special Abilities
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Passive Traits
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- Eradicator - AoE Damage + short duration weakened status (approx. 30-120sec)(weakened part may or may not activate but damage still will)
- Turbine Cyclone - AoE Damage + Dispel (Seems to be 3 buffs)
- Seismic Impact - AoE Damage + Terror & Slow (Overwrites haste)
- Ballistic Kick - Conal attack damage and knockback. Inflicts Encumberance (approx 30 sec)
- Scapula Beam - AoE Damage + INT/MND/CHR Down.
- Incinerator - Cone attack Fire damage.
- Seems to use all other Iron Giants abilities as well.
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Physical Qualities
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Magical Qualities
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- Susceptible to Stun, does build resistance over time. Head form does not seem to resist stun, but when the body returns it still has the same resistance to stun.
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Further Notes
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- Kiting is an effective strategy when trying to trigger a !! weakness activation, as its melee swings are considered TP moves.
- Rages in 60min
- You cannot proc "!!" when the NM is in 'head' mode, or when stunned from a proc.
- While the head is detached, the body gains regen. The longer it takes to defeat the head, the more the body will regen.
- It is possible to !! it while being straight tanked, melee must Weapon Skill just after Ironclad lands an attack.
- If you get a blue !! Ironclad will not use physical attacks as they are considered TP moves.
- Its AoE attacks WILL hit people not in the party/ally, whether they have performed an action on any of its members or not.
(see testimonials)
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