adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited April 2017
It is a real change from Mod 10 and 10.5.
First, it is solo-friendly and fairly easy. There are daily/weekly tasks, but you have some real flexibility in how you do them.
There are some decent campaign boons, and one of the new weapons (fey) is great for DCs. Other weapons are a decent alternative to relic weapons for other classes. If you already have fully restored relic weapons from Mod 10, the Cloaked Ascendancy does not have much to offer you, however.
You can unlock a new dungeon, but the rewards from doing that are somewhat limited and once you finish the campaign there is not much to make you come back to it (unlike many previous campaigns, where it makes sense to at least continue doing the weekly task).
Dailies are a breath of fresh air. You can do a variety of tasks that yield a varying amount of progress to complete the daily quest. Exploring a dig site is 20%, HE is 20%, activating a ritual site is 10% etc... Do what you like until the percent hits 100 and you are done.
Mini lairs can be challenging or even frustrating but you can group up and make them easier. Only one player needs a 'key' but everyone gets rewards. (usually blue salvage but AD is everyone's best friend!)
Boons are Ok. No must haves but not as poor as mod 10 (Go for the Hit Points, Boo!)
Weapons are an alternative to Relic for those without the GS or group to do SVA. Some even feel that Aboleth is better due to never having to worry about Defense Overcharge. There are four sets, choose the one that suits your class or build. Aboleth for DPS, Fey for AP generation, Lifeforges for Tanks. Mirage is sort of oddball, love or hate it.
Normal Spellplague dungeon is back. Get the bottom feeder achievement. It's a bit long to run on alts for RAD.
Master Spellplague is a laggy mess. Some like the encounters all agree the rewards aren't good.
Illusionist's Gambit is a basic Pit Fight skirmish. The hook is that each phase is randomized. Sadly the length of it makes that part stale and while there are rewards worth having, the drop rate is abysmal.
TLDR Solo content good, Group content not so much. Expect to continue farming T1, ETOS, CN, FBI as you were before for AD.
"We have always been at war with Dread Vault" ~ Little Brother
1
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
Dailies are a breath of fresh air. You can do a variety of tasks that yield a varying amount of progress to complete the daily quest. Exploring a dig site is 20%, HE is 20%, activating a ritual site is 10% etc... Do what you like until the percent hits 100 and you are done.
I agree. The module really shines in the departure from "two sets of three fixed tasks, depending on the day" we saw in many previous modules.
Mini lairs can be challenging or even frustrating but you can group up and make them easier. Only one player needs a 'key' but everyone gets rewards. (usually blue salvage but AD is everyone's best friend!)
That depends on your item level. My three main toons are IL 3K+. The lairs are slightly slow going for my DC but a cakewalk for my GF and CW. At lower item levels, pitshade's suggestion to group up is good. It's usually not hard to find a group on /zone if you can't find one in your guild (or don't have a guild).
Master Spellplague is a laggy mess. Some like the encounters all agree the rewards aren't good.
I haven't had any issues with lag, personally. The boss mechanics are fresh and fun. My first run in mSC felt like the pre-module days, where the whole party worked together to find a solution to defeat the content rather than the key-mashing that you often find in the game these days.
My first loot roll was a brilliant diamond, worth 200K+ on the AH. Rewards aren't all bad. However, the bottom of the loot table is horrible. The devs received feedback about that aspect and I know they discussed it internally. Hopefully, we'll see some change there.
Trips, forgive the formatting. I can't quote on my phone. The mini lairs I was referring to are the demi planes and the issue isn't IL but a player's ability to operate in a sort of Platformer mode. Kabal is also trouble for a number of players. I'll have to find how to not get killed by DoTs when my GF starts farming her weapons.
As far as Spell, we've only attempted twice, both ended at second boss with multiple attempts. While I won't claim that we were robbed, it's hard not to consider latency a factor when players randomly die without seeing an attack or get petrified while facing away from the boss. As for the rewards, yours is the only account of being happy with them. I won't dispute what you say, but consensus seems to be on the other side. We will likely try again in the future, but a number of people went for weapons and boons over the dungeon unlock and getting groups together hasn't been easy so far.
"We have always been at war with Dread Vault" ~ Little Brother
1
minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
Trips, forgive the formatting. I can't quote on my phone. The mini lairs I was referring to are the demi planes and the issue isn't IL but a player's ability to operate in a sort of Platformer mode. Kabal is also trouble for a number of players. I'll have to find how to not get killed by DoTs when my GF starts farming her weapons.
The key is to understand the mechanics, I found the end bit easy to solo, I had more issues and frustration rubberbanding back into flamecannon beams in places I'd long since vacated.
Kill the 2 golems, if you get a chain on you that chains you to the wall and does damage, drag that chain across the static fireball dropped by one of the golems and it breaks. Drag the fireball that's on a chain to you to Kabal to break his immunity, helps if you kill the second golem close to Kabal.
Comments
First, it is solo-friendly and fairly easy. There are daily/weekly tasks, but you have some real flexibility in how you do them.
There are some decent campaign boons, and one of the new weapons (fey) is great for DCs. Other weapons are a decent alternative to relic weapons for other classes. If you already have fully restored relic weapons from Mod 10, the Cloaked Ascendancy does not have much to offer you, however.
You can unlock a new dungeon, but the rewards from doing that are somewhat limited and once you finish the campaign there is not much to make you come back to it (unlike many previous campaigns, where it makes sense to at least continue doing the weekly task).
Mini lairs can be challenging or even frustrating but you can group up and make them easier. Only one player needs a 'key' but everyone gets rewards. (usually blue salvage but AD is everyone's best friend!)
Boons are Ok. No must haves but not as poor as mod 10 (Go for the Hit Points, Boo!)
Weapons are an alternative to Relic for those without the GS or group to do SVA. Some even feel that Aboleth is better due to never having to worry about Defense Overcharge. There are four sets, choose the one that suits your class or build. Aboleth for DPS, Fey for AP generation, Lifeforges for Tanks. Mirage is sort of oddball, love or hate it.
Normal Spellplague dungeon is back. Get the bottom feeder achievement. It's a bit long to run on alts for RAD.
Master Spellplague is a laggy mess. Some like the encounters all agree the rewards aren't good.
Illusionist's Gambit is a basic Pit Fight skirmish. The hook is that each phase is randomized. Sadly the length of it makes that part stale and while there are rewards worth having, the drop rate is abysmal.
TLDR Solo content good, Group content not so much. Expect to continue farming T1, ETOS, CN, FBI as you were before for AD.
My first loot roll was a brilliant diamond, worth 200K+ on the AH. Rewards aren't all bad. However, the bottom of the loot table is horrible. The devs received feedback about that aspect and I know they discussed it internally. Hopefully, we'll see some change there.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
As far as Spell, we've only attempted twice, both ended at second boss with multiple attempts. While I won't claim that we were robbed, it's hard not to consider latency a factor when players randomly die without seeing an attack or get petrified while facing away from the boss. As for the rewards, yours is the only account of being happy with them. I won't dispute what you say, but consensus seems to be on the other side. We will likely try again in the future, but a number of people went for weapons and boons over the dungeon unlock and getting groups together hasn't been easy so far.
Kill the 2 golems, if you get a chain on you that chains you to the wall and does damage, drag that chain across the static fireball dropped by one of the golems and it breaks. Drag the fireball that's on a chain to you to Kabal to break his immunity, helps if you kill the second golem close to Kabal.
Got my GF's weapons today.