Hi
I was wondering if there is any sort of tactic on the last boss here (dragon, carnt remember name) but have managed to reach it 3 times now and then the group disbands because we just simply get pawned. The dragon is not the problem, its the amount of adds that come constantly, you do not have time to hit the dragon because of the adds and if you do not take out the adds they just stack up.
So far 1st time getting there had 2xlvl 35, a 34 a 32 and me 31 (no healer) we got pawned
2nd time in there I was 33, had a 32 a 34 and a 36 (had healer but no tank class) again we got pawned
yesterday 3rd time reaching me 34 had another 34 a 33 and 2x lvl 32, had tank and healer but we still got pawned, managed to get dragon down to about 70% though which was best attempt to date.
There must be some sort of tactic to this or is the dungeon available too soon to lower players?
I've found the adds to be a problem in the regular, single-player dungeons. They are bloody powerful combined with the boss, and very unpleasant to fight.
If there's going to be adds at any boss, please make them somewhat easy to kill..
The key is actually basically ignore the dragon, The main problem is the adds, especially in groups with a healer. The adds will congregate to the healer, use that to your advantage and actually protect the healer while killing the adds only one single target DPS should be attacking the dragon while the Cleric concentrates on 1: keeping himself alive and 2: healing the guy attacking the dragon in that order, a DPS can fall and you can still pull it off, but if the cleric falls it's failure for the whole group.
canor123Member, Neverwinter Beta UsersPosts: 3Arc User
edited May 2013
Did the Mad dragon on epic last night with 2 GF, 1 CW, 1 TR, 1 Cleric.
We just had one GF tanking the boss facing it away from the others at the side of the room. The rest just stayed in a group together and kept killing the magnus and imps that spawn. DPS will turn on boss when no ads are up.
Long fight, but easily done. A decent GF can Solo tank the dragon without heals from healer . Only time the GF needs heals is when imps get on him and need it to be pulled away. so just ask for a quick small heal and bang ads gone off.
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joukuoj32Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
You dont need healer for dragon if you have good tank.
If you have CW(they are best for it) in party let him tank boss, GF agro adds and rest of ppl kill adds first then go back dps boss.
Your parties lvls were fine. Maybe that lvl31 was low lvl for it, but saw some lower lvl chars do more dps then 2 lvls above them(same class).
I would suggest trying to use a CW to tank the boss and keep the boss well away from the rest of your team. As the others say the adds are the key here. Just try to keep adds off of your cleric and whoever is tanking the boss as alot of the time the tank maybe out of range and not get many heals.
The rest of the team can attack the boss if the adds are clear which is unlikely, but a few shots here and there add up.
The problem with a GF tanking the boss is when they use their aoe taunt, this has a tendancy to grab the attention of any nearby adds which causes them to hang around directly underneath the boss. As he has such a large hit box this can make it difficult to target those mobs and they just stand there nuking your team. Its a big room, try to make use of it.
A well placed knockback will often put the adds in a more suitable position. You can use a CW or Clerics knockback to push them all into a neat little group which makes it alot easier.
Your healer will need heal pots on this fight for sure, with so many adds they will get attacked quite alot. Also need to be fast to react and stay out of as much of the red stuff as they can.
Try having your GF pick up the Magus adds first, these are the biggest threat pretty much. The archers can be nuked down pretty quick either by another ranged, melee dps or even the healer, if theres too many have the rogue and/or gwf go around and help clear some of them. Once the archers are under control the Magus can be focussed on and got rid of pretty quick.
Once you find a nice pattern and are efficient on the adds, the boss is pretty easy to kill. Don't assume its a tank and spank, this is the first really challenging boss in the game and alot of groups have trouble with this boss.
You will notice this pattern alot in the dungeons, its kind of counter-intuitive. The boss turns out to be the least threat, the medium adds do alot of damage but are easily tanked by a GF and the small adds just add to the grief and are sometimes the biggest threat. Spider Boss is a good example of this, the smallest spiders heal the boss for a shed load and are often mistakenly ignored.
Other things to watch out for in fights is the 70 and 30% mark on the bosses health, in many fights this triggers some extra ability. Sometimes its better to clear some adds before pushing a boss past this point. Getting hit by a bosses attack sometimes spawns more adds on other fights too(Wolfs Den), something to expriement with.
This was at 32 when I first killed him on my TR... The group make up was CW, GF, 2 x TR, and a DC.
The CW and GF focused on the dragon and the CW only split off if he had an imp on him or at the 70% and 30% marks when mass adds spawn. This is when you want him to pop Arcane Singularity. Which will likely get the adds royally POed at him. Which isn't a bad thing, so long as he's set himself up with proper ice utilities and knows how to kite with them. Then it's a laughable joke with the 2 TR's mowing down on them while they're slowed and/or frozen. Which will generally pull the attention right back to the rogue, allowing the CW to continue slowing and freezing the few that peel off him for the cleric.
