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traven blackdagger is more easy than poeple think .

mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
edited May 2015 in PvE Discussion
TOday we made our first attempt vs that boss was fun.8 attempts one of them we made the boss until 25% life.THE pt was gf ironvanguard tactician cw renegade spellstorm cleric gwf swordmaster destroyer sw fury hellbringer.THE reason we failed was we didnt expect so many adds to come out at 25% life if i was prepared i would cc faster( i was the wizard)
and ofcourse gf died from valor.AFTER this he decided for the next attempt tommorow or in few days to change to swordmaster for the steel defence.with steel defence i am 100% sure this dungeon is more easy than poeple think because he will able to get some hit.( ofcourse steel defence should have a cooldown 1 minute to not be so overpowered).
ABOUT traven bloodbath with right mitigation buffs dailies party can stay alive.
General the main issue are the adds they must control as fast as possible before hit any of them guardians fighters back;p
Personal as wizard i find harder the gray wolf den than the cragmire boss those facking stormcallers when they start cast i cant control them.
Post edited by mamalion1234 on

Comments

  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    I have the video. :)
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    I was in a group today that thinks they've put together a viable strategy as well: have the DC put Traven to sleep (I presume with Geas) and have everyone concentrate on adds when they appear. Killing Traven becomes almost an afterthought, but it appeared to work. We only got him down to 90%, but our party wasn't exactly optimal -- 2 HR, 2 CW, 1 DC. With a properly pre-made group it might be possible, but it will require perfection over a very long time.

    I'm still dismayed at what the devs have done to the dungeon as a whole; by "streamlining" it, they've turned an interesting dungeon into a very dull one. Whoever is redesigning these dungeons just doesn't "get it". Adventuring is about experiencing the unknown, less-traveled parts of the world, and part of that in D&D has always been exploring dungeons (key word: EXPLORING). I had a brief look at eToS today and it seemed as if the undead dungeon was also gone: that would be another tragedy if so.

    What's next? Will eSP be missing Oculus the Inflamed? Will Karrundax be missing the butcher miniboss? It's as if someone is hell-bent on making dungeons universally dull.

    Cryptic: please find someone who gets it.
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  • onegaki101onegaki101 Member, NW M9 Playtest Posts: 327 Arc User
    edited May 2015
    They should make dungeons RNG so that the dungeons are not always the same route and chest and skill nodes spawn at different areas which can help combat bots. That would make each dungeon run somewhat unique as you don't know exactly where those chest are at and different layout.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    onegaki101 wrote: »
    They should make dungeons RNG so that the dungeons are not always the same route and chest and skill nodes spawn at different areas which can help combat bots. That would make each dungeon run somewhat unique as you don't know exactly where those chest are at and different layout.

    Well maybe but no more than that. MMOs are usually played by people who enjoy predictability. That's how you become a skilled pve player, learning the fight against the same monsters. I'm not sure people would enjoy pvp-ing against mobs actually. T2s are difficult enough.
  • lowenduslowendus Member, NW M9 Playtest Posts: 322 Arc User
    edited May 2015
    hustin1 wrote: »
    I was in a group today that thinks they've put together a viable strategy as well: have the DC put Traven to sleep (I presume with Geas) and have everyone concentrate on adds when they appear. Killing Traven becomes almost an afterthought, but it appeared to work. We only got him down to 90%, but our party wasn't exactly optimal -- 2 HR, 2 CW, 1 DC. With a properly pre-made group it might be possible, but it will require perfection over a very long time.

    I'm still dismayed at what the devs have done to the dungeon as a whole; by "streamlining" it, they've turned an interesting dungeon into a very dull one. Whoever is redesigning these dungeons just doesn't "get it". Adventuring is about experiencing the unknown, less-traveled parts of the world, and part of that in D&D has always been exploring dungeons (key word: EXPLORING). I had a brief look at eToS today and it seemed as if the undead dungeon was also gone: that would be another tragedy if so.

    What's next? Will eSP be missing Oculus the Inflamed? Will Karrundax be missing the butcher miniboss? It's as if someone is hell-bent on making dungeons universally dull.

    Cryptic: please find someone who gets it.

    Yup.

    I was there with you.

    It seems to be a really viable solution into defeating the boss legit and was really happy to be part of this test.

    Just needs some fine tuning and a better team composition (ours was far from optimal) but the Geas -> kill mobs -> dps Traven rinse and repeat, seemed to be working like a charm.

    Funny thing is, we picked the instance right after the OP.

    I remember his IGN from the Most Damage Dealt list ^.^
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    I would like to see it beaten legitimately, and I think it will be from what we saw today, but I think it will be exceedingly rare -- far more so than a mod 5 Tiamat win. My HR is walking around with 18.6k defense, 55.4% DR, and those archers were 2-shotting me. You could say I'm progressively testing the outer limits of what defense can achieve. Anyway, that seems way excessive to me.
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  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    lowendus wrote: »
    Yup.

    I was there with you.

    It seems to be a really viable solution into defeating the boss legit and was really happy to be part of this test.

    Just needs some fine tuning and a better team composition (ours was far from optimal) but the Geas -> kill mobs -> dps Traven rinse and repeat, seemed to be working like a charm.

    Funny thing is, we picked the instance right after the OP.

