i am a pretty hefty dc. I have several set of armour to choose from. for maximum dps i can run a full corrupted black ice set, armour and weapons with my choice of jewelry. i run mostly rank 8's with a few 9's. i have barkshield to improve my tankyness even more and prefect terror to debuff.
i can heal my party just fine. BUT. when my party is incapable of killing the occasional unhallowed wraith when they occasionally pop up - after all, every one gets tired and makes mistakes, its almost impossible for me to swap my spells to attack spells fast enough to be able to burn down the wraith. i have tried many combinations of attack spells and healing spells - if i am eyeing bastion of health in this situation as a possible solution then i am tired and desperate.
I am hoping the upcoming dc rework will help with this situation. i have just been flinging myself at this dungeon for the past two hours, people leaving, people kicking, people kicking me in turn. I always say no to kicking except in extreme personality disagreements. I am willing to fail at a dungeon if it means someone else learned how to play it better. i am severely overgeared for this dungeon yet i am completely reliant on others to deal damage for me. I know my job is to heal and buff/debuff. Tactics are not the issue here.
could other dc's please share their experiences in valindra's tower? What do you do when the party dps isnt enough and you have to drop healing to add to the table ? (always keeping at least 1 healing spell, and a healing daily slotted to cover problems) I found that astral shield is usually not needed and word of healing will do it with lillandra's supported guardian of faith - until the wraiths show up.
if 1 wraith shows up and 1 party member is dead, i find i cant make up enough damage to keep going - do the wraiths have too much tenacity ? cc effects are very short on them.
looking forward to advice and input.
thank you.
Post edited by glowingember on
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Comments
fusionawesomeMember, NW M9 PlaytestPosts: 121Arc User
edited October 2014
Healing is bad for us right now, because of life steal its far more effective to buff/debuff so don't slot heals
(by increasing everyone's damage output they heal themselves better then we can).
You are support not a game changer our dps is horrible so switching to that is not an option.
I use Prophecy of Doom, Divine Glow and Astral shield. (Try spamming Hallowed ground as much as possible)
High Prophet set and Greater plague fire enchantment.
Its sad but true if the group cant do it when you are in buff/debuff roll then it cant be done, they have to change tactic not you.
P.S. i am also very curious what they are going to do with DC. I love my DC and we have great value in a group but only as buff/debuff so are pushed in a corner with no real options. I hope that changes and we can choose between dps, buff/debuff and healing
I use Prophecy of Doom, Divine Glow and Astral shield. (Try spamming Hallowed ground as much as possible)
High Prophet set and Greater plague fire enchantment.
Iam using Sunburst to gain some divinity instead of your PoD. And a Perferct Terror instead of a GPF, as lots of people seem to have GPF enchantment these days.
If you are getting wraiths before the third phase you are losing. If you are fighting them afterwards you are losing. VT is the one DD where party teamwork > GS.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
if 1 wraith shows up and 1 party member is dead, i find i cant make up enough damage to keep going
There's two problems. Party members dying and caskets not being destroyed.
If either is happening, you need to reassess your strategy. The Valindra fight is awesome because it emphasizes coordination and team-work over brute force. Destroying caskets is your number on priority.
A few tips to help out.
Assign positions. My guild goes by the face of a clock, with the door being six o'clock and the dais you face when you come in as twelve. We give each person a position at 12-2, 3-4, 5-7, 8-10, 11-12 (basically). When Valindra yells something lilke "Rise my children..." or "Come to me my army of undeath" and teleports to the center of the room, that's your queue to start running to you casket position. Pop the casket, come back.
Below 40%, she'll spawn 8. When you pop your casket, if there's an open casket clockwise from your position, you need to run to it and pop it.
DPS should save their dailies for when someone gets grabbed by her hand. You can tell when she's about to grab someone because she says, "You're going nowhere!" and the person she's grabbing with stop for a split second. Blow that hand up as quickly as possible (which is why you save dailies) and then get back to Valindra. You can use healing word or astral shield to help keep them alive while the hand gets DPS'd. And everyone needs to stop DPS on Valindra to get the person free.
