I should hope not. It does not require 20k gs, but it is not the place for 10-12k gs which sometimes find their way in.
Something really important to note is to make max use out of any debuffs you can on skills and feats.
A coordinated decent group of 14-17k gs should be able to take on tiamat. And honestly, 14k is pretty easy to achieve. Get stacks of rank 4 and level your artifacts to epic on double rp weekend if you haven't already.
Skilled players have been trying to coordinate entering times though to minimise failure, but that's only fair. When you can't invite or play with guildies or friends any other way, then it's only fair for them to do so.
It's kind of funny people defending the 10k min limit though since:
1) Noone previously accepted the minimum required gs to run any previous content except maybe elol which was high enough and easy enough.
2) It's natural progress to get higher and higher, that's why the required limit has kept rising. With highly inflated gs, it's just silly for it to be lower than what's required for mod 2. It's just basic progression you (well they) need to achieve.
Yes zerg is the only strategy that works.
Difficulty is fine, yet the bugs need to be addressed. Heads not emerging, invisible AOEs, massive lag whenever a player uses a spell, and the absurd Protect the clerics at the last two minutes.
jiubiizeekkMember, NW M9 PlaytestPosts: 144Arc User
edited December 2014
Lol, if people knew how to use a class properly in a group situation then there's be no problem. Sadly a fresh 10k gear score player hears about this raid, he's like OOOOHHH cooool a raid i can do with lots of people. Now you see it in many different places and game where people want to do the new 'cool' thing. When in fact they aren't ready. Yes they've learnt their class, leveling from 1-60. BUT they haven't learn't how to use it in a group. You try telling them, that its more effective to use *such and such to improve groups effectiveness* but they simply don't understand, "But this move does more damage, i'll to use this, your idea sucks." there needs to be a way to force people into parties to do dungeons, and Now that MoD 5 is up there's a new way that effects long time players and casual players alike. The games become "*________* (used to be dungeons) & Dragons Has everything you need".
No need for dungeon's = no need for learning = annoyed older community = people quit.
Thankfully now the raid has become the norm for most people, its not hard at all. But 100% of fails are because of under geared and clueless New players who haven't had the chance to experience the game in a whole yet.
If you think anything in this game is hard, you fail at understanding the concept of "hard" in the 1st place. Seriously, go try raiding in some other MMO games (like wildstar for example), there you will see what a hard raid is. Tiamat is perfectly doable with a group of people with 12-13k GS. The thing is that such a group would require coordination in regards to skills, buffs and debuffs in order to be optimized.
Regarding zerging, yes it works, however zerging as a tactic is something that is not doable with a low GS, if you plan to successfully zerg and avoid coordination (= avoid the intended tactic) you have to outgear the content, as simple as that (believe it or not, but anything more than 15k GS outgears all the content in this game, thats how blatantly easy the game is in the 1st place).
u havent answerd the question how are 10k to 15k gs spose to kill her they cant if it was only for high lvl gs then why is there no requirments apart from 10k gs to enter well of dragons
Why do you say it failed because of "zergers"? Zerging is a good strategy for this raid and has proven to work.
Having lots of low gearscore players with poorly built gear and skills might be the issue.
wear did i say its because of zergers i know its the only way of doing it im saying other people fail because all the high lvl gs players stick together its pathetic really that they wear all low lvls once and yet they refuse to help other
your kidding right?? if anything it should be made more difficult.....you should not be able to kill tiamat unless you have high gear score
The only failures I have are coz of afk, or too many 10k's.....when they allow people to take pre-made parties of 5 in, it will become easier
Difficulty is subjective and pretty much depends on whom you are with. If you are lucky and are with lots of well geared players it is easy. If not or lots of people are AFK you don't have a chance to win.
I never had luck so far. A few times it was close. My lowest GS toon has about 17k. Should be sufficient.
If you are trying again and again without any success it takes the fun away. It just doesn't make sense to spent so much time when too much depends on luck alone.
Difficulty is subjective and pretty much depends on whom you are with. If you are lucky and are with lots of well geared players it is easy. If not or lots of people are AFK you don't have a chance to win.
I never had luck so far. A few times it was close. My lowest GS toon has about 17k. Should be sufficient.
If you are trying again and again without any success it takes the fun away. It just doesn't make sense to spent so much time when too much depends on luck alone.
