Just looking for some advice. Our family is playing the game. Kids are old enough to have fun and understand what's going on. In WoW I was able to do heroics fairly easy with them. It made it tremendously fun doing it as a family thing.
Anyway, in Neverwinter end bosses go up so much in difficulty we are not having success completing them. Our average GS is about 8,500 and we are doing the first easy dungeon. Cragmire is the name I believe.
At the end there is so much red you need to constantly move, it's impossible to grab aggro on everything and hold it. Are there skills or ways to help keep them off the group more? For example the vortex spell from control wizards that pulls them all to the center, then in the air for a second.
The other pain is you can't move once you start casting. This is a little challenging for the timing of it.
Any tips or tricks to help avoid all the red? Also, how to get aggro on everything? What about Hexers? They kill the group so quick it's hard to get them down fast enough.
Just looking for some advice. Our family is playing the game. Kids are old enough to have fun and understand what's going on. In WoW I was able to do heroics fairly easy with them. It made it tremendously fun doing it as a family thing.
Anyway, in Neverwinter end bosses go up so much in difficulty we are not having success completing them. Our average GS is about 8,500 and we are doing the first easy dungeon. Cragmire is the name I believe.
At the end there is so much red you need to constantly move, it's impossible to grab aggro on everything and hold it. Are there skills or ways to help keep them off the group more? For example the vortex spell from control wizards that pulls them all to the center, then in the air for a second.
The other pain is you can't move once you start casting. This is a little challenging for the timing of it.
Any tips or tricks to help avoid all the red? Also, how to get aggro on everything? What about Hexers? They kill the group so quick it's hard to get them down fast enough.
Thanks in advance for the help.
The boss has 4 attacks, and are all easily avoidable:
Kick
Frontal cone slashes (hurts)
Teleport back stab
Bomb (hurts)
The idea is basically to focus on adds whenever there is any and avoid boss attacks, then DPS on boss when adds are dead. If you have a TR who is good at dodging, you could have the TR stay on boss throughout the whole fight, and everyone else deals with adds. CWs pull them together using singularity, GF keeps them together, and AoE them to death.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited October 2013
One thing I would suggest doing a few times is to run through the non-epic version of the dungeon a few times first - sure, it is trivially easy - a single lvl 60 can easily solo it, but this will allow you to get 100% familiar with the layout, and really explore the dungeon (you mentioned Cragmire, which is the second epic dungeon - Cloak Tower is the first - I have observed that many people skip the optional Spider boss in Cragmire ... or may even not be aware it exists).
The epic tier 2 dungeons are very difficult to beat if you don't know the right strategy or exploit. I would say if you had above average skilled players with the best equipment in the game, and say they were to do these tier 2 dungeons for the first time without anyone to guide them, they may likely wipe many times until they learned the proper strategy or exploit to beat the bosses. Sad to say, the way that tier 2 boss fights work, if you kill the adds, they will keep on respawning. So trying to fight the boss and the adds at the same time is often the slowest way, and only done if necessary to keep team alive. When safely kiting the adds is an option, it is almost always taken. If not, then it is usually pushing mobs off cliffs. And if not that, burn boss as fast as possible while using only the people you need for controlling the adds until the boss is dead.
Although the minimum GS for tier 2 is 8300, I would not attempt to do t2 dungeons with 9k gs team unless they all were very well informed about the specific strategies for the dungeon. My advice to you is simply to keep practicing in tier 1 dungeons, do occasional pirate king t2 (which is the easiest of the t2's), and do gauntlgrym pvp and fardelver crypt farming for enough grym coins to buy the four piece tier 2 armor sets. It will takes 15-20 events to get it, but it's much easier than doing tier 2 dungeons for a small chance at tier 2 set armor. And make sure everyone is equipped with tier 1 pvp set bought with glory from the pvp merchant in Trade of Blades building in town.
Again I repeat, the difficulty of t2 dungeons is quite ridiculous at some bosses, and knowledge of the easiest strategy is often key. If you want specific details on strategy for a dungeon feel free to ask.
How do you tell if it is T2 or not? The ones you can queue for that are 5700 GS are all Tier 1 right? Cragmire and Cloak Tower are bother Tier 1 that require 5700 GS correct?
How do you tell if it is T2 or not? The ones you can queue for that are 5700 GS are all Tier 1 right? Cragmire and Cloak Tower are bother Tier 1 that require 5700 GS correct?
Yeap. Also, T1 dungeons are Lair of the Mad Dragon, Grey Wolf Den, Throne of Idris. T2 are Lair of the Pirate King and Frozen Heart (the easiest 2), Temple of the Spider, Caverns of Karrundax, Spellplague Caverns, Dread Vault. There are also T2.5 dungeons which are Castle Never and Malabog's Castle. I personally suggest you not to run epic Dread Vault at all. It drops T2 weapons, but you can buy almost similar or even better once at the Gauntlgrym.
And about Gragmire Crypts. First you kill Hexers. Then kill the boss. Someone should kill archers time to time. When new wave of adds spawns, a tank should aggro them all, CW uses singularity or opressive force. The crucial thing here is to CC adds as soon as possible, before they oneshot someone. After killing them switch to the boss. When the last wave of adds spawns, you can just burst down the boss as quickly as possible and then switch to adds.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
The key to Cragmyre in my experience is to put a Tank on the boss, put DPS (Rogue or Great Weapon) on the archers and boss, and everyone else controls and kills the other adds.