During the two Shadowfell phases (one at 75% the other at 20%), have everyone run to the outside of the arena, and run clockwise (same direction, doesn't matter which), being careful to dodge the beams. If everyone's running the same direction, you won't pull wraith's into each other and it's pretty easy.
Phase three is hard. High DPS groups can usually burn her down without popping caskets. For other groups, you have to do the best you can. When phase three begins, everyone should collapse around her near the center. When caskets pop up, everyone grabs an inside casket (there's 4), the moves to their caskets on the outer ring. A good player can pop three, a great player can get 4. Even if you don't get them all, just get back on Valindra and DPS.
Hope that helps. But this fight has nothing to do with DPS. It's all about coordination. If done right, you shouldn't see a single wight pop up.
"Meanwhile in the moderator's lounge..."
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited October 2014
Forgemaster flame is your best friend here, it provides a debuff for the party, it always hits the target and currently one of the strongest healing encounters when used in divine mode.
Just want to throw in some tips of mine,
first of all, a cleric should never try to be the dps, the party will suffer the lack of heals and de/buff and it will result in a valindra's penta in the 90% of the times.
I find the best combo to be healing word, astral shield and divine glow. first two are obviously to heal but they become extremely useful when valindra grab on of your teammates at the same time that she spawns caskets, (if team dps isn't that high it messes up her rotation, resulting in this) at this point you will use divine healing word (or astral shield, or both) on the grabbed mate and leave him there while you take the casckets.
divine glow it's really important in the last phase, with good coordination you will buff your entire team, using divine "divine glow", while debuffing valindra, resulting in a huge dps boost, of course your team needs to be smart to save the big hits for this moment (usually it means waiting a couple of seconds before unleash the rotation).
in addition to that try to have the most uptime of hallowed ground. A cleric can double the damage of the party with his debuff alone and this is more valuable of any daunting light lucky crit
I'd rather use sunburst (for AP gain), healing word (for the heal AND AP gain), and divine glow (for the debuff) .. (Astral shield isnt really helping much here since mostly people are scattered) ... and divine fortune + holy fervor for the class feature. With the help of legendary DC artifact, it helps me keeping 60-80% uptime on hallowed ground.. With divine fortune, we could literally spam healing word endlessly between the normal and divine version... Never save divinity (always casting divine HW when it's reached 3 pips even tho no one needs healing.. for the AP), keep spamming the encounters off cooldown.. while also spamming at wills in between to debuff. The goal is to cast HG as many times as possible. (This technique will soon go extinct tho... as i heard we wont gain AP anymore while HG is up)
Mostly divine glow isnt cast in divine mode for the extra divinity for AP heal spam, but if many is positioned nicely near the valindra, then divine mode is nice.
Forgemaster flame is your best friend here, it provides a debuff for the party, it always hits the target and currently one of the strongest healing encounters when used in divine mode.
I dont think FF will help much.. especially towards building AP, and the healing is too positional (great if you're healing the teammate when he's grabbed by valindra tho, but decent mates should be able to burst that hand down in a sec... so , FF healing isnt necessary mostly).
Forgemaster flame is your best friend here, it provides a debuff for the party, it always hits the target and currently one of the strongest healing encounters when used in divine mode.
This! Forgemasters -especially with Linked Spirit- is the way to go. I personally never choose to play with Astral Shield these days, because I usually play with overgeared mates. There is no need for DR anymore, at least not if you play with a GF.
I dont think FF will help much.. especially towards building AP, and the healing is too positional (great if you're healing the teammate when he's grabbed by valindra tho, but decent mates should be able to burst that hand down in a sec... so , FF healing isnt necessary mostly).
It's not about the healing. You're right, FF's healing is great for the hand. What I like about Forgemasters the most are the same aspects you do like about SB. The AP gain (and div gain if you slotted DF) is sufficient and you heal in divine which procs your Forsight, Rising Hope and Linked Spirit.
