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Colossus and Valdur boss guide
由 Trash Can't 制作
A quick guide of how the Crescent Grove bossfight operates and how to deal with its attacks. The images im using are from the Valdur fight, and i will detail the differences between colossus and Valdur in each respective attack.
   
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What to bring (and guide notes)
This boss has heavily taxing moves on HP and Stamina alike, so you should always bring a decent chunk of stamina stars and healing items.

This boss can be frustrating for melee focused builds, as two of the three attacks it uses uses are better dodged at range.
Phase one and basic attack rundown.
The first half of its HP will be regarded as its first phase. Valdur only has 3 attacks that it interweaves together.


Its farthest ranged attack is a Tri beam snipe attack that has a long windup but tracks across the map. This is indicated by it laying down and summoning rings around its eye.

Valdurs little brother Colossus only fires a single beam, making this attack a bit easier to dodge.



This attack isnt too difficult to dodge on its own, as running backwards and then dashing to the side after the last ring closes in on its eye will avoid the beam. The real threat this poses is when its weaved into its other 2 attacks. While taxing on stamina, if you're in a bind its best to attempt to block this as there is a cooldown between firing and it priming up another attack.

Editors note: I tried this fight with Sturdy, and the beam attack cannot be parried. Sturdy instead auto-blocks it instead.

The attack that opens up the most possible damage is its charging attack, signaled by it guarding its face.




This attack is identical between both versions, and i personally reccomend dashing backwards to give yourself some extra parry timing.
Valdur will dash to your location regardless of distance and smack you in the face. This is the easiest attack to parry and is the only melee attack featured in its kit, making this invaluable to melee builds as its a safe window to attack after punishing.

Its last and most oppressive attack is a shockwave slam. Depending on the variant youre fighting, it spawns different AOE effects.

Both variants will have the melee slam hitbox, and the resulting shockwave that follows outwards. This shockwave can be parried but not dodged through, and alongside its range it quickly becomes an extremely oppressive move for ranged and melee builds alike as it forces you to move away from the boss.




After the initial shockwave, each variant spawns extra threats. Ironically, Colossus actually has the more dangerous variant of this attack.
Valdur will spawn several orbs that turn into giant pillars. These take a while to actually come into effect, and do nothing but quarantine an area for a short amount of time, giving you ample time to move the fight somewhere else.

Colossus, on the other end, has the most maliciously designed rock spikes tied to this attack instead. Similar to the tribeam, Several rock spikes will spawn after the shockwave spawns, and if you run into one of these the most likely result is getting launched into another rock, thus juggling you into 3 spikes which generally gets you killed rather quickly. I wholeheartedly reccomend trying to stay far away from the center of this attack, as it gives you more room against the shockwave and the resulting spikes.
Phase 2
At 50% HP and every time you revisit the fight if you die, 2 Carbunkles will spawn. If you are in the 20-25 dungeon and are fighting Valdur, these are upgraded to Death Knights. These alone function identically to the basic enemy counterparts, however their presense makes dealing with the boss more difficult as they will nickle and dime your stam and health down, so i reccomend trying to space yourself out from the boss to deal with the ganking crew.

The boss itself does not gain any new moves, but will begin to attack more frequently and often begins chaining two of its attacks together. This generally results in it spamming its slam attack (to the utter dismay of everyone fighting it) which makes dealing with the invaders all the more important as it throws temper tantrums covering the entire arena starts to take chunks off your stamina for missing a parry.

After the invaders die the fight continues on with nothing new to add after their defeat.
Notes and tips
While having a large defensive stat, this boss can be stunned with fluxspear and the like during the windups of its attacks which is a risky way to deal with its frequent attacks.

If you do get caught in the aforementioned spike juggle while fighing colossus, holding block generally nets you a parry in the event you recover before you land on the next spike, and i generally reccomend packing some form of instant healing like curis or a bunjar before fighting this boss.

If you dont mind taking risks, hanging around the boss while running AOE heavy attacks like cross or a bell will catch the carbunkle/DeathKnight while fighting the colossus itself, and this is supported further with stuns.

Overall, if youre farming this fight its generally best to get comfortable parrying the shockwave and dash-slaps before focusing on dealing with the invaders. Bring a lot of stamstars