I realize that everyone is geared differently, and each class has it's on strengths and weaknesses, but what are the most difficult to kill foundry encounters? I'm wanting to make an "Elite" quest, but I honestly don't know what the hardest encounters might be.
Also, can you have the mobs just standing around until the person walking by is right on top of them? Meaning, change the distance that a class draws aggro? Perhaps make something an NPC or non-combative til the player gets close? Evil, I know, but just an idea I had.
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"Solo" monsters are the toughest we can use - 7 health "segments"
Pick an encounter that has a "Solo" monster in it (one of the "hard" encounters).
You can also use "Ambush" special AI nodes (1 per creature) and the creature will attempt to "hide" at or near that spot and ambush PCs when approached.
kreatyveMember, Neverwinter Moderator, NW M9 PlaytestPosts: 10,545Community Moderator
edited January 2014
Thank you, Eldarth. That's exactly what I was looking for.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
"Solo" monsters are the toughest we can use - 7 health "segments"
Pick an encounter that has a "Solo" monster in it (one of the "hard" encounters).
You can also use "Ambush" special AI nodes (1 per creature) and the creature will attempt to "hide" at or near that spot and ambush PCs when approached.
Don't forget the rimefire golem. (Thayan encounters only. Winterforge ones are only elites.), iron golem, and bone golem from the Thayan encounters.
Yep. I think Eldarth was pulling from the Authors Anvil Encounter Matrix - really great for finding stuff, but not updated since Mod 2. So the Thayan groups are missing.
If you want to create a foundry for elite characters you are going to have to stack encounters, no "hard encounter" is hard for elitely gearscored characters, my CW routinely takes no damage from encounters unless I am careless. And that is with an 11k gs, gs goes much higher than that. My gwf takes damage, but heals so fast he's at full hit points without taking any potions after defeating lair bosses in dread ring, even Jawbone. His gs is around 10.5k.
I wasted five million AD promoting the Foundry.
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kreatyveMember, Neverwinter Moderator, NW M9 PlaytestPosts: 10,545Community Moderator
edited January 2014
With a 50 encounter limit, and the size of my map, it's going to be hard to stack anything in the numbers that I wish to. The project is currently on hold due to teleporter issues anyway.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
With a 50 encounter limit, and the size of my map, it's going to be hard to stack anything in the numbers that I wish to. The project is currently on hold due to teleporter issues anyway.
It's worth noting that any map can be duplicated and then the encounters refreshed. There is no reason why a map transition must be attached to a change of map. What I mean by this is that if you were doing an arena style quest for example. Half way through you could add a map transition attached to refreshment or something. spawn in the same location on a duplicate map and then start over with the encounters and what not.
I can't help with portals though. My own experience is that it takes much in the way of fine tuning in 3d edit mode and is never perfect. I actually think the invisible clicky one is the best working portal and you can attach it to a fake portal for the looks if you want.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited January 2014
It might be worth noting that it is possible (Though to do this, you need to have a separate map just for each boss.) to use guard mob timers to make some "adds" for a boss encounter. I have one in my campaign's part five. (Pretty easy, but it uses the basic mechanics.) If you are looking to make the challenge in the bosses and not the trash mobs, this might be interesting to use.
If you want to see the example, I would be willing to release a preview of the quest for a few minutes as the boss fight itself is finished. (You can do them a lot harder then my example, it is just an example of the result and not the actual difficulty maximum.)
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
It might be worth noting that it is possible (Though to do this, you need to have a separate map just for each boss.) to use guard mob timers to make some "adds" for a boss encounter. I have one in my campaign's part five. (Pretty easy, but it uses the basic mechanics.) If you are looking to make the challenge in the bosses and not the trash mobs, this might be interesting to use.
I did this in the Chartreuse Halls - it's a decent effect, and you can make a number of things trigger off the timer (e.g. adds, effects, traps, even dropping terrain). The difficulty with this is it really falls apart for groups, because those groups will typically be able to kill the "boss" before all the timers trigger (one timer might be short enough for this not to matter, but certainly multiple sequential timers are likely to run into this problem). This might also have a problem with solo scaling later on, if there's gear creep. It's definitely a worthwhile effect, though.
Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
I did this in the Chartreuse Halls - it's a decent effect, and you can make a number of things trigger off the timer (e.g. adds, effects, traps, even dropping terrain). The difficulty with this is it really falls apart for groups, because those groups will typically be able to kill the "boss" before all the timers trigger (one timer might be short enough for this not to matter, but certainly multiple sequential timers are likely to run into this problem). This might also have a problem with solo scaling later on, if there's gear creep. It's definitely a worthwhile effect, though.
Yes, I ran into that issue during my first use of it where my rogue killed the boss before the timers triggered. (It was very interesting to deal with on my 6k gear score cleric though.) If you add enough guards in the timer room though, it can happen pretty fast though. Oh, and expect a review on "Charteuse Halls" very soon.