Besides the 70% and 30% mark, the 2 TRs constantly protected the DC and the CW singling out their own targets, rather than engaging one together. This is extremely effective at only keeping on Magus up at a time and also keeping a rogue on the occasional imps that came over to play.
Worked wonderfully. But it really depends on the skill of the players I'd say. You can't really slack in that fight, or you'll get overrun in a heartbeat. Can't say how well this would work in the 60 variant of it however. But in the 34 one, so long as folks play well, avoid the red, and know their role, it works great.
Also at 30%. Kill the large Shocktroop demon last. His attacks are easily avoidable and his little buddies are a far greater threat.
And before I forget.... POTIONS. POTIONS. POTIONS. If you don't bring them and use them. Expect to fail.
ok thx for your input. However I dinged 36 and now can no longer queue for this dungeon (unless there is a way to do so) but only 1 dungeon and 1 skirmish are ever up at the same time but have had 2 PvP ones up.
Ahh well will eventually have to abandon this quest I think for old skirmish/dungeon quests and just move on.
Ran this my first time with TR, GWF, DC, CW, GF. Myself(TR) and the guardian focused the boss, the rest took the spawns. The TR had to help with the magnus casters ocassionally, and the big Deamon spawn but other than that i just focsued boss. Worked Perfectly highest level was 33 in the group
Comments
If there's going to be adds at any boss, please make them somewhat easy to kill..
We just had one GF tanking the boss facing it away from the others at the side of the room. The rest just stayed in a group together and kept killing the magnus and imps that spawn. DPS will turn on boss when no ads are up.
Long fight, but easily done. A decent GF can Solo tank the dragon without heals from healer . Only time the GF needs heals is when imps get on him and need it to be pulled away. so just ask for a quick small heal and bang ads gone off.
If you have CW(they are best for it) in party let him tank boss, GF agro adds and rest of ppl kill adds first then go back dps boss.
Your parties lvls were fine. Maybe that lvl31 was low lvl for it, but saw some lower lvl chars do more dps then 2 lvls above them(same class).
The rest of the team can attack the boss if the adds are clear which is unlikely, but a few shots here and there add up.
The problem with a GF tanking the boss is when they use their aoe taunt, this has a tendancy to grab the attention of any nearby adds which causes them to hang around directly underneath the boss. As he has such a large hit box this can make it difficult to target those mobs and they just stand there nuking your team. Its a big room, try to make use of it.
A well placed knockback will often put the adds in a more suitable position. You can use a CW or Clerics knockback to push them all into a neat little group which makes it alot easier.
Your healer will need heal pots on this fight for sure, with so many adds they will get attacked quite alot. Also need to be fast to react and stay out of as much of the red stuff as they can.
Try having your GF pick up the Magus adds first, these are the biggest threat pretty much. The archers can be nuked down pretty quick either by another ranged, melee dps or even the healer, if theres too many have the rogue and/or gwf go around and help clear some of them. Once the archers are under control the Magus can be focussed on and got rid of pretty quick.
Once you find a nice pattern and are efficient on the adds, the boss is pretty easy to kill. Don't assume its a tank and spank, this is the first really challenging boss in the game and alot of groups have trouble with this boss.
You will notice this pattern alot in the dungeons, its kind of counter-intuitive. The boss turns out to be the least threat, the medium adds do alot of damage but are easily tanked by a GF and the small adds just add to the grief and are sometimes the biggest threat. Spider Boss is a good example of this, the smallest spiders heal the boss for a shed load and are often mistakenly ignored.
Other things to watch out for in fights is the 70 and 30% mark on the bosses health, in many fights this triggers some extra ability. Sometimes its better to clear some adds before pushing a boss past this point. Getting hit by a bosses attack sometimes spawns more adds on other fights too(Wolfs Den), something to expriement with.
The CW and GF focused on the dragon and the CW only split off if he had an imp on him or at the 70% and 30% marks when mass adds spawn. This is when you want him to pop Arcane Singularity. Which will likely get the adds royally POed at him. Which isn't a bad thing, so long as he's set himself up with proper ice utilities and knows how to kite with them. Then it's a laughable joke with the 2 TR's mowing down on them while they're slowed and/or frozen. Which will generally pull the attention right back to the rogue, allowing the CW to continue slowing and freezing the few that peel off him for the cleric.
Besides the 70% and 30% mark, the 2 TRs constantly protected the DC and the CW singling out their own targets, rather than engaging one together. This is extremely effective at only keeping on Magus up at a time and also keeping a rogue on the occasional imps that came over to play.
Worked wonderfully. But it really depends on the skill of the players I'd say. You can't really slack in that fight, or you'll get overrun in a heartbeat. Can't say how well this would work in the 60 variant of it however. But in the 34 one, so long as folks play well, avoid the red, and know their role, it works great.
Also at 30%. Kill the large Shocktroop demon last. His attacks are easily avoidable and his little buddies are a far greater threat.
And before I forget.... POTIONS. POTIONS. POTIONS. If you don't bring them and use them. Expect to fail.
Ahh well will eventually have to abandon this quest I think for old skirmish/dungeon quests and just move on.