Its actually a good training dungeon for the t2s with its highly mobile boss, regular add spawns that mix of zones and dps, and where the positioning and strategy of the players makes a big difference.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
CW must use singularity and steal time to control the adds. At least Kill those archers if hexers are too difficult to kill. And finally, dodge the boss's attack, his attack can be easily dodged.
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inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited October 2013
Singularity is not a cc spell. Use singularity to put all adds in 1 spot, use oppressive force to actually cc them.
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cbrowne0329Member, NW M9 PlaytestPosts: 293Arc User
edited October 2013
I'm assuming you are playing all classes in the group. Since I play all classes, I will give you a rundown of what I would use in each scenario.
CW (Thaumaturge) - Arcane Singularity,Ice Knife/Shield on Tab, Steal Time, Icy Terrain, Shard of Avalanche/Magic Missle,Chilling Cloud or Ray of Frost/Storm Spell, Eye of Storm
GF (Conqueror) - Fighter's Recovery,Villian's Menace/FrontLine Surge, Into the Fray, Enforced Threat/Cleave,Threatening Rush/Combat Superiority, Enhanced Mark
TR (Executioner) - Shocking Execution or Courage Breaker,Lurker's Assault/Impossible to Catch, Lashing Blade, Deft Strike or Wicked Reminder/Duelist Flurry or Sly Flourish, Cloud of Steel/Tactics, Skillful Infriltrator
DC (Faithful) - Hammer of Fate,Hallowed Ground/Sun Burst,ForgeMaster's Flame, Astral Shield/Sacred Flame,Astral Shield/Foresight,Holy Fervor
GWF (Sentinel) - Slam,Crescendo/Restoring Strike-Come and Get it-Takedown- or Roar, Flourish, Indomitable Battle Strike/Sure Strike, Weapon Master's Strike/Bravery,Weapon Master
These skills are based on my feats... I didn't go into detail as to what I have, but gave you a general idea of the main path I follow for each class.
Comments
The boss has 4 attacks, and are all easily avoidable:
Kick
Frontal cone slashes (hurts)
Teleport back stab
Bomb (hurts)
The idea is basically to focus on adds whenever there is any and avoid boss attacks, then DPS on boss when adds are dead. If you have a TR who is good at dodging, you could have the TR stay on boss throughout the whole fight, and everyone else deals with adds. CWs pull them together using singularity, GF keeps them together, and AoE them to death.
Although the minimum GS for tier 2 is 8300, I would not attempt to do t2 dungeons with 9k gs team unless they all were very well informed about the specific strategies for the dungeon. My advice to you is simply to keep practicing in tier 1 dungeons, do occasional pirate king t2 (which is the easiest of the t2's), and do gauntlgrym pvp and fardelver crypt farming for enough grym coins to buy the four piece tier 2 armor sets. It will takes 15-20 events to get it, but it's much easier than doing tier 2 dungeons for a small chance at tier 2 set armor. And make sure everyone is equipped with tier 1 pvp set bought with glory from the pvp merchant in Trade of Blades building in town.
Again I repeat, the difficulty of t2 dungeons is quite ridiculous at some bosses, and knowledge of the easiest strategy is often key. If you want specific details on strategy for a dungeon feel free to ask.
Yeap. Also, T1 dungeons are Lair of the Mad Dragon, Grey Wolf Den, Throne of Idris. T2 are Lair of the Pirate King and Frozen Heart (the easiest 2), Temple of the Spider, Caverns of Karrundax, Spellplague Caverns, Dread Vault. There are also T2.5 dungeons which are Castle Never and Malabog's Castle. I personally suggest you not to run epic Dread Vault at all. It drops T2 weapons, but you can buy almost similar or even better once at the Gauntlgrym.
And about Gragmire Crypts. First you kill Hexers. Then kill the boss. Someone should kill archers time to time. When new wave of adds spawns, a tank should aggro them all, CW uses singularity or opressive force. The crucial thing here is to CC adds as soon as possible, before they oneshot someone. After killing them switch to the boss. When the last wave of adds spawns, you can just burst down the boss as quickly as possible and then switch to adds.
Its actually a good training dungeon for the t2s with its highly mobile boss, regular add spawns that mix of zones and dps, and where the positioning and strategy of the players makes a big difference.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
CW (Thaumaturge) - Arcane Singularity,Ice Knife/Shield on Tab, Steal Time, Icy Terrain, Shard of Avalanche/Magic Missle,Chilling Cloud or Ray of Frost/Storm Spell, Eye of Storm
GF (Conqueror) - Fighter's Recovery,Villian's Menace/FrontLine Surge, Into the Fray, Enforced Threat/Cleave,Threatening Rush/Combat Superiority, Enhanced Mark
TR (Executioner) - Shocking Execution or Courage Breaker,Lurker's Assault/Impossible to Catch, Lashing Blade, Deft Strike or Wicked Reminder/Duelist Flurry or Sly Flourish, Cloud of Steel/Tactics, Skillful Infriltrator
DC (Faithful) - Hammer of Fate,Hallowed Ground/Sun Burst,ForgeMaster's Flame, Astral Shield/Sacred Flame,Astral Shield/Foresight,Holy Fervor
GWF (Sentinel) - Slam,Crescendo/Restoring Strike-Come and Get it-Takedown- or Roar, Flourish, Indomitable Battle Strike/Sure Strike, Weapon Master's Strike/Bravery,Weapon Master
These skills are based on my feats... I didn't go into detail as to what I have, but gave you a general idea of the main path I follow for each class.