I'd rather use sunburst (for AP gain), healing word (for the heal AND AP gain), and divine glow (for the debuff) .. (Astral shield isnt really helping much here since mostly people are scattered) ... and divine fortune + holy fervor for the class feature. With the help of legendary DC artifact, it helps me keeping 60-80% uptime on hallowed ground.. With divine fortune, we could literally spam healing word endlessly between the normal and divine version... Never save divinity (always casting divine HW when it's reached 3 pips even tho no one needs healing.. for the AP), keep spamming the encounters off cooldown.. while also spamming at wills in between to debuff. The goal is to cast HG as many times as possible. (This technique will soon go extinct tho... as i heard we wont gain AP anymore while HG is up)
Mostly divine glow isnt cast in divine mode for the extra divinity for AP heal spam, but if many is positioned nicely near the valindra, then divine mode is nice.
I do use this tactic in MC final boss as the groups are often weaker compared to VT groups. It works nicely.
This isn't needed in a good VT group though. PoD is a must have imo, because you want to burn her. Even if your DPS is lacking like OP mentioned, PoD + DG help to get her down in time.
thank you for the insight. It lines up completely with the thread of how the meta has changed with the various mod updates - resulting in the dc rework. I will just have to be patient until the change comes - until then i carry a big spongy blue holy symbol that goes meep when i hit stuff.
Stick with high prophet's and go with debuff, for now, until mod 5 when DC gets their makeover.
[SIGPIC][/SIGPIC]
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited October 2014
I am in the exact same situation as the OP.... seriously overgeared, and yeah - my experience has been pretty much the same. When the party has really good DPS, I just go into buff mode - Hallowed Ground, Astral Shield, Astral Seal, (divine) Divine glow, High Prophet and Perfect Terror enchant. However, when the party DPS is lacking, I have problems just like the OP described. I could switch to DPS mode - using Divine Daunting light, and my Greater Vorpal enchant, but my max DPS is never going to equal that of the DPS classes and if I do less buffing/debuffing, it will actually reduce the total DPS of the group - not increase it.
So, no - I don't have a solution. Most of the problematic VT runs I have done have been a guild run with one or two "new" L60 players - I don't really mind - they need this as a "learning experience", and it gives the guild members a chance to get to know each other a bit better, but if you are running with a random LFG group and expect to finish successfully every time....uh, well...
Pretty much I always go for support and buffs and debuffs. Unless there is a second DC in the group I never focus primarily on dps. If the group can't down Valindra with me in a support position, we still probably can't down her with me in dps mode.
So far I've had far more successful runs of VT than I have had failures. Its quite a fun instance, but it does require people to pay attention. as long as people are paying attention I usually find myself opening a chest and going on my merry way.
[SIGPIC][/SIGPIC]
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Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
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i can heal my party just fine. BUT. when my party is incapable of killing the occasional unhallowed wraith when they occasionally pop up
Not your problem if the team is weak on damage. The longer it takes, more likely someone will mess up or be unlucky. Other members in the group could probably make some adjustments and not you... A lot of people learn like robots and don't really know how to play in general. I can admit that it took me a very long time to understand all the dynamics in this game and how they fit together.
Comments
(by increasing everyone's damage output they heal themselves better then we can).
You are support not a game changer our dps is horrible so switching to that is not an option.
I use Prophecy of Doom, Divine Glow and Astral shield. (Try spamming Hallowed ground as much as possible)
High Prophet set and Greater plague fire enchantment.
You cant win.
Its sad but true if the group cant do it when you are in buff/debuff roll then it cant be done, they have to change tactic not you.
P.S. i am also very curious what they are going to do with DC. I love my DC and we have great value in a group but only as buff/debuff so are pushed in a corner with no real options. I hope that changes and we can choose between dps, buff/debuff and healing
There's two problems. Party members dying and caskets not being destroyed.
If either is happening, you need to reassess your strategy. The Valindra fight is awesome because it emphasizes coordination and team-work over brute force. Destroying caskets is your number on priority.
A few tips to help out.
Assign positions. My guild goes by the face of a clock, with the door being six o'clock and the dais you face when you come in as twelve. We give each person a position at 12-2, 3-4, 5-7, 8-10, 11-12 (basically). When Valindra yells something lilke "Rise my children..." or "Come to me my army of undeath" and teleports to the center of the room, that's your queue to start running to you casket position. Pop the casket, come back.
