Master Gee's damage output, along with that of his Sand Worms, becomes higher as his health diminishes as he nears death, his tomahawks will be able to do over 100,000 damage. However, the amount of health regeneration is not sufficient to counteract direct hits from Master Gee or his Sand Worms. This will create a translucent purple dome, which will provide very rapid health regeneration to any player standing inside it. When his health reaches ~25%, Gee will stagger briefly and drop his shield module. Eventually, this will result in the shield being depleted, at which point Master Gee can be damaged normally. Getting Master Gee to absorb Sand Worms damage-over-time effects is the only way to damage his shield. The debuff lasts on the affected person until the person is defeated and respawns or until Master Gee is dead. ![]() The debuff is the main source of damage to Master Gee, and is key to winning the fight. This buff stacks and with greater stacks comes greater damage, and thus it is highly advisable to avoid contracting this debuff at all. ![]() This debuff applies the base effect of the acid pool constantly to the affected combatant. If either is at the center, it will slowly start to decrease in size, and if they completely remove the entire pool of acid, they will be given a permanent debuff (denoted by a syringe on the HUD). The pools of acid will continue to grow in size until either Master Gee or a Vault Hunter is close enough to the center of the pool. If left unchecked, each acid pool will continue to spread indefinitely - reaching the edge of the arena very quickly - and multiple overlapping pools will cause increased damage stacks. Certain damage-response effects, such as Shield Booster drops from Booster Shields, cannot be triggered by damage from an acid pool. The damage cannot be avoided by standing on another object or jumping, nor will any damage modifiers such as Adaptive or Alkaline Shields reduce it. The acid will begin to pool and spread, causing damage to anyone within range of the pool, Master Gee included. When a sand worm is killed, a fountain of light green acid will begin to flow from the hole left by the worm. If a character drops into Fight For Your Life, the worms may retreat into the ground, making it more difficult to use them for a Second Wind. The sand worms here do the basic acid ball attacks, attacking more often and faster than Master Gee. There is no limit to the number of sand worms which can be in the arena at the same time. If a sand worm is not killed fast enough, eventually another will spawn in addition, and so on. Sand worms will spawn one at a time, but also at regular intervals. He can only be harmed by stomping on his head, dealing 1 or 2 points of damage. At the start of the battle and after every series of harpoon attacks, he will throw a tomahawk at the closest Vault Hunter, with tomahawk damage scaling up as his health depletes.īefore his shield is depleted, Master Gee is practically immune to player-controlled damage due to his shield. The harpoons are slow-moving and inaccurate, but also deliver a timed but powerful explosion after impact. He will sometimes drop to a knee and then start firing his harpoons. ![]() His main attack is a melee attack with his fists. ![]() He has very few attacks that he will use. Master Gee is a fairly slow moving enemy, and most of the fight will occupy his time by chasing a Vault Hunter. Master Gee becomes hostile when he is first attacked. Players have the opportunity to assemble and plan a strategy before initiating combat. Initially, Master Gee will not be aggressive.
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