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.
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.
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.
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.
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inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc 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.
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.
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc 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.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc 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.
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.
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.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 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."
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nearlydiamondMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 105Bounty 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....
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.
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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and also the featured satirical comedic adventure "A Call for Heroes".
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.
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.
and also the featured satirical comedic adventure "A Call for Heroes".
and also the featured satirical comedic adventure "A Call for Heroes".
As long as everyone moves in the same direction, should be pretty easy.
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.
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.
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.
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.
No idea what they were thinking, except, "people like DPS classes, lets make a dungeon that requires nothing but DPS."
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