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epic dungeons

bealzebubbbealzebubb Member Posts: 3 Arc User
so I worked hard and finally have access to the epic dungeons! I got an epic chest key and set out to do my first run. I spawn in to see the tail end of my team running off. I try to catch up, but now all the monsters are agro because of the run by. I tried to battle my way through solo as I see my teammates on the map getting further and further away. After three re-spawns I call it quits and abandon instance. I've tried a few more run-throughs and they all seem to follow this formula.

I'm new to this and have a few questions. Are all epic-dungeons like this? I've been looking forward to them and this is a real let down. It seemed in the standard dungeons that people worked as a team to get through.
Any tips on how to tackle epic-dungeons? Obviously, as soon as you spawn, start spamming the mount and run key, and heaven forbid you need a potion or any buffing before you set off. Is it that everyone else has done these dungeons so many times that they know every mob in the place and how to avoid them?

I guess the best bet is to find some guild-mates who are interested in being a team, but I was wondering if others had this same experience.

Comments

  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    pretty much. but the way it's done most of the monsters will still die. everyone runs about three monster patches ahead then they stick to that one spot to fight them all. what dungeon in particular are you talking about. we can help tell you the pattern easier that way. what ilvl are you. it shouldn't be impossible to get thru the stragglers if you're a decent ilvl. joining a guild is indeed the thing to do.
  • hrunting1#2425 hrunting1 Member Posts: 34 Arc User
    What you experienced was a hit a run play through. i.e. Run to the bosses a fast as possible to get done quickly.
    To answer the question "are all dungeons like this":
    - yes to a point. Most players that run the epics have played them 100s of time and know where everything is and how to avoid some if not all of it. More or less just trying to stream line thief play through.
    -no to a point. Since you are new to the dungeons you will have to work through it till you get the knowledge of them, but this comes on you letting everyone know that this is new to you and or slow down so you can get through with little to no problems.

    At a low item level these epic dungeons will be hard at first, till you get the hang of running them. I would wager that your first experience with an epic dungeon, was that you ported in on a farm run with very high item level pugs. This happens a lot cause of them needing salvage or the new area specific 150 gear that drops.

    My recommendations for you is to converse with guildies and coordinate a run or two.
  • frozenfirevrfrozenfirevr Member, Neverwinter Moderator, NW M9 Playtest Posts: 1,475 Community Moderator
    Usually, mobs aren't left behind. But, they might be taking short-cuts which you're not aware of, causing you to fight mobs that can be skipped. Just tell the people to take it a little slower, and they'd likely oblige.
    FrozenFire
  • kydavi#1678 kydavi Member Posts: 68 Arc User
    Even with a speed run mobs shouldn't be left behind for stragglers to deal with. The exception to this is when you got a high IL tank toon who just bum rushes all the way through, not stopping for anything; they are so durable that the mobs can't kill them and any trailing dps characters will start pulling agro as soon as they pass though the area.

    Its a total HAMSTER play style and whenever I see the group tank pulling that I vote to kick or just abandon, there are plenty of ques to get into with people who actually play for the group and not just themselves. Try to not get too discouraged, everyone had to go through much the same when they first reached 2k, it gets better.
    kydavi

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  • demonmongerdemonmonger Member, NW M9 Playtest Posts: 3,350 Arc User
    Use a ring of ambush
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  • forumnamesuxsforumnamesuxs Member, NW M9 Playtest Posts: 490 Arc User
    In these cases, an ambush ring is not too bad of an idea. Also, a lot of times you can survive easier, if you just avoid attacking anything before the group stops to fight. What I usually do in runs like these, is pull aggro as I go, so the weaker party members have a better chance at surviving, assuming they don't attack anything on their way.
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  • ravenskyaravenskya Member Posts: 1,891 Arc User
    Are you running Lostmauth? In the opening part you only need to kill 4 of the 6 sets. Most people kill the first golem, the first group of baddies, then run up the left side to skip the other two groups and kill the two golems in the back.

    They won't be able to get into the door without you, so if this is the case you need to take your time and go out and around the remaining two groups of patrols to get to them at the door.

