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Most difficult encounters?

kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
edited January 2014 in The Foundry
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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Comments

  • eldartheldarth Member Posts: 4,494 Arc User
    edited January 2014
    From Authors Anvil Encounter Matrix

    "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

  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community 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!
    kuI2v8l.png
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited January 2014
    eldarth wrote: »
    From Authors Anvil Encounter Matrix

    "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


    Don't forget the rimefire golem. (Thayan encounters only. Winterforge ones are only elites.), iron golem, and bone golem from the Thayan encounters.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • ladykathleen55ladykathleen55 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 34
    edited January 2014
    Nice list. It will help when I am creating Act III
    Lady Kathleen
    Newest Campaign: Enchanted Village NWS-DHNQ9PS99
    Act I Find Lady Kathleen NW-DKZBMOPOY

    Old Champaign: Enchanted Castle: NWS-DCPHMJS4W.
    Act I Enchanted Castle NW-DU7IXVVDR
    Act II Home invasion NW-DJTJO4I5P


    Author @ladykathleen55
    Reviews and Comments always welcome!
  • kithliskithlis Member Posts: 217 Arc User
    edited January 2014
    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.
  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited January 2014
    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.
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community 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!
    kuI2v8l.png
  • antonkyleantonkyle Member Posts: 776 Arc User
    edited January 2014
    kreatyve wrote: »
    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.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc 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.
  • myrmecoleonmyrmecoleon Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 94
    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.

    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
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited January 2014
    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.
  • myrmecoleonmyrmecoleon Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 94
    edited January 2014
    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
  • eldartheldarth Member Posts: 4,494 Arc User
    edited January 2014
    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.
  • celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited January 2014
    kithlis wrote: »
    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.
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