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CW spell rotation against Dracolich

tokse2tokse2 Member Posts: 117 Bounty Hunter
edited October 2013 in The Library
I'm having problems beating the final boss Dracolich in Castle Never, and figured perhaps you have some good advice.
What spells do you run? My build is similar to the Copticone-build, and most often in PvE I'm playing CoI, IT, ST and SotEA. Would you just switch out SotEA with Shield, or would you fit in Repel as well? Should the different CWs in the party play different roles?

Thanks for all inputs
Post edited by tokse2 on

Comments

  • degraafinationdegraafination Member, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    Repel, SoTEA, and Chill Strike to keep up HV debuffs. Last slot is for Shield so I don't get 1-shotted by Draco.
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  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2013
    I used to run different encounters for the push phase and dps phase but since draco dies so fast i dont even bother switching anything anymore.

    Repel on tab (push and hv), entangling (hit rw as it spawns before it can aoe, and hv), shard (hv), steal time (cc adds/ap builder, hv).

    Dailies obviously sing (push) and oppressive (hv)

    When i did switch id swap in coi/chill strike but again by the time youve got the adds pushed your already got hands phase so switching powers can kill you (i dont know of/use any keybind macro to switch powers)

    Really depends if its gwf/gf or tr as the runner for when we start throwing shards at draco. A tr who stays in stealth alot we tend to not build stacks until after 2nd wave of rw spawn. with a gf/gwf can start building stacks as soon as they've moved draco away from the door.

    Unless you're in a set premade group of friends/guild who do the run a certain way everytime its simply easier for all cws to have repel on tab for the push phase. Beyond that power selections change from cw to cw. Some cw like shield or even tab shield for the hands phase. I just use my wasd keys.
  • tokse2tokse2 Member Posts: 117 Bounty Hunter
    edited October 2013
    Isn't shield burst enough? Is it that important to include repel? Repel sometimes fail to hit adds inside a singularity (according to my own and others experience).
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2013
    Tab repel is superior to shield for pushing adds in draco fight. If a cw has shield on his bar in cn its for damage mitigation, not pushing.
  • fondlezfondlez Member Posts: 0 Arc User
    edited October 2013
    tokse2 wrote: »
    Isn't shield burst enough? Is it that important to include repel? Repel sometimes fail to hit adds inside a singularity (according to my own and others experience).

    Repel here is always on tab/Spell Mastery slot. Becoming good with it is a timing and distance issue which you can only get with practice. There is even at least one Foundry just for CW's to practice pushing and ledging.

    Listed in order of how common they are (or were - haven't done much CN since Feywild):

    1. Double Repel Ledging strategy:
    - both CW's use Repel on tab to simultaneously or very quickly one after the other, push groups of mobs near the end of Singularity to the ledge across the gap outside Draco's platform.
    - easiest way to get the mobs onto the ledge rather than falling down outside the platform into the gap and then respawning.
    - con: it clears the floor more slowly than other strategies so requires at least one good healer.

    2. Repel Other Shield Ledging Strategy:
    - one CW uses Shield, the other CW uses Repel.
    - the Repel CW uses similar method to above to push mobs to the ledge after a Shield pop from Singularity of the other CW.
    - the Repel CW needs to have a flexible sense of timing to cope with different CW's timing for Shield popping their Singularity and a reliable/stable Internet connection
    - this frees up the Repeller to use other spells other than Shield, though they almost always have Shield during ledging phase in case of emergencies.
    - can clear the floor almost as efficiently as Shield Pushing when executed well.

    3. Single Shield Pushing strategy:
    - temporarily clears the floor much more quickly than Repel Ledging strategies.
    - only needs one reliable CW to push directly into the gap or they can all push at different times or even different spots (like one CW at each Red mage spawn point).
    - there is no deliberate ledging (though it can happen by accident).
    - safest strategy for new and undergeared groups or to learn the fight.
    - con: because mobs are pushed into the gap, they will respawn so therefore you have to push the whole fight.
    - con: fight takes much longer than other strategies due to having to manage adds throughout.