Hes right.
17k gs is the optimal number to finish tiamat.
Please do not reduce diffculty.
A dragon goddess is a dragon goddess no doubt
IGN: Granzon
军医骑士 超过三千水平 突破极限释放开
Daily: Granworm Sword
Enounter: Vow of Enmity | Worm Smasher | 縮退砲
Class Feature: Kabbalah System
Aura: Warp Field
IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
(The Corrupted) (Retired)
Difficulty is subjective and pretty much depends on whom you are with. If you are lucky and are with lots of well geared players it is easy. If not or lots of people are AFK you don't have a chance to win.
I never had luck so far. A few times it was close. My lowest GS toon has about 17k. Should be sufficient.
If you are trying again and again without any success it takes the fun away. It just doesn't make sense to spent so much time when too much depends on luck alone.
Id like it to be run with less luck dependency on the raid itself. Its one thing to have luck based loot, its another to have luck based success to get luck based loot.
With luck based reclamation rewards.
on a luck based fight.
I've run it with my buff/debuff cleric build fully stacked with 16k GS now about 25 times, none have been successful. I have yet to see a tiamat fight go down with success, both well organized teams and zerging. I stopped running it, and until they do something about the lag, difficulty, GS requirement, AFKs, and success rate, I'll probably never go back. There is no use in a high GS player even bothering with new content if there is nothing but luck based rewards from a luck based fight with a luck based community effort and luck based success.
u havent answerd the question how are 10k to 15k gs spose to kill her they cant if it was only for high lvl gs then why is there no requirments apart from 10k gs to enter well of dragons
They arent. Well, at least 10k gs folks, I believe 14-15k with good cooperation/class setup would be able to kill tiamat. But the fix is not lowering tiamat difficulty (honestly a fresh made 10k character shouldnt be allowed in whats supposed to be end game), but rising the entry requirements.
wear did i say its because of zergers i know its the only way of doing it im saying other people fail because all the high lvl gs players stick together its pathetic really that they wear all low lvls once and yet they refuse to help other
This is not about 'helping', but carrying. Low GS players cant do it alone as PuGs, as proven time and time again. Idk about a certain ammount of low GS players in my group, BUT you cant build groups, so you have to try to get a decent amount of players with reasonable skill and gear in your group, to win the fight. Thats why many players use que time, to enter with enough good players.
It would not even be so bad for lower GS players, if they would ltp. Even with better groups the fights heavily depend on stacking buffs and debuffs. More of the high GS players know that and play that way, but not all.
I can elaborate, so you and your team, maybe I, if we get grouped, have a better chance to win.
ALL need to fight away from the clerics. Attack the adds at spawnpoint and dps them there. Use AoEs. For eyample thorn ward icy terrain smokebomb, to dmg them, when spawning. DONT push them there. Only reason to push adds with sunburst etc. is, if they are at the cleric.
Shocking news, to be effective, most classes need to respec for the bossfight. Ppl SHOULD know how to dps, but obviously they dont. Here some tips. For the fight against heads.
Use souls. Some ppl did not get, that they are colour coded, so dont waste the green one on the red head. If there is no protection field, dont run into the AoE fields like idiots. Wait for someone to use the soul or for the effect to vanish. Thats more dps, than 25 ppl dead and respawning.
GFs, make a group. All other ppl, join groups. GFs can boost your dps for up to 100%, IF you are in their group. GFs own dps is lower, than that of other classes and their abilities are wasted, if they dont have a goup. They have one encounter, I think 'into the ...', that boosts GROUP dps for 75%.
DCs. They COULD heal like hell or do decent dps, they SHOULD use: HP set or other sets with group effects. Holy ground 30% dmg boost for all players, prophecy of doom (normal and maybe empowered, if available), boosts everyones dmg. Divine glow (normal and divine) 10% dmg boost for everyone each (divine does not stack and tooltip is wrong). Empowered forgemaster flame, 15% more dps for some. DONT use break the spirits empowered. It SHOULD boost dps for 30%, but it does not work. More boosts from a rightous DC.
TRs use wicked reminder.
HRs thornward and if you have the artefact offhand the aspect of the pack boon (8% more dmg for everyone).
CW, HV stacks, ray of enfeeblement, renegade buffs etc.