    In Malabogs there is a group of really nasty but unnecessary monsters if you get lost and run up to the right in the beginning - the chest up there is a mimic anyway so the whole area over there is a newbie trap.
    Founding Member of "Wrong Side of the Stronghold"
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  • mebengalsfan#9264 mebengalsfan Member Posts: 3,169 Arc User
    I wonder if he was running Spider dungeon, I know there are a few short cuts and quick run to this point in that dungeon. Very annoying if you don't know the path.

    In other games I play, players do this as well causing new players to have issues. This is why as a tank I like to take it slow and in some games, no tank = instance death. This game doesn't seem to have that as much as long as you have a DC/OP in the group you can do most stuff without a tank, which IMO, needs to be fixed. All content should require a tank and healer if it is end game and your IL should scale down if you exceed the IL by a % as well as your stats.

    I seen a 4,200+ IL character basically solo PoM, one shotting pretty much every mob and dealt over 10x the next player in damage, and that was me as a buffing DC.
  • ravenskyaravenskya Member Posts: 1,891 Arc User
    I know there are some spots in valindras where I have seen people run to the end of a section to gather up all of the mobs and kill everything there - but that only works if you have everyone on board because otherwise the mobs won't follow and you leave the stragglers to fight everything by themselves. There are a few guilds that I have made mental note of that seem to run that way. I try to remember what guilds use what tactics so if I find myself in a pug with them I can try to prepare for how they run.
    Founding Member of "Wrong Side of the Stronghold"
    Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
    Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP

  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    I was thinking of tuern. it takes awhile for the mobs to catch up to the players and if one is straggling they'll all mob on the one left behind. (happens to me all the time cause I'm usually equipping things still when they run on) it's not a big deal for me but if i were a low il it would be. it would help if he came back and gave us some details. lol. one nice thing I've noticed since alliances is people are a lot less kicky in pugs. no one knows if it's a partial alliance run or not I think so the low levels don't get booted as much as they used to.
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  • kallephi#0836 kallephi Member Posts: 281 Arc User
    That's pretty much the way people do dungeons. Like someone mentioned above, people are tired of running those dungeons, they know where every mob is and what to do.
    People usually run towards the boss to kill the boss with all the mobs that were left behind because the mobs will chase them.
    That's the case of some dungeons where you don't have a cinematic for the boss (Temple of Spider, Gray Wolf's Den first two bosses). Even on Valindra's Tower where you have a cinematic on the first boss people rush like crazy.

    In Valindra Tower for example, it has a part where a lot of mobs come, people just run to the last room to let all the mobs gather and kill all of them at once.

    You will find A LOT of groups like that. Just follow them and ignore the mobs, you won't have the gear to kill them alone.
    Pop your mount up or use TAB for rushing (sprint for GWF, shadow slip for SW, teleport for CW, etc).
    Don't rush if your group doesn't do it, try to follow them.

    Sure, you can find guildies who would be willing to wait for you and kill the mobs slowly, but, the truth is that you gonna run a lot of pugs from the custom channels and LFG that run dungeons this way, you can't rely on your guildies to do dungeons because people have different times.
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  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    The funny thing is that running ahead and killing a ton of mobs at once usually takes the same amount of time as killing mobs pack by pack.


    I think it's actually faster to kill them pack by pack.

    and from the ops post I'm pretty sure he isn't doing t2 yet. I think he's barely at the il to be allowed into a t1
  • dupeksdupeks Member Posts: 1,789 Arc User

    The funny thing is that running ahead and killing a ton of mobs at once usually takes the same amount of time as killing mobs pack by pack.


    I think it's actually faster to kill them pack by pack.

    and from the ops post I'm pretty sure he isn't doing t2 yet. I think he's barely at the il to be allowed into a t1
    Significantly depends on the skill / knowledge of the party. In a pug, I agree it's usually faster to just kill pack by pack otherwise folks get left behind and the battles take longer if not everyone is buffing etc.

    In a premade group, with everyone knowing what they are doing and running together, there are a handful of dungeons that are faster if you run door-to-door (eGWD comes to mind, for instance). This is primarily because certain AoEs don't have target caps so you end up having to do fewer total attacks to clear all the mobs.

