[Reboot] Recommended range for all bosses

Reboot

This list should cover all relevant bosses and hopefully serve as a reference for anyone wondering which ones they can expect to take on with their current strength. The recommended ranges are how strong you need to be to overcome the most limiting factor (with a little bit of wiggle room), whether that's outpacing healing, beating a time limit, or just burning down the hp bar before you're out of lives. In other words, it answers the question, "Can I go into this boss room and come out with a victory?" rather than, "Can I nuke this boss while ignoring the mechanics?"

I've also gotten some questions about this post as it existed in another form, so I'll try to answer those at the start:

Why is this tagged for Reboot? Shouldn't the ranges be the same as in regular servers? Reboot has a passive that gives massive amounts of %dmg (1% per 2 levels), which is additive with boss damage. This basically means that boss damage is much less effective in Reboot, and that higher range is required to make up for it. Because this is a problem with boss damage, which weak characters generally don't have very much of and which strong characters generally have a lot of, the difference starts out as almost negligible but grows quickly until regular server characters are doing roughly twice as much damage as a Rebooter with the same visual range.

If you want to convert this for regular server use, an extremely rough guideline would be to take the list at face value until 150-200k, start ramping up the subtraction from there until you're knocking off about a third of the given range by 600-800k, and cut anything over 2m in half. But like I said, that's pretty inexact and it really depends how much boss damage you have.

Speaking of boss damage, how much should I have? I'm assuming that you have little to no boss damage until 150-200k range and that you're doing most of the buildup starting from about 300k range up until the million mark. You should have 180~200%+ boss damage by the time you're at 1m range, and 80-85%+ IED as well. That's the best approximation I have for typical progression.

Does this mean buffed or clean range? This means buffed range, but does not include final damage. If you have any %final damage showing on your character sheet, you'll need to divide it out to get the range I'm recommending. To do that, take the number listed by the Final Damage category, divide it by 100, add 1, and then divide your range by that number. Example: My DrK has 2.7m buffed range and 170% FD on their character sheet. I divide 170 by 100 to get 1.7, add 1 to get 2.7, and then divide 2.7m by 2.7 to get 1m. So my DrK effectively only has 1m range for purposes of this list.

For simplicity's sake, party range means the range you have before you join the party. It doesn't do much good to list off a requirement you won't know if you'll meet until you're actually there.

I've also chosen not to including node boosts rather than trying to approximate another level of progression on top of boss and IED. If you have boost nodes, multiply them with your range to compare against this list. Example: my DrK from above with 1m "real' range has level 25 boost nodes, which means my attacking skills are doing 50% more damage. I add 50% of 1m onto my range and get 1.5m, so my DrK effectively has 1.5m range when comparing against this list.

I soloed (boss) with lower range. Shouldn't you adjust the recommendation? This is a list drawn from my own experiences playing mostly MM with some Hero/DrK and a bit of BaM. My memory isn't perfect and my class choice might skew things as well, so if a lot of people are saying that they needed higher/lower range for certain bosses then I will defer to the majority and adjust as necessary. This is especially true for bosses like VL and easy Ark that I haven't fought at low range for quite a while.

I also recognize that most of these bosses can be defeated at lower ranges with extremely good control, but if you're a mechanical god then I figure you shouldn't need this list and so it doesn't take your capabilities into account. Same applies for people with abnormally high (over ~250%) boss damage.

Anyways:

Balrog Be level 65. Third job skills do work here.

Zakum Be level 97. Go for level 100 if you're on a new account or a Jett.

Chaos Zakum More scary than difficult, hp-wise. I've cleared with half the time remaining at 1m range. Staying alive is the hard part, and not in a fun way. Varies a lot on how well you can hit the body with the arms continually respawning around it.

Hilla 30k for a 10~15 minute fight. Shorter if you've got your fourth job skills maxed. At 200-300k you can try to kill her before first DR.

Hard Hilla You can't resist her cage any more, so the only reliable way to kill her is to burst her down within a single bind. A seamless HHilla run is actually an insane DPS check requiring 5-6m+ total party range to finish before the bind wears off, but you can go lower depending on how lucky you are. 4m total range should still be pretty reliable, 3m less so.

Easy Magnus 50-80k for a 15~20 minute fight.

Normal Magnus 800k if you suck like me, but more like 400~600k if you don't. Possibly less if you're real pro. Move yourself up a skill level if you have a bind.

Hard Magnus This varies so much on class and player skill that it's hard to give a single number for when you can solo. Low end range seems to be about enough to solo Hellux (3~4m) but mechanical gods can push it lower and some players will need considerably more. Party range varies similarly but 1.2m+ is good if you're experienced and 1.5m+ if you're not. Most parties I see ask for 1.5m sheet range just to be safe. He also has fairly high defense, so 85%+ IED is important. Any lower and the party leader might kick you.

Easy Horntail Be level 130. Go for 20-30k range if you don't have stance, or better yet, don't bother.

