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Lair of the Mad Dragon

helbrekkhelbrekk Member Posts: 2 Arc User
edited May 2013 in PvE Discussion
So I have been clearing content quite easily through the first 30 levels. The combat has been fun but the encounters are nothing special. I queued up last night with an old WoW friend for Lair of the Mad Dragon and it seemed like just another fly-through dungeon. That is, until Chartlifax.

As a group of level 33-35s we spent, I'd say, 30 minutes on our first attempt where our tank died on the first spawn of adds. On our second attempt we managed to control adds and after a long fight we took down Chartlifax. We had a group with each class and I feel like each class had a vital role during this fight. Wow was it a fun. If this is anything like what we will see in the next few dungeons, bring it on. The fight reminded me of (and sorry for the WoW reference if you are a crazy person and this upsets you) a mini Onyxia. Different stages to the fight based on boss health with spawning adds made for a big mess. A fight time of over 20 minutes relying on players skill to avoid boss mechanics rather than a gear check makes for an intense fight.

Hopefully the rest of the game has similar encounters like this, maybe some higher level players can share their tales of high level dungeons. But to the lower level players maybe questioning the simple gameplay so far... Keep at it! Wait till Chartlifax to judge the game. That fight was the first test, besides PvP, of how well you know your class and mechanics.



As a side note a bug to the fight is that the hit box is a little messed up. As a trickster rogue many of my moves will attempt to port me behind the target, yet whenever these abilities were used I would port directly to the head of Chartlifax. Seems like the hit box registers as back to front. Other than that problem of teleporting to the front of the dragon and instantly ticking damage from the poison breath when trying to port behind the boss, it was a fun fight!



-SLG
Post edited by helbrekk on

Comments

  • arktourosxarktourosx Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 177 Bounty Hunter
    edited May 2013
    There are other fights like this, especially later in the game.

    Also because of their massive size, get used to moving to the head of things and targeting bosses when you may not want to.
    nwsignature.jpg
  • mmoplaya1971mmoplaya1971 Member Posts: 158 Arc User
    edited May 2013
    As a melee class this fight was super annoying. I spent so much time running out of the red circles that I couldnt do much DPS. I hope that other encounters will punish ranged and let melee do its thing.In fact I am really getting tired of the red cirlce or cone on the floor mechanic as I have seen it in several dungeons and encounters now. Why should I always have to run around trying to survive while CW just gets to stand there in the same spot and dish out max DPS with no interruption?
  • erdokanerdokan Member Posts: 188 Arc User
    edited May 2013
    Sadly, while I personally find such encounters fun and challenging - it does not work. Why is this?

    -People can queue for this dungeon at level 30 already-

    No disrespect to level 30s of course, but most of them don't fully know how to play their class properly yet at that point. Their gear will likely also be sub-par. The result? People leaving the party @ the final fight. That's pretty much an hour wasted on clearing the other parts of the dungeon, and it also messes up the dungeon delve bonus reward (extra loot that you get after beating final boss).

    -Solution-

    Only make challenging fights like this for solo play, not group - OR lower the difficulty (less lifepoints @ enemy mobs) when using public queue (random people) instead of forming a group with classes of your choice/friends of which you know that they are good and won't ditch.

    P.S. Have been unable to clear this dungeon even once because of ditchers/incompetent team members.
    David Valtiere, Lvl 70 TR with perfect Lvl 60 gear which I don't want to replace cause nostalgia yo ;_;
  • kilo418kilo418 Member Posts: 823 Arc User
    edited May 2013
    erdokan wrote: »
    Sadly, while I personally find such encounters fun and challenging - it does not work. Why is this?

    -People can queue for this dungeon at level 30 already-

    No disrespect to level 30s of course, but most of them don't fully know how to play their class properly yet at that point. Their gear will likely also be sub-par. The result? People leaving the party @ the final fight. That's pretty much an hour wasted on clearing the other parts of the dungeon, and it also messes up the dungeon delve bonus reward (extra loot that you get after beating final boss).

    -Solution-

    Only make challenging fights like this for solo play, not group - OR lower the difficulty (less lifepoints @ enemy mobs) when using public queue (random people) instead of forming a group with classes of your choice/friends of which you know that they are good and won't ditch.

    P.S. Have been unable to clear this dungeon even once because of ditchers/incompetent team members.