    4. Single Repel Ledging strategy:
    - when you become good at the other Repel Ledging strategies, you only need one CW to Repel to the ledge.
    - other CW can use anything they like but it is common to use Shield for emergencies at least until (almost) all the mobs are ledged.
    - during ledging phase, especially since Feywild's massive nerfs to AP generation, it helps if the other CW lends the Repller their Singularity while they do whatever else they like.
    - the other CW will often have Repel on tab during ledging phase but save it to push mobs across the floor or on debuffing the boss or carrying the aggro of new spawns to the Repelling CW.

    5. Double Shield Ledging strategy:
    - you can ledge with two CW both using their Shield at the same time, especially if one is using the purple Shield (Shield in Spell Mastery slot)
    - con: needs two reliable CW with good timing of each other and if they are good enough to use this strategy, the Double Repel Ledging is normally easier with only a little bit of practice.

    Pre-Feywild, it was also possible to alternate Shield and Repel to eventually ledge all the mobs as the solo CW in a group because Shield could be used for AP generation. Alternatively, you could just Shield pop everything into the gap with Entangling on tab. Post-Feywild, I have no idea if this is possible these days or worth the time and risk, especially given the value of stacking multiple CWs with the High Vizier set.

    It is also possible to Repel your own Shield pop and even ledge, but it is so difficult and unreliable that I would not consider it a separate strategy.
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited October 2013
    fondlez wrote: »
    There is even at least one Foundry just for CW's to practice pushing and ledging.

    Which Foundry is this? I very much wish to practice this.
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    tokse2 wrote: »
    I'm having problems beating the final boss Dracolich in Castle Never, and figured perhaps you have some good advice.
    What spells do you run?

    During pushing phase I run:

    Repel/SotEA, Icy Terrain, Steal Time
    Sing

    During DPS phase:

    Repel/SotEA, RoE, Chill strike
    Oppressive Force (before HV nerf), gonna use IK from now on.

    If one has good team you can go full single target, with something like:
    Icy Rays/SotEA, RoE, CS
  • fondlezfondlez Member Posts: 0 Arc User
    edited October 2013
    pointsman wrote: »
    Which Foundry is this? I very much wish to practice this.

    These are two I saw pre-Feywild: "Circle Room of Push - 1 CW Solo" and "Circle Room of Push". There could be others by now.
  • tokse2tokse2 Member Posts: 117 Bounty Hunter
    edited October 2013
    fondlez wrote: »
    Repel here is always on tab/Spell Mastery slot. Becoming good with it is a timing and distance issue which you can only get with practice. There is even at least one Foundry just for CW's to practice pushing and ledging.

    Listed in order of how common they are (or were - haven't done much CN since Feywild):

    1. Double Repel Ledging strategy:
    - both CW's use Repel on tab to simultaneously or very quickly one after the other, push groups of mobs near the end of Singularity to the ledge across the gap outside Draco's platform.
    - easiest way to get the mobs onto the ledge rather than falling down outside the platform into the gap and then respawning.
    - con: it clears the floor more slowly than other strategies so requires at least one good healer.

    2. Repel Other Shield Ledging Strategy:
    - one CW uses Shield, the other CW uses Repel.
    - the Repel CW uses similar method to above to push mobs to the ledge after a Shield pop from Singularity of the other CW.
    - the Repel CW needs to have a flexible sense of timing to cope with different CW's timing for Shield popping their Singularity and a reliable/stable Internet connection
    - this frees up the Repeller to use other spells other than Shield, though they almost always have Shield during ledging phase in case of emergencies.
    - can clear the floor almost as efficiently as Shield Pushing when executed well.

    3. Single Shield Pushing strategy:
    - temporarily clears the floor much more quickly than Repel Ledging strategies.
    - only needs one reliable CW to push directly into the gap or they can all push at different times or even different spots (like one CW at each Red mage spawn point).
    - there is no deliberate ledging (though it can happen by accident).
    - safest strategy for new and undergeared groups or to learn the fight.
    - con: because mobs are pushed into the gap, they will respawn so therefore you have to push the whole fight.
    - con: fight takes much longer than other strategies due to having to manage adds throughout.

    4. Single Repel Ledging strategy:
    - when you become good at the other Repel Ledging strategies, you only need one CW to Repel to the ledge.
    - other CW can use anything they like but it is common to use Shield for emergencies at least until (almost) all the mobs are ledged.
    - during ledging phase, especially since Feywild's massive nerfs to AP generation, it helps if the other CW lends the Repller their Singularity while they do whatever else they like.
    - the other CW will often have Repel on tab during ledging phase but save it to push mobs across the floor or on debuffing the boss or carrying the aggro of new spawns to the Repelling CW.

