I'd like to make a thread for people to talk about T2 strats, because I seem to find myself doing nothing but wiping lately.
Pirate is super easy with 2 DC a GWF and 2 CWs or a CW and a TR. I have also found 2 DCs work well in most other T2 content, expect for bosses. Cleared the spider one super easy until the last boss, where the adds sprint in and insta-kill the clerics.
Let's pretend like my account name isn't just a random string of characters I got by punching my keyboard.
Me and my group have done all the T1 content and have done Caverns,Pirate, Spellplague and spider we have gotten to the bosses in all of the other T2 dungeons and find that the adds get absolutely ridiculous in the fights and make it impossible to do anything.
Have 2 clerics healing eachother kite adds forever, profit. This works for 99% of all encounters in the game. For those it doesn't have a CW help the clerics kite adds forever.
edurna1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 19Arc User
edited May 2013
2 Clerics is going to make almost any T2 encounter a joke. That being said, if you don't want to cheese the fights, a good comp is:
2 CW
1 Cleric
1 TR
1 GWF/TR/GF - GWF for more aoe dps, TR for more single target dps, or GF for tanking adds that can't be controlled by the CWs.
The two CW's + random last dps/tank are generally in charge of controlling the adds. TR usually solo's the boss, with the other dps contributing when they can. Generally the Cleric can do their own thing but on encounters that have uncontrollable adds, the Cleric will generally end up kiting these. Good CWs will make T2 fights much, MUCH more manageable.
The only fight I've seen in Tier2 so far that doesn't follow the above scenario is the last boss in Epic Spellplague. For that, we have the 2CW + Random dps/tank + Cleric at the end of the platform opposite of the boss, pulling adds back and than knocking them off while the TR solos the boss.
The biggest things that make or break a T2 group are the CWs knowing how to properly control adds and the Cleric knowing how to stay alive and kite.
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2 CW
1 Cleric
1 TR
1 GWF/TR/GF - GWF for more aoe dps, TR for more single target dps, or GF for tanking adds that can't be controlled by the CWs.
The two CW's + random last dps/tank are generally in charge of controlling the adds. TR usually solo's the boss, with the other dps contributing when they can. Generally the Cleric can do their own thing but on encounters that have uncontrollable adds, the Cleric will generally end up kiting these. Good CWs will make T2 fights much, MUCH more manageable.
The only fight I've seen in Tier2 so far that doesn't follow the above scenario is the last boss in Epic Spellplague. For that, we have the 2CW + Random dps/tank + Cleric at the end of the platform opposite of the boss, pulling adds back and than knocking them off while the TR solos the boss.
The biggest things that make or break a T2 group are the CWs knowing how to properly control adds and the Cleric knowing how to stay alive and kite.