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Ghosts during Valindra's Tower final fight

diogene0diogene0 Member Posts: 2,894 Arc User
edited January 2014 in PvE Discussion
Most of the teams i've been in had some issues during the second ghost parts of that fight. If we survive it's not an issue, i can keep everyone alive, but most of the times, the second ghost time is when the team is failing. Those things can't be killed, can't be controlled, can't be taunted by a tank and of course there's always someone getting 3 of them and trapped in a small safe area with smaller surrounding safe zones. The room is so huge that my heals can't reach people in trouble without being suicidal.

I know there's something like "they will aggro the closest person" but they seem to spawn more or less randomly. Of course the closest person is always the squishiest character - I guess the devs think it's funny if the team wipes because the RNG decided it. Has anyone found a solution, except running with the ultimate tank builds making this "awesome" fight extremely long, stressful and tedious, no CW and a couple of GWFs with a tank? The longer the second phase is (claws + 5 to 7-8 caskets), the more annoying the claw is, because it's happening during the casket phase (the claw spell has a shorter cooldown than the casket one), so, I feel there's something wrong in the equation.

I've successfully done this fight several times, but only with people with at least 14k GS and a crapton of tanking and damage at the same time - and i've had the lowest GS in the team (14.1), precisely because that ghost phase forces people into tanky builds while the claws and caskets are kind of a dps race.

Any ideas?
Post edited by diogene0 on

Comments

  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited December 2013
    grimah wrote: »

    Thanks for sharing. But i failed to see how people can still deal with 3 ghosts and no escape in your video because it didn't happen during your fight. Any other tip will be appreciated. :)
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    3 ghosts and no escape??

    dont get what you mean. She doesnt using grasp during final phase, BUT she does sometimes once at the very beginning of that phase, but ive only seen it happened a couple times, i dont think she is suppose to.

    sometimes someone will get choked, but not much you can do about that, just move to your areas as soon as ghost phase finishes.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • grimahgrimah Member Posts: 1,658 Arc User
    edited December 2013
    everyone just runs around in a circle (clockwise or anti-clockwise) just make sure you all run in the same direction.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • angrymanagementangrymanagement Member Posts: 487 Arc User
    edited December 2013
    grimah wrote: »
    everyone just runs around in a circle (clockwise or anti-clockwise) just make sure you all run in the same direction.
    ^^
    As long as everyone moves in the same direction, should be pretty easy.
  • tornnomartornnomar Member, NW M9 Playtest Posts: 403 Arc User
    edited December 2013
    Teamwork and Ring-around-the-Valindra. Everyones gotta be on the same page.
  • dhuras1dhuras1 Member Posts: 166 Bounty Hunter
    edited December 2013
    Soulforged and health stones help a lot.
  • frariifrarii Member Posts: 0 Arc User
    edited December 2013
    there is people who die in fulminorax lightning strikes having dodge and soulforge, there is a whole industry of zombi apocalipse stuff where people cant escape of slow walking zombies, of course there will be people who see there are a couple or three slow life sucking ghost closing the gap and instead of running away let them circle and kill them, or in the last second run amok to the light and die too... smart people is smart.
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited December 2013
    If you need potions soul forge or health stone during phase change you are doing it wrong. Seriously they are not mobs stop treating them like they are. They are extremely slow moving red areas that you have to not stand in. All you need to do is occassionally hit w and you take no dmg.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited December 2013
    I'm not saying everyone has to think it's difficult. I'm merely saying that most of the teams i've been in had trouble with that specific part. And i've tried to do VT with quite a lot of different people, and it's always been a premade from lfg or the legit channel. Sometimes you might be able to revive people, sometimes you can't, but when there's a team wipe, it's not because of caskets, it's because of that ghosts part.

    I've seen a couple of 18k GS tanks shamefully dying in a corner to ghosts, sad tieffling faces running to me for heals and offering me 3 ghosts at the same time, especially when i'm out of stamina, rogues rolling until they're out of stamina and can't move out of red in time... The only failures i've seen during the very last part of that fight happen when someone died to ghosts. When the so called "afk check" is a success, there's no issue and Valindra dies.
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    One thing that is very useful to know and I didn't see mentioned is that the red stripes of death are safe to pass while still red, after the lightning effect passes. Makes it a lot easier, instead of waiting for the red zone to disappear. I died a few times to that phase in my first runs. Sometimes it just happens you get lots of them on you and you're screwed, but if you run nicely around the center all should be fine in the end.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited December 2013
    When the phase starts, everyone runs to the outside edge of the arena. This is going to give you the biggest initial area to start running in. When the Wraiths appear, everyone runs the same direction around the outside. Even if you don't have a Wraith on you, it helps to move so you can create space for other players.

    As posted above, once the lighting flashes across the red, there will be about a second where the line stays, but it's safe to cross.

    The biggest issue people get into is trying to dodge around in a tiny area, and eventually get hemmed in by the ghosts. If you run circles around the outside, there's no reason anyone should die in this phase.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited January 2014
    pers3phone wrote: »
    One thing that is very useful to know and I didn't see mentioned is that the red stripes of death are safe to pass while still red, after the lightning effect passes. Makes it a lot easier, instead of waiting for the red zone to disappear. I died a few times to that phase in my first runs. Sometimes it just happens you get lots of them on you and you're screwed, but if you run nicely around the center all should be fine in the end.

    Ah tanks it works pretty well, i didn't notice that. Most of the times, red means "damage incoming". That's a bit confusing here. Told it to people I played with yesterday and it worked fine.
  • froszztfroszzt Member, Neverwinter Beta Users Posts: 284 Bounty Hunter
    edited January 2014
    In my latest video found here: http://nw-forum.perfectworld.com/showthread.php?569711-New-Valindra-Fight-No-Adds-Ed

    I am being put in corners by the ghosts and I also use my dodge through the strikes a few times. Was never in any danger though.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited January 2014
    If it's the developers intention to exclude GF from all high end PvE content, making the adds in dungeons like VT and MC final boss fights ignore threat generation is a great way to do it.

    No idea what they were thinking, except, "people like DPS classes, lets make a dungeon that requires nothing but DPS."
  • nearlydiamondnearlydiamond Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 105 Bounty Hunter
    edited January 2014
    Trick is to get everyone running the same way around the outside of the arena. In my experience problems came when one person ran clockwise and others ran anti-clockwise leading to a train wreck....
  • jenisydejenisyde Member Posts: 198 Arc User
    edited January 2014
    Just need to stay calm. If they are trapped in an area with a lot of ghosts, they need to just double dash to the safe area next to them over the red lines. Ghost phase is cake.
    Jaylo
    Halfling - Devoted Cleric - Divine Oracle
    Neverwinter Tribunal
    <Genocidal Tendencies>
    www.genotendencies.enjin.com
  • nanners#9564 nanners Member Posts: 64 Arc User
    edited January 2014
    Yep thats correct running the same direction certainly helps (e.g clock wise), just stay calm dont panic, they dont hurt you much just drain your stamina. Hope this demo video wld help: Valindra's Tower Boss Fight: http://www.youtube.com/watch?v=yE1bx8r2Rtg
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