    I remember his IGN from the Most Damage Dealt list ^.^

    you dont really need geas mitigation buffs and control as fast you can and damage dealers to help to adds is enough.and geas to stun bosses for me it shouldnt it should respect boss immunity because no other class can cc a boss.
  • arcanaxearcanaxe Member Posts: 192 Arc User
    edited May 2015
    It is always good news to hear some people trying the legit way to finish the T2, instead like the a lot of the bottom feeding exploiting rubbish players that can only finish by exploiting bugs.
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited May 2015
    Adapt or die.

    We have started farming Kessell's and eLoL as a guild because many of us are in the same boat. We tend to like guild runs, but need more variety of classes at 70, who have the proper gear.

    When we first went into KR, it was an experiment, as was our MC run yesterday. We came up with a strategy and we have fine-tuned that strategy to where we can almost finish, if the tank dies. Herein lies the key... I believe that pallies were installed to be either the tank or the healer in any run.

    Why?

    I have witnessed a healadin tank a beholder for 5 minutes, before it moved to Akar. I have experienced a tankadin keep himself alive without a "healer". I have seen a CW or SW tank a scorpion.

    Humans are a very adaptable species, we just need to allow it to happen by trying new things.

    Yes, it was hard at the beginning. Yes, a LOT of people in the higher echelon used exploits to get gear. Maintaining their "elite" status in doing so.
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  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    I've only done Kessel's once since Mod 6 hit. It was brutal, but not nearly as bad as eCC. As long I had some breathing space, I could melt Akar down in a reasonable amount of time.

    I would say that the thing about the eCC boss fight that stood out to me the most was how hard the adds hit. I know, every one knows this, but what it meant to me was that there was no room for error. As long as we quickly killed off the adds each rotation we were fine, but as soon as one person dropped the wheels immediately fell off. It's not that there wasn't enough firepower to still deal with adds, it's that as soon as someone else went over to revive whoever fell, that person would be killed off as well. It takes so long to revive someone that you're just too vulnerable when a single trash mob can nearly (or totally) one-shot you.

    Is it doable? I believe so, but luck will have a great deal to do with it. Still, a month from now, if anyone ever does beat it, you'll be able to count the number of times on one hand. The vast majority of players will never see a victory in eCC unless the trash mobs are toned down.
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  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited May 2015
    Geas is new skill, in pve it is imbalanced compared to other classes control encounters, no other class can do such control. Tank mark can't always force aggro. Anvil with 100% change stun doesn't work because boss has different rules. Entangling force cannot control boss, even by controller class.

    I got impression geas is working better now for that boss, i had 4/4 geas and 3/3 in control from last ToD boon before patch.

    Another thing are passive fire aoe areas. Is there way to prevent boss to create passive fire aoe areas? Like not doing elemental attacks? If use water, when boss is not around, he does huge spike aoe damage = wipe. On other side team should try to stick to 20-30% of this room, huge spread = fail.

    With GWD boss i messed with geas, same tactics apparently work.
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  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited May 2015
    gaes is broken, you also could try with warlock and Hand of Blight tanking the boss with mainhand feat for HoB, could work, not sure?
    rest cares about mobs, also broken not legit imo
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited May 2015
    hustin1 wrote: »
    I'm still dismayed at what the devs have done to the dungeon as a whole; by "streamlining" it, they've turned an interesting dungeon into a very dull one. Whoever is redesigning these dungeons just doesn't "get it". Adventuring is about experiencing the unknown, less-traveled parts of the world, and part of that in D&D has always been exploring dungeons (key word: EXPLORING). I had a brief look at eToS today and it seemed as if the undead dungeon was also gone: that would be another tragedy if so.

    What's next? Will eSP be missing Oculus the Inflamed? Will Karrundax be missing the butcher miniboss? It's as if someone is hell-bent on making dungeons universally dull.

    Cryptic: please find someone who gets it.

    Well said. I think sometimes the devs listen to those here who DO want to fly through dungeons quickly to farm, farm, farm. Those types don't care about real content in dungeons. But since this is a D&D based role playing game, it MUST be about content in the dungeons. Bring it back, please. :)
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  • trill34trill34 Member Posts: 63 Arc User
    edited May 2015
    So...you haven't beaten it, but it's not hard?
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    trill34 wrote: »
    So...you haven't beaten it, but it's not hard?

    traven blackdagger fight is the best ever neverwinter boss fight i ever saw.NEED all pt to be ready to defend the bloodbath so you need to know when to hit the barrel to disable the fires on the floor.HINT traven per barrel do x2 times bloodbath the 2nd if i counted well is after 6 seconds.I Have noticed dodge class can dodge the bloodbath need luck and really fast reaction.THAT is good cleric who need to heal in that hard situation can dodge it.AND wizard while controling some few adds left to dodge during the bloodbath;p.AS i said earlier try to place mitigation buffs and you will see they really work 40% from astral shield knight valor hallowed ground or divine armor a full combination of mitigate buffs decrease a lot monsters damage.

    AAAAAAAAAAA about sw previous module i was thinking all that damage too much for the m5 content.BUT now is your best friend specially in t2 dungeon.TYRANical threat goodbye adds.( cw protect him with controls;p ).no pity no mercy :) hellbringers are here ( soulbinders maybe for pvp).
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