    For dungeons like this, I recommend guild groups only. Pugs are not prepared for some of the content. Honestly, I'd rather keep the difficulty than the bad players. Please don't nerf the game!!
  • eag1epoopeag1epoop Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    OP, I had the same experience today and apparently it's a shock to many first timers to the map. I'm at lvl 32 and on my first run through the Mad Dragon dungeon, 3 guys quit because the boss was too hard and they died a couple times. *boo hoo*

    We had to disband the party cuz 2 GWFs and 1 Cleric wasn't going to cut it. :/
  • yukishiro3yukishiro3 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 94
    edited May 2013
    The fight is way too long. Length doesn't reall add to the challenge it just ups the chance that someone gets a lag spike for 5 seconds and you lose because of it.
  • crepiduscrepidus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 2 Arc User
    edited May 2013
    Ran this dungeon yesterday for the first time. The party had 1TR 1GWF and 3CW's. The GWF and one CW quit the party as soon as they saw the group. Soon after the party finder put 2 more CW's in our party. So we went into the dungeon with 1TR and 4 CW's. Surprisingly we made it all the way to Chartlifax after over an hour of trying and dying quite often. After wiping on Chartlifax the first try 2 of the CW's quit and we never got any replacements. What a waste.
  • liadanamaethalliadanamaethal Member Posts: 47
    edited May 2013
    kilo418 wrote: »
    For dungeons like this, I recommend guild groups only. Pugs are not prepared for some of the content. Honestly, I'd rather keep the difficulty than the bad players. Please don't nerf the game!!

    The problem is that you can queue for it randomly. After my experience in the dungeon with a pug, I haven't queued for a dungeon since. It's honestly turned me off from the game and from healing in general.
  • kilo418kilo418 Member Posts: 823 Arc User
    edited May 2013
    The problem is that you can queue for it randomly. After my experience in the dungeon with a pug, I haven't queued for a dungeon since. It's honestly turned me off from the game and from healing in general.

    You can walk to the instance with you guildies. I, also, am a healer, and it is much better attempting that fight with people you generally enjoy playing with.
  • liadanamaethalliadanamaethal Member Posts: 47
    edited May 2013
    kilo418 wrote: »
    You can walk to the instance with you guildies. I, also, am a healer, and it is much better attempting that fight with people you generally enjoy playing with.

    Or you could be like me, and not have any guildies at the time. :-\

    I have a guild now, but ah...somehow I don't think that this dungeon can be completed by an all-Cleric team. :-P The guild is made up of a bunch of buddies from WoW's healer forums, and we are all, true to form, playing freaking Clerics. >.>

    We might could heal Charlifax to death, though. It could happen, right? :D
  • xunkasaxunkasa Member Posts: 7 Arc User
    Hi all,

    How do you get this quest? I went to the Sanatorium twice and when I talk to the NPC at the end, she only complete the quest and tells me to go to Sargent Knox. Then she doens't say anything about this quest.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    @xunkasa

    This dungeon has been... uhmm... "closed for remodelling" since Module 6 released, so the quest to direct you to do it was also disabled.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • xunkasaxunkasa Member Posts: 7 Arc User

    @xunkasa

    This dungeon has been... uhmm... "closed for remodelling" since Module 6 released, so the quest to direct you to do it was also disabled.

    I hope when it comes back online those of us who already completed the Sanatorium can get it.

    thanks for the info.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    Holy necro Batman!
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    WOOT , I rolled a 100 and got my completed high prophet set! Those eryines wont know what hit them next time!


    the memories.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2016
    xunkasa said:

    @xunkasa

    This dungeon has been... uhmm... "closed for remodelling" since Module 6 released, so the quest to direct you to do it was also disabled.

    I hope when it comes back online those of us who already completed the Sanatorium can get it.

    thanks for the info.
    You don't need the pointer quest from the end of a zone to queue for the dungeon. It's just a nudge from the game to let you know the dungeon is there.

    re: thread - Yep, it's a necro, but on topic (kinda), for once. New accounts can't make a new thread right away. I think in some cases we should be lenient.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    I couldn't give two hoots about raising threads from the dead personally but the mods...
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2016
    Exactly.

    But, to elaborate on my views on thread necromancy, I don't have a problem with it when the person tries to find an appropriate thread to append their question, like here.

    Posting in a random thread, new or old, to ask a completely unrelated question... well, good luck even getting an answer there.

    Complaint necros bumping old threads when there are plenty of recent ones on the same subject are kind of irksome, if occasionally illustrative that the complaint is a long-standing one.

    Complaint necros bumping old threads about things that are no longer an issue due to bugfixes or balancing are the main reason why anyone would want a no-necro rule of thumb.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,154 Arc User
    All the missing dungeons need to be necro'd. Most of my characters have the quests for the missing dungeons in their journals.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
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