Edit: Well, I guess I can't review your quest as soon as I would like to, I can't find it in the search.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
If you'd like to take a look, it's NW-DGZ9J6Y2M (only searchable under the Best tab because it's so old!). Be warned, though - it's very bare bones and I mostly used it to test out some ideas with timers (about 14 in all!), so the storyline is, frankly, tacked on and there are a few encounters which really aren't well thought through.
Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
I did this in the Chartreuse Halls - it's a decent effect, and you can make a number of things trigger off the timer (e.g. adds, effects, traps, even dropping terrain). The difficulty with this is it really falls apart for groups, because those groups will typically be able to kill the "boss" before all the timers trigger
I did something similar in Arena of Calimport -- only I "protected" my "boss" until they were defeated -- much like the Dread Ring skirmish.
Yep. I think Eldarth was pulling from the Authors Anvil Encounter Matrix - really great for finding stuff, but not updated since Mod 2. So the Thayan groups are missing.
Well I just may have to get I there and do an update. I was mistakenly told that there where not any encounter updates. Ill take a look soon as I get a chance.
Comments
"Solo" monsters are the toughest we can use - 7 health "segments"
Pick an encounter that has a "Solo" monster in it (one of the "hard" encounters).
You can also use "Ambush" special AI nodes (1 per creature) and the creature will attempt to "hide" at or near that spot and ambush PCs when approached.
[TH="align: left"]Encounter Name[/TH]
[TH="align: left"]Racial Class[/TH]
[TH="align: left"]Attack Type[/TH]
[TH="align: left"]Role[/TH]
[TH="align: left"]Difficulty[/TH]
[TH="align: left"]Weapon Type[/TH]
Plaguechanged Maw
Abolithic Sovereignty
Mixed
Brute
Solo
Punch
Shocktroop Devil
Ashmadai
Melee
Brute
Solo
Sword and Shield
Magma Brute
Fire
Mixed
Brute
Solo
Fire
Fomorian Witch
Fomorian
Ranged
Controller
Solo
Magical
Fomorian Warrior
Fomorian
Melee
Skirmisher
Solo
One Handed Mace
Fomorian Totemist
Fomorian
Ranged
Controller
Solo
Magical
Hulk
Foulspawn
Melee
Brute
Solo
Magical
Thoon Hulk
Mindflayer
Mixed
Brute
Solo
Arm Blades
Ogre Savage
Ogre
Melee
Brute
Solo
Two Handed Club
Encounter Matrix | Advanced Foundry Topics
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
Don't forget the rimefire golem. (Thayan encounters only. Winterforge ones are only elites.), iron golem, and bone golem from the Thayan encounters.
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Author @ladykathleen55
Reviews and Comments always welcome!
Yep. I think Eldarth was pulling from the Authors Anvil Encounter Matrix - really great for finding stuff, but not updated since Mod 2. So the Thayan groups are missing.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
It's worth noting that any map can be duplicated and then the encounters refreshed. There is no reason why a map transition must be attached to a change of map. What I mean by this is that if you were doing an arena style quest for example. Half way through you could add a map transition attached to refreshment or something. spawn in the same location on a duplicate map and then start over with the encounters and what not.
I can't help with portals though. My own experience is that it takes much in the way of fine tuning in 3d edit mode and is never perfect. I actually think the invisible clicky one is the best working portal and you can attach it to a fake portal for the looks if you want.
If you want to see the example, I would be willing to release a preview of the quest for a few minutes as the boss fight itself is finished. (You can do them a lot harder then my example, it is just an example of the result and not the actual difficulty maximum.)
I did this in the Chartreuse Halls - it's a decent effect, and you can make a number of things trigger off the timer (e.g. adds, effects, traps, even dropping terrain). The difficulty with this is it really falls apart for groups, because those groups will typically be able to kill the "boss" before all the timers trigger (one timer might be short enough for this not to matter, but certainly multiple sequential timers are likely to run into this problem). This might also have a problem with solo scaling later on, if there's gear creep. It's definitely a worthwhile effect, though.
Yes, I ran into that issue during my first use of it where my rogue killed the boss before the timers triggered. (It was very interesting to deal with on my 6k gear score cleric though.) If you add enough guards in the timer room though, it can happen pretty fast though. Oh, and expect a review on "Charteuse Halls" very soon.
Edit: Well, I guess I can't review your quest as soon as I would like to, I can't find it in the search.
I did something similar in Arena of Calimport -- only I "protected" my "boss" until they were defeated -- much like the Dread Ring skirmish.
Encounter Matrix | Advanced Foundry Topics
Well I just may have to get I there and do an update. I was mistakenly told that there where not any encounter updates. Ill take a look soon as I get a chance.