Below 40%, she'll spawn 8. When you pop your casket, if there's an open casket clockwise from your position, you need to run to it and pop it.
DPS should save their dailies for when someone gets grabbed by her hand. You can tell when she's about to grab someone because she says, "You're going nowhere!" and the person she's grabbing with stop for a split second. Blow that hand up as quickly as possible (which is why you save dailies) and then get back to Valindra. You can use healing word or astral shield to help keep them alive while the hand gets DPS'd. And everyone needs to stop DPS on Valindra to get the person free.
During the two Shadowfell phases (one at 75% the other at 20%), have everyone run to the outside of the arena, and run clockwise (same direction, doesn't matter which), being careful to dodge the beams. If everyone's running the same direction, you won't pull wraith's into each other and it's pretty easy.
Phase three is hard. High DPS groups can usually burn her down without popping caskets. For other groups, you have to do the best you can. When phase three begins, everyone should collapse around her near the center. When caskets pop up, everyone grabs an inside casket (there's 4), the moves to their caskets on the outer ring. A good player can pop three, a great player can get 4. Even if you don't get them all, just get back on Valindra and DPS.
Hope that helps. But this fight has nothing to do with DPS. It's all about coordination. If done right, you shouldn't see a single wight pop up.
first of all, a cleric should never try to be the dps, the party will suffer the lack of heals and de/buff and it will result in a valindra's penta in the 90% of the times.
I find the best combo to be healing word, astral shield and divine glow. first two are obviously to heal but they become extremely useful when valindra grab on of your teammates at the same time that she spawns caskets, (if team dps isn't that high it messes up her rotation, resulting in this) at this point you will use divine healing word (or astral shield, or both) on the grabbed mate and leave him there while you take the casckets.
divine glow it's really important in the last phase, with good coordination you will buff your entire team, using divine "divine glow", while debuffing valindra, resulting in a huge dps boost, of course your team needs to be smart to save the big hits for this moment (usually it means waiting a couple of seconds before unleash the rotation).
in addition to that try to have the most uptime of hallowed ground. A cleric can double the damage of the party with his debuff alone and this is more valuable of any daunting light lucky crit
Mostly divine glow isnt cast in divine mode for the extra divinity for AP heal spam, but if many is positioned nicely near the valindra, then divine mode is nice.
I dont think FF will help much.. especially towards building AP, and the healing is too positional (great if you're healing the teammate when he's grabbed by valindra tho, but decent mates should be able to burst that hand down in a sec... so , FF healing isnt necessary mostly).
This! Forgemasters -especially with Linked Spirit- is the way to go. I personally never choose to play with Astral Shield these days, because I usually play with overgeared mates. There is no need for DR anymore, at least not if you play with a GF.
It's not about the healing. You're right, FF's healing is great for the hand. What I like about Forgemasters the most are the same aspects you do like about SB. The AP gain (and div gain if you slotted DF) is sufficient and you heal in divine which procs your Forsight, Rising Hope and Linked Spirit.
I do use this tactic in MC final boss as the groups are often weaker compared to VT groups. It works nicely.
This isn't needed in a good VT group though. PoD is a must have imo, because you want to burn her. Even if your DPS is lacking like OP mentioned, PoD + DG help to get her down in time.
So, no - I don't have a solution. Most of the problematic VT runs I have done have been a guild run with one or two "new" L60 players - I don't really mind - they need this as a "learning experience", and it gives the guild members a chance to get to know each other a bit better, but if you are running with a random LFG group and expect to finish successfully every time....uh, well...
So far I've had far more successful runs of VT than I have had failures. Its quite a fun instance, but it does require people to pay attention. as long as people are paying attention I usually find myself opening a chest and going on my merry way.
...
Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
Not your problem if the team is weak on damage. The longer it takes, more likely someone will mess up or be unlucky. Other members in the group could probably make some adjustments and not you... A lot of people learn like robots and don't really know how to play in general. I can admit that it took me a very long time to understand all the dynamics in this game and how they fit together.