I've edited this up a lot, so here goes.
I built up Rohane’s battle damage increase and innate melee speed evenly, getting to about 11 points each in those categories, so now at level 54 he is moving something like insane speed. I also started spending on innate magic resistance and stunning strikes. This means he almost never gets stunned, and has a large chance of stunning his opponent. Critical attacks are nice to do a little extra damage now and then, so I bought 11 in those as well.
When you find Mipsy, the game gives you plenty of points to spend on direct damage. Not group damage, just direct damage. At that level most opponents will take only one shot from Mipsy and the fight is over. So since she has the big gun, make her move really, really fast. Innate casting haste looks good, but spend evenly on group haste and innate haste so that all your party members get that speed bonus. If you have problems keeping Mipsy alive, spend some on innate damage resistance as well. I spent a few points on damage shields. Remember, the point is to kill them before they hit you. The exception to this is the larger bosses in chapter 4 and 5. Several of them could resist direct damage, and they actually took more damage from the damage shields than from her wand.
For Talinia I decided to buy multiple targets, because she has the ability to stun all opponents with shockwave. So I focused on her increased bow damage, spent 11 on her multiple targets skill, then spent evenly on innate battle speed, magic resistance and shockwave.
Velm has too many good skills for me. I bought the Celestial Hammer because it stuns, and I bought group healing. I just think that individual healing is a waste of time. I spent no points on that skill at all. I didn’t want Velm to be extremely fast, because he would just get in the way of Mipsy’s big gun and Rohane’s ridiculously huge sword, so he only got 7 points for innate haste. If you are on Insane, ignore this. Speed him as much as possible. I spent the 10 each in innate damage resistance and group shielding. Group shield is vital in the battle against King Terask II. The moment the Group Shield wears off, make sure to recast it or Terask will stun, mesmerize, slow and celestial hammer every member of your party to death. The group shield is cool because it helps Rohane resist being stunned, mesmerized or distracted by shiny objects. The most interesting skill Velm has is Mesmerize. I simply love being able to remove one of the opponents from the fight until I’m ready to deal with her. Mesmerize isn’t a skill used much on Bosses, so I won’t mention it much here.
Notice how I said spend up to 11 points in each category, when you can hit your maximum at 15? The bosses in chapter 5 drop weapons that give most of your characters a +4 bonus in the innate skills and other important skills. The problem is, this is based on luck. Once your party gets to level 56, stop spending your skill points. Wait until you have killed both pant devils before you decide where to spend the final 4 points. This is just in case the last weapons you get from those battles don’t raise the right skills. I know this doesn’t make sense right now, but here is an example: You spent 15 points on Critical attacks, then Rohane wins a weapon that gives you +4 to critical attacks. Now you have 4 points that could have been spent somewhere else, but it is too late.
Now that you now what skills to build, let’s take a look at a simple battle:
Step one, hit the boss with the strongest slowing potion you have. Slowing potions of anywhere from 30% to 80% should slow the Boss down or counteract her haste spell.
Step two, have Mipsy cast group haste. In a long battle, she may have to cast Group Haste several times because it wears off after about 30 seconds. In the battle with King Terask, Group Haste is not enough. Make sure to have plenty of Kougra Sprint potions to speed you up to +60%. Combining group haste, the innate haste points I spent and the slowing potion, your party is moving at extreme lightning speed compared to the poor, helpless Boss.
Step Three, Rohane hits the Boss, and stuns it for several seconds. Talinia shoots arrows at the Boss, and stuns it for several seconds. Velm casts group shield, or tosses a damage potion. Mipsy puts the Boss in a hurt locker.
Step Four, Velm casts group heal to keep everyone in top shape.
Repeat.
Step Five, since the Boss has spent the entire battle stunned or in a coma there is no step five.
This strategy works very well on almost all the Bosses in the game, with the exception of the Four Faeries. The Fab Four in the Haunted Woods are tough, fast, skilled, and extremely dangerous. When I fought them in level Evil, I could only compare it to one thing. It felt awfully like the final battle with King Terask in normal mode. The Fab Four can resist mesmerize, stun, and direct damage. They use group haste, group heal, group damage and mesmerize back at you. I thought I could use my strategy and just walk in at level 47 on Evil mode and take those Faeries out just like I walked all over all the other Bosses. I was wrong. When fighting the Fab Four, expect the battle to take about 130 seconds. I broke the battle down into what your party does instead of steps, because it is much more complicated than killing a single Boss.
Velm should concentrate on mesmerizing Dark, Fire, and Earth during this fight. All his other turns should be spent healing. Don’t waste time throwing slow potions at the Fab Four, since your party members will die if Velm does anything other than Mesmerize and Heal. If Velm dies before half the faeries are killed, flee and heal your party before restarting the battle. Velm is also a cleric, but I don’t think ‘Pray for Mercy’ is a buyable skill.
Mipsy should focus on casting and recasting Group Haste whenever it runs out. Most of her direct damage is resisted by the faeries anyway, and halfway through the battle I found her hiding in the back guzzling healing potions to stay alive.
Talinia can’t use her group damage because it would un-mesmerize the opponent, so she shot only one faerie at a time.
Rohane, like always, simply slashed and slashed. We killed Water first because she can’t be mesmerized and she kept casting healing spells. Fire second because she has the least hit points, Dark third, and Earth last.
So for whatever reason you play NQII, whether it is trophies, avatars, neopoints or weapons, I hope you enjoy reading this guide. Using my strategy, I haven’t died yet on Evil mode.
Author of "How to Own a NQ2 Boss Fight"
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