    Another example where running to the end makes it go faster is Arcane Reservoir in Sharandar. Not a dungeon per se, but it demonstrates the technique quite nicely. Again, only recommended if everyone is on the same page and unlikely to get dropped on the way.
  • dirtyalpacadirtyalpaca Member Posts: 4 Arc User
    Are you on Xbox? If so hit me up dirtyalpaca68 I'll run with you until you have the knowledge of the dungeons!!
  • bealzebubbbealzebubb Member Posts: 3 Arc User
    thanks fer the input everyone. I've got it dialed in, now that I know what to expect. I was just really surprised by the every-man-for-himself attitude I got on my first few runs. I now see that it's not every run, it's just that some are better than others.
    fyi- the run in question was shores of turen
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    edited February 2017

    thanks fer the input everyone. I've got it dialed in, now that I know what to expect. I was just really surprised by the every-man-for-himself attitude I got on my first few runs. I now see that it's not every run, it's just that some are better than others.
    fyi- the run in question was shores of turen


    Shores of Turen when it was put in the game is actually a Skirmish. It doesn't require an epic dungeon key and the Astral Diamonds you get at the end are counted toward your Daily Skirmish AD. Turen isn't actually even a dungeon. It's basically an easy one boss encounter that people farm for Salvage. Another example of such an instance is Kessels Retreat. There is only one boss and it counts as a skirmish.

    Epic dungeons generally have 2-3 boss fights including the final boss. For example Tier 1 dungeons ( Malabog's Castle and Valindra's Tower) have 2 bosses but Lostmauth is a little harder and it has 3 bosses even though it's a Tier 1. Tier 2 dungeons (Epic Temple of Spider, Epic Craigmire Crypts, Epic Grey Wolf Den, and Castle Never) all have 3 bosses including the last one. Tier 3 Dungeons like Fangbreaker and soon to be Spellplague also have 3 bosses but are considerably more challenging for most players.

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  • pitshadepitshade Member Posts: 5,665 Arc User
    edited February 2017
    Malabog's has three bosses (boss fights really): Kroll Nightforge, King Malabog and Fulminorax/Valindra. If you count the Twin Scorpions as 2 bosses, MC sort of has 4...

    All of the current T1s were designed as T2.5s when they were released and downgraded in Mod 6 to their current state. They weren't designed to be easier, the other content just got harder. MC especially suffers in this regard because most running it are level 70 and getting scaled down, a mechanic which is rather broken.
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  • elrondknightelrondknight Member Posts: 109 Arc User

    In these cases, an ambush ring is not too bad of an idea. Also, a lot of times you can survive easier, if you just avoid attacking anything before the group stops to fight. What I usually do in runs like these, is pull aggro as I go, so the weaker party members have a better chance at surviving, assuming they don't attack anything on their way.

    Ambush ring!!! Kill it! Kill it with fire!!!
  • ravenskyaravenskya Member Posts: 1,891 Arc User
    I hate the ambush ring - in elol I have a friend that when we kill the scorpions - he has to run out and leap into the lava to kill himself so that the next set of enemies will spawn because the ambush ring glitches them up on the walls until he dies. Then he has to wait out by the campfire until we give him the all clear to come back in
    Founding Member of "Wrong Side of the Stronghold"
    Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
    Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP

  • mebengalsfan#9264 mebengalsfan Member Posts: 3,169 Arc User
    edited March 2017

    The funny thing is that running ahead and killing a ton of mobs at once usually takes the same amount of time as killing mobs pack by pack.


    I think it's actually faster to kill them pack by pack.

    and from the ops post I'm pretty sure he isn't doing t2 yet. I think he's barely at the il to be allowed into a t1
    The only time it is faster if the group has 3 GWF that are IL 3400+...Two can go off and kill adds, one takes the healer with them, the 3rd GWF and the tank stays behind and kill the first set and helps the other two out as they go.

    I seen this in VT and a few other dungeons as well.

    In a few of my ELOL runs it basically end up being me on GF and a GWF on the last boss. Healers and the other DPS simply don't understand how to avoid the red areas in the game.

    LOL..
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