That are just some buffs out of my head. I dont play all classes and I am quite sure, that there are many effects I missed, but this should help. I lost once with a group with 3 DCs and they chasted holy groud ONCE while fighting the heads, really? one daily dealing 100k dmg for you or 30% more dmg for all and thats their choice?
Tiamat is EASY, it does not need a nerf, but better players. If you are reading this post and think, I know all that and more, good for you. Most ppl seem to be quite ignorant. Feel free to correct me or add to the tips. The more ppl know how to play their class for max group utility, the higher the chance of winning this with the current non existing que system.
Chars: CW, DC, GF, GWF, HR and TR.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited December 2014
Closing this as we don't need nerf requests on content. Please check out some of the Community Guides for the fight to get help and advice on the encounter.
I know several who are at or near the 10k GS requirement and do just fine in the Tiamat Encounter. Sure, if you're at or near the 10k mark, it may be tough but not impossible. If you've got a high Gearscore and are still having issues not caused by lack of communication and coordination, then that may be a sign that you choose poorly in your stat choices on gear. Just because something gives more Gearscore than another item, that doesn't necessarily mean the higher GS item is the right choice for your build and playstyle.
The main problem is people are not doing what is required: Communication, Cooperation, and Coordination. If your team is wiping, it's likely not due to any player's gear but is instead more likely due to lack of the three aforementioned things.
Safe travels,
Archmage Zebular of Mystryl PWE Community Moderator
Comments
The only failures I have are coz of afk, or too many 10k's.....when they allow people to take pre-made parties of 5 in, it will become easier
Something really important to note is to make max use out of any debuffs you can on skills and feats.
A coordinated decent group of 14-17k gs should be able to take on tiamat. And honestly, 14k is pretty easy to achieve. Get stacks of rank 4 and level your artifacts to epic on double rp weekend if you haven't already.
Skilled players have been trying to coordinate entering times though to minimise failure, but that's only fair. When you can't invite or play with guildies or friends any other way, then it's only fair for them to do so.
It's kind of funny people defending the 10k min limit though since:
1) Noone previously accepted the minimum required gs to run any previous content except maybe elol which was high enough and easy enough.
2) It's natural progress to get higher and higher, that's why the required limit has kept rising. With highly inflated gs, it's just silly for it to be lower than what's required for mod 2. It's just basic progression you (well they) need to achieve.
Having lots of low gearscore players with poorly built gear and skills might be the issue.
Difficulty is fine, yet the bugs need to be addressed. Heads not emerging, invisible AOEs, massive lag whenever a player uses a spell, and the absurd Protect the clerics at the last two minutes.
WTB Class Reroll please
No need for dungeon's = no need for learning = annoyed older community = people quit.
Thankfully now the raid has become the norm for most people, its not hard at all. But 100% of fails are because of under geared and clueless New players who haven't had the chance to experience the game in a whole yet.
Regarding zerging, yes it works, however zerging as a tactic is something that is not doable with a low GS, if you plan to successfully zerg and avoid coordination (= avoid the intended tactic) you have to outgear the content, as simple as that (believe it or not, but anything more than 15k GS outgears all the content in this game, thats how blatantly easy the game is in the 1st place).
Nothing to add apart from the fact that they won't listen and won't learn as well...
wear did i say its because of zergers i know its the only way of doing it im saying other people fail because all the high lvl gs players stick together its pathetic really that they wear all low lvls once and yet they refuse to help other
Difficulty is subjective and pretty much depends on whom you are with. If you are lucky and are with lots of well geared players it is easy. If not or lots of people are AFK you don't have a chance to win.
I never had luck so far. A few times it was close. My lowest GS toon has about 17k. Should be sufficient.
If you are trying again and again without any success it takes the fun away. It just doesn't make sense to spent so much time when too much depends on luck alone.
Hes right.
17k gs is the optimal number to finish tiamat.
Please do not reduce diffculty.
A dragon goddess is a dragon goddess no doubt
军医骑士 超过三千水平 突破极限释放开
Daily: Granworm Sword
Enounter: Vow of Enmity | Worm Smasher | 縮退砲
Class Feature: Kabbalah System
Aura: Warp Field
IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
(The Corrupted) (Retired)
Id like it to be run with less luck dependency on the raid itself. Its one thing to have luck based loot, its another to have luck based success to get luck based loot.