Horntail Be level 155. If you don't have stance, be level 160 with 50k+. The limiting factor here isn't the time limit but how long until you inevitably get seduced and die.

Chaos Horntail 200k range for a 15~20 minute fight. There's a high likelihood that you'll catch a seduce+1/1 before you finish during that time, so 400k+ if you want to be reliable.

Blackheart (DIPQ) I was going to leave all PQ/misc bosses out, but this one's useful to know. You can go as low as 100k if you have magic crash/heal block or some other way to prevent the heal or DR. If you don't, then you will need 200250k to outpace the healing.

Easy Gollux The abs are the hardest part of the fight. Not joking. If you can kill all three parts, the head is cake.

Normal Gollux 100k if you have an idea what you're doing and are fine taking up the whole timer. 200k if you want some wiggle room.

Hard Gollux 300k if you're a pro, 400k if you know what you're doing, 500k if you're less confident. If you can't solo it with 600k, you're either a battle mage or you just need practice.

Hellux ~1.5m to duo, 3-4m to solo. Much harder if you don't have a method of killing the potatoes from the gem platform.

Ranmaru He's only about twice as tanky as Hilla so you could probably get a 10 minute fight out of 50k range. Rewards are pretty dubiously worth at that point though.

Madman Ranmaru 300350k to beat his healing. A little range goes a long way here - at 350k you might just barely beat his healing and take 15 minutes, but with 450k you'll stick enough damage to him for a 45 minute fight. Note that on the rare occasion he does attack, it can hit you for 20k+ hp. If the summons ever get fixed, you're going to want ~500k to beat him before the flames cover the screen.

Easy Arkarium This guy is a witch doctor cheater so you will die a lot unless you have invulnerability or just nuke him down immediately. I think you can do it at like 200k as a mage and 400k as a physical class.

Arkarium This fight is a lot harder now that you only get 5 lives. Mages should be able to manage around 800k-1m range. Physical classes will have to kill him in one bind, which should be doable at around 1.52m range. DrK can do it reliably with 2.5m buffed range (900k1m clean) by using Final Pact to facetank the screen cracks and ignore wcancel/DR. Mihiles, Paladins, and Marksmen can do it with similar clean range by exploiting their invincibility skills.

Easy Von Leon 100k range should give you a 10-15 minute fight, but it's been a while since I've done it on a low-range character. You either have to outpace his healing or manipulate the adds properly to get his hp to drop.

Von Leon 300k to clear, 400-500k to do it comfortably. As low as 200k if you have heal block or magic crash. Same fight as easy Von Leon but with 3x the hp and much tankier adds.

Easy Cygnus 400-600k to duo, or to solo if you're good/lucky at not getting hit by tornado+genesis combo. 800k to solo if you're not so sure. She also has pretty high defense relative to her difficulty, so make sure your IED is up to snuff. I wouldn't go lower than ~70%.

Normal Cygnus 600-800k for a full party. 1.5-2m to solo if you're comfortable with the fight. Her hp isn't all that high but lower damage can land you in Shinsoo hell.

Pink Bean 160200k to beat the timer. 300k for a comfortable 1520 minute fight.

Chaos Pink Bean 800k+ for party, 2-3m to solo within the time limit. This is the highest defense boss outside of Cvel/Lotus/Damien/Lucid, so you'll need 85-90% IED to do good damage.

Normal Root Abyss 100k if you don't know what you're doing. 50k if you do. Vellum is the limiter here and will probably take most/all the time at 50k.

Chaos Root Abyss 600~800k to contribute to a party. Most people will ask for 1m+. Be sure you have 85%+ IED as well. Mechanics are a bigger factor than range in a party, but you need both to solo. Special notes for each door:

Chaos Queen 2~2.5m+ to solo. You can chew through her hp with less, but you can also fail with more. Queen is very RNG heavy and she can make herself easier than Von Bon or almost as difficult as Vellum depending on her whims. Having 80k+ hp to purge the flame DoT helps immensely, as does having a pet with autopot.

Chaos Pierre 1.5m to solo. 4m+ to nosplit, though this varies a lot depending on how bursty your class is. I don't recommend doing this in a party because your "friends" can easily undo your hard work and/or get you killed. Duoing is manageable but I personally avoid it. Note that pet autopot pretty much removes the possiblity of dying.

Chaos Von Bon 1.5m to solo. The easiest CRA boss, it's mostly just laying down DPS while avoiding his attacks.

Chaos Vellum 1.2m+ range, 90%+ IED, and git gud to contribute in a party. People will probably ask for more. 4m+ range and 93%+ IED to solo.

Lotus Be able to solo Cvel to contribute. This is both a DPS check and a mechanics check.

Damien Be able to pick up slack at Lotus to contribute. That should translate to a sub-15 minute Cvel and clearing or almost clearing dojo.

Edit: Added Balrog, tweaked ecyg down a bit and czak down a lot, noted a few physical classes that can bypass Ark mechanics. Changed up some wording to be more specific.

Posted Feb 2, 2017, 1:05 AM UTC · edited

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