
Resonance will not heal from this attack. This powerful move is only triggered if a player is within melee range of the Night-gazer, meaning that ranged and magic users will not encounter it. This must be avoided by quickly running away because it will deal upwards of 8,500 typeless damage to any player still standing next to it when it lands. The Night-gazer has a powerful special attack where it jumps into the air with a bluish sphere around it. Both the magic and ranged attack target all players in the room. This has a chance of draining run energy by 30 percent. Night-gazer may use an attack where it jumps up in the air and spins in a circle, launching its ranged attack at all players. It also uses a ranged attack in which it squirts some of its "eye goo" at all players in the room. Night-gazer attacks primarily with magic, consisting of its main eye firing out a glowing yellow orb at all players in the room. It is initially immobile, but it hovers in the air in its second form, allowing it to move around the room. However, in this second stage, the Night-gazer will have a lower combat level and the pillars will remain lit for the duration of the fight, lighting themselves if they were unlit previously.
Runescape night gazer full#
When the Night-gazer dies the first time, it will heal to full health and players will have to kill it a second time to finally defeat it. There are two stages in this boss battle. The pillars will stay lit longer if the player is soloing the dungeon. However, standing near a pillar of light (2 spaces or less away) when it goes out will deal over 1000 typeless damage. The pillars go out occasionally (very often if Night-gazer uses the special attack, and more often as more players are in the team), so it is beneficial to have a teammate standing next to each pillar during the fight. The more pillars that are lit, the more damage can be dealt onto the boss. It is necessary to light at least one pillar, or the Night-gazer will be completely invincible. There are four Pillars of light, each in a corner of the room. If one person messes up then the whole thing gets reset, it's so frustrating having to solo it because everyone is so bad.Ģ. He teles out and they will most likely be lured so that the melee one doesn't attack you.Ģ problems with thunderous being the easiest:ġ. He teles out and they will most likely be lured so that the melee one doesn't attack you. Imo it's the easiest boss because you don't need food. Stomp: Just let the room clear after every time you hit it and you're fine. Hound, you can safe spot this boss, bit of a fail warped boss imo. Skeletal trio - they are fine, all you need is a mage to freeze the warrior and someone should tank the ranger.įleshspoiler, where do I begin, for a occult boss it's far too easy. Perhaps remove it's heal ability or reduce it. Thunderous just needs to be redone all together, I mean fast prayer draining, 1 hitable, heals to full hp on any mistake, impossible to tele out if you don't make it back in time, 1 second reaction time needed (or it heals) *and* needs to gate constantly.

Shadow forger is too overpowered, the magic splats intended for rangers should not damage meleers(have koed me at full hp before), the special effect shouldn't remove magic(So it's impossible to tele out). Stomp should be done differently so that atleast 2 gems *always* drop and that there is enough people to block rock falls. I think there are some boss's, as pointed out by op, that need correcting.
