Soullo, on 28 October 2016 - 03:19 AM, said:
MuchAshe, when will you add the difference in hardcore? Waiting them ^^
Hey, sorry for late response. Didn't really plan on adding the HC mechanics, so I'll just give you a quick overview.
Suction (AD): Instead of doing a single breath to the front he does 3 in frontal cone shapes, similar to the first boss in RDN.
Barmechanic (75%, 50%, 25%): Boss is invincible during the mechanic, nothing else.
Poison spitting: The only new mechanic for the first boss. He looks like he throws up (think of the clone spawning animation) and then randomly spits poison meteors at a bunch of team members. Red indicator on the ground, just walk away.
Stomp: This mechanic can now happen at all bars, same animation as double electric balls still, so be more careful on the first two bars. At the end of the stomp he will summon 3 fire circles around him that deal low damage and apply a burn (think suction mechanic on second boss in DDL). Simply don't stand on them and you are fine.
Overcharge: After overcharge the boss will slam the ground causing heavy damage (and I mean heavy as in 6m on a def capped Destro). He will then go into Berserker mode for 25s, causing everything he does to deal extremely high damage. You either stay away from him for the duration or you can debuff it (Merc Deva Howl, Engis Mecha Siren and Soul Eaters something, forget the skill name).
Dunk/Opposite corner: Once he climbs up the pillar the entire team gets a confusion debuff that can be cured. Just run to the opposite corner as soon as you spot the mechanic and try to stay there before the debuff gets applied.
Breath EX: Breath can go left or right, stay behind the boss and react according to his movement.
Bar mechanic (25%): The lasers are shorter but on both sides of the pillars, which means you have to move a little more, but you can now move around the lasers instead of running full circles. This change is kinda positive actually.
There is a punisher in the second and third stage, doesn't really change anything, have to CC/kill him twice instead of once.
Fly (Spacebar): At the end of this mechanic, after the stomp he will throw 3 ice spears at the marked person instead of just 1. Simply walk along the wall to keep the spears away from the team if you get the mark.
Fly (Mark): Same as above.
Ice-Aura: Gets an EX-Version. Below 50% the dragon will now cast 2 of these on random members, doesn't change a lot, just need to get 2 people to move away from the party instead of 1.
Ice-Cage: New mechanic, Dragon flies up and there is a system message along the lines of "The dragon plummets the ground". Then everyone gets frozen and has to AD out. 1 person stays frozen and has to be safed by the others. It's like the DDN sand cage, just attack, then run away from the spot because he will cast a small stomp there that oneshots everything.
That should be it, if I forgot something and I realise that, I will update this post. Otherwise maybe others can point out more differences in case I missed something.