    5. Double Shield Ledging strategy:
    - you can ledge with two CW both using their Shield at the same time, especially if one is using the purple Shield (Shield in Spell Mastery slot)
    - con: needs two reliable CW with good timing of each other and if they are good enough to use this strategy, the Double Repel Ledging is normally easier with only a little bit of practice.

    Pre-Feywild, it was also possible to alternate Shield and Repel to eventually ledge all the mobs as the solo CW in a group because Shield could be used for AP generation. Alternatively, you could just Shield pop everything into the gap with Entangling on tab. Post-Feywild, I have no idea if this is possible these days or worth the time and risk, especially given the value of stacking multiple CWs with the High Vizier set.

    It is also possible to Repel your own Shield pop and even ledge, but it is so difficult and unreliable that I would not consider it a separate strategy.
    Thanks, very informative and helpful post. So shield burst isn't able to push adds far enough to not be respawn (not even in mastery slot?)? That sounds like a good argument to play repel.
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited October 2013
    I was in CN the other day and experienced unusual difficulty with the ledge pushing at the dracolich fight. We had successfully completed the fight several times before, but we were stumped on this run.

    The CW mainly assigned to Repel duty (and who had successfully performed the same task on prior occasions) could not get the mobs over. At all. I tried my hand at it and had the same issue. Basically the mobs would fly away at what appeared to be the correct trajectory and speed, but they would hit an extremely high invisible wall, stick, and slide back down into the arena a few seconds later.

    Usually if you're doing it wrong, you get at least a few critters over the railing and have them just respawn as normal, but no matter how high in the air they were bumped, they hit an invisible wall every time.

    Was there a ninja patch and we didn't get the memo? I assume that it's still possible somehow, or almost no one would be able to complete CN. Or maybe we missed a section without high invisible walls and were just positioned wrong?
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  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    Is this a dungeon in which you don't need Steal Time?
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    vorphied wrote: »
    I was in CN the other day and experienced unusual difficulty with the ledge pushing at the dracolich fight. We had successfully completed the fight several times before, but we were stumped on this run.

    The CW mainly assigned to Repel duty (and who had successfully performed the same task on prior occasions) could not get the mobs over. At all. I tried my hand at it and had the same issue. Basically the mobs would fly away at what appeared to be the correct trajectory and speed, but they would hit an extremely high invisible wall, stick, and slide back down into the arena a few seconds later.

    Usually if you're doing it wrong, you get at least a few critters over the railing and have them just respawn as normal, but no matter how high in the air they were bumped, they hit an invisible wall every time.

    Was there a ninja patch and we didn't get the memo? I assume that it's still possible somehow, or almost no one would be able to complete CN. Or maybe we missed a section without high invisible walls and were just positioned wrong?

    Yes there are invisible walls now.
  • uurbsuurbs Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 449 Bounty Hunter
    edited October 2013
    Is this a dungeon in which you don't need Steal Time?
    No. /10chars.
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  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    uurbs wrote: »
    No. /10chars.
    Thanks. I saw this comment so I thought it's not necessary.
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited October 2013
    pers3phone wrote: »
    Yes there are invisible walls now.

    Thanks, good to know we weren't just crazy.
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  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2013
    Thanks. I saw this comment so I thought it's not necessary.
    You reference my post where i say to use steal time, as evidence that you dont use steal time?
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    Thanks. I saw this comment so I thought it's not necessary.

    That post made by Trace refers solely at the draco fight, DPS phase, when all adds should be either dealt with, either can be AoEed down with SotEA together with the dragon.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited October 2013
    Thanks all. I understand.
  • nwn2motb9nwn2motb9 Member, NW M9 Playtest Posts: 35 Arc User
    edited October 2013
    Thanks all. I understand.

    I did this today and our group had some problem with adds coming back into arena so we used sing and repel on adds and pushed them over the entrance gate. It worked fine.
  • sat09sat09 Member, Neverwinter Beta Users Posts: 8 Arc User
    edited October 2013
    Today I run castle never with 3 cw and we didn't make it. It was almost impossible to push mobs through the gate (only 2-3 mobs on one singu). Is pushing on CN fixed? Any ideas? How to handle dracolish now??
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