The final fight always goes horribly for me and I am looking for tips on how to complete it. Every Pug I get into has us run to the back and with adds on us and try to navigate a space about a hair's width big. Myself and the other melee always die as 1 miss step gets your hammered by tentacles and mobs till death.
I saw this video:
http://www.youtube.com/watch?v=8zFX8PGAURE
Is this still relevant? Clearing out a tentacle seems way safer than all this blind running to the back to try and balance on a rock and fight. I haven't had this much trouble in a dungeon since lair of the mad dragon.
Comments
There may be a better way than we did it, but we all ran in, to the back corner. I was able to avoid the red on my slow, non-jumping GF, and if she can do it, anyone can do it. Once we got there, the adds had to come to us, and we swatted them fairly easily. The space isn't all that small. Then when the mini-boss is defeated, run in and dps the brain. Honestly, I never noticed the tentacles at all once we made the initial dash past their red bars, I think they are pretty irrelevant.
Just saying what I've seen. If there's a better way, I just don't know what that is.
Roland Mac Sheonin GF | Tarron Direheart SW |
Back in Beta DV was the first dungeon I ever ran (ouch). (CW) At that point, we fought right in front of the brain from the entrance. Melees acted as bodyguards, as the only real ranged attacker (rainbow party) I just attacked the brain while everyone else kept the adds off of me. It's been a long time and I can't remember if the tentacle couldn't hit so close to the brain or if Astral Shield was keeping me alive from that. I suspect the former.
Roland Mac Sheonin GF | Tarron Direheart SW |
The spot you're looking for is at the 10:30 spot. Melees stand right next to the brain. Healers and ranged stand about 40' away and no-one can be hit by tentacles.
Ignore the tentacles completely - I don't think you can even hurt them - just avoid getting slapped by them.
The first time I did this was a piece of cake - the GF said "All know the strategy?" We said no. He said "Just follow me".
So I did.
Cake walk. Not a hard fight if everyone knows what to do.
Other times, it was a tedious mess as people did not know what they were doing and would not be told. It does not help if they do not use the Chat or have all channels blaring so they can't read it anyway. Or if they do not speak English, of course.
But seeing a GF or GWF chasing down Ustilagor makes me sink with despair. No amount of screaming:
"TANK THE BRAIN! TANK THE @%#*#! BRAIN!! BRAIN!! BRAIN" helps.
I play a Cleric, and I can kill an Ustilagor in 3 or 4 hits most of the time. And Cleric damage sucks. I also shower everyone with temporary hp while I do it.
I am seriously thinking of translating "Tank the Brain" into all 279 European and Asia Minor languages just to avoid spending 2 hours dying 8 times in that place ever again.
This ALWAYS works:
When you get in, ignore everything and run to the left and skirt around the edge until you are on the opposite far side you entered.
Clear all the mobs.
Warriors and high damage Wizards and everyone else Tank the Brain
Ustilagor will come, but Warriors TANK THE BRAIN.
Rogues, Clerics, Rangers etc pick off the Ustilagor, but Warriors TANK THE BRAIN until it sinks.
Cleric Anointed Champion (don't play Divine Oracle) will use divinely channeled Exaltation, Astral Shield, Sunburst and Anointed Army on the party, and Blessing of Battle, Sacred Flame and Divine Armour on the Brain, all of which also buff the party. Everyone else use whatever does most damage, but keep the Ustilagor off the Tanks so they can focus on the Brain.
When Illithid and mini bosses come, we need some help from the tanks, so every one with Knock Back powers blow them off the edge. Divinely Channelled Sunburst works. It just needs timing. GWF can sprint and everyone else but the GF can Dodge or Tumble - just don't get stunned in Psionic Blast cross-fire, so keep moving and hitting until you can blow them off the edge. It can be chaotic, but a lot of fun.
Just me and a Wizard survived alone until the mini-boss and Illithids came, because the others ran straight for the brain. Just too much damage to take for the two of us alone. When we got in again, there were only four of us, and the GWF and I screwed up and got killed. So the same Wizard and the new GF spend 30 minutes killing the thing. But they did it.
But I don't get it - there is plenty of space. You don't stand on one cube, you have to move and run and jump and dodge or you're gonna go down. One time, I jumped off the edge, but that was my own fault.
As for the Epic level 60 version - I tried it once. We got less than half way through. Someone left and a GWF with Epic gear arrived, and the Thoon Hulk one-shotted him. He logged out in disgust. We just had to give up as we weren't getting any further through those caverns.
"Boo! I think I need a bigger sword!"
~
As for standing on the cube, that's necessary for the epic version since Thoon Hulks will spawn and despawn throughout the fight. As long as everyone stays near the cube, they usually won't aggro. If melees are at the brain, there's not a lot you can do to stop that. If everyone stays back, any Thoons that aggro will be closer to the edge where they can be tossed. EDV is really a mess. The campfire at the beginning and the one at the end are the only ones that work as respawn points. If someone dies before you get to the final campfire, they have to run all the way back. To add injury to insult, if you wipe in the final fight, then redo it and win, a fair number of times the shard won't be there, so no boss drops.
I could see how that would work.
We just used Singularity and then hit them with repel right as Sing starts to drop them and while they are in the air. Its kind of like tossing a baseball in the air and then whacking it with a bat and letting it fly. It is funny to watch Thune Hulks fly through the air like that though.
http://www.youtube.com/watch?v=_22IcsIQyWk
Now what I don't get is every time I've tried this the 2 tentacles go absolutely crazy on that part their melee is standing on, but on the video they don't get aggro at all.
Pretty much every dungeon ever is a good time to dismiss any companion that's not an augment. (Yes. Yes, they will aggro everything they possibly can.)
There are exceptions where having them out isn't going to screw you up too badly, but this isn't one of them.
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