With luck based reclamation rewards.
on a luck based fight.
I've run it with my buff/debuff cleric build fully stacked with 16k GS now about 25 times, none have been successful. I have yet to see a tiamat fight go down with success, both well organized teams and zerging. I stopped running it, and until they do something about the lag, difficulty, GS requirement, AFKs, and success rate, I'll probably never go back. There is no use in a high GS player even bothering with new content if there is nothing but luck based rewards from a luck based fight with a luck based community effort and luck based success.
They arent. Well, at least 10k gs folks, I believe 14-15k with good cooperation/class setup would be able to kill tiamat. But the fix is not lowering tiamat difficulty (honestly a fresh made 10k character shouldnt be allowed in whats supposed to be end game), but rising the entry requirements.
This is not about 'helping', but carrying. Low GS players cant do it alone as PuGs, as proven time and time again. Idk about a certain ammount of low GS players in my group, BUT you cant build groups, so you have to try to get a decent amount of players with reasonable skill and gear in your group, to win the fight. Thats why many players use que time, to enter with enough good players.
It would not even be so bad for lower GS players, if they would ltp. Even with better groups the fights heavily depend on stacking buffs and debuffs. More of the high GS players know that and play that way, but not all.
I can elaborate, so you and your team, maybe I, if we get grouped, have a better chance to win.
ALL need to fight away from the clerics. Attack the adds at spawnpoint and dps them there. Use AoEs. For eyample thorn ward icy terrain smokebomb, to dmg them, when spawning. DONT push them there. Only reason to push adds with sunburst etc. is, if they are at the cleric.
Shocking news, to be effective, most classes need to respec for the bossfight. Ppl SHOULD know how to dps, but obviously they dont. Here some tips. For the fight against heads.
Use souls. Some ppl did not get, that they are colour coded, so dont waste the green one on the red head. If there is no protection field, dont run into the AoE fields like idiots. Wait for someone to use the soul or for the effect to vanish. Thats more dps, than 25 ppl dead and respawning.
GFs, make a group. All other ppl, join groups. GFs can boost your dps for up to 100%, IF you are in their group. GFs own dps is lower, than that of other classes and their abilities are wasted, if they dont have a goup. They have one encounter, I think 'into the ...', that boosts GROUP dps for 75%.
DCs. They COULD heal like hell or do decent dps, they SHOULD use: HP set or other sets with group effects. Holy ground 30% dmg boost for all players, prophecy of doom (normal and maybe empowered, if available), boosts everyones dmg. Divine glow (normal and divine) 10% dmg boost for everyone each (divine does not stack and tooltip is wrong). Empowered forgemaster flame, 15% more dps for some. DONT use break the spirits empowered. It SHOULD boost dps for 30%, but it does not work. More boosts from a rightous DC.
TRs use wicked reminder.
HRs thornward and if you have the artefact offhand the aspect of the pack boon (8% more dmg for everyone).
CW, HV stacks, ray of enfeeblement, renegade buffs etc.
That are just some buffs out of my head. I dont play all classes and I am quite sure, that there are many effects I missed, but this should help. I lost once with a group with 3 DCs and they chasted holy groud ONCE while fighting the heads, really? one daily dealing 100k dmg for you or 30% more dmg for all and thats their choice?
Tiamat is EASY, it does not need a nerf, but better players. If you are reading this post and think, I know all that and more, good for you. Most ppl seem to be quite ignorant. Feel free to correct me or add to the tips. The more ppl know how to play their class for max group utility, the higher the chance of winning this with the current non existing que system.
I know several who are at or near the 10k GS requirement and do just fine in the Tiamat Encounter. Sure, if you're at or near the 10k mark, it may be tough but not impossible. If you've got a high Gearscore and are still having issues not caused by lack of communication and coordination, then that may be a sign that you choose poorly in your stat choices on gear. Just because something gives more Gearscore than another item, that doesn't necessarily mean the higher GS item is the right choice for your build and playstyle.
The main problem is people are not doing what is required: Communication, Cooperation, and Coordination. If your team is wiping, it's likely not due to any player's gear but is instead more likely due to lack of the three aforementioned things.
Safe travels,
Archmage Zebular of Mystryl
PWE Community Moderator
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