From the updated patch notes:
https://arcgames.com/en/forums/neverwinter/#/discussion/1231249/shroud-of-souls-preview-patch-notes-nw-80-20170515e-3-updated-may-23 Due to adjustments that have been made to various classes since the release of Castle Never, the Orcus boss fight has become more difficult than intended in terms of surviving his attacks. Groups must rely on quickly defeating Orcus before he has time to execute any of his abilities, which was not the original intent for the boss. As such, we have made the following adjustments that should make the encounter a more balanced experience:
The amount of damage dealt by a majority of Orcus's abilities has been significantly reduced. Orcus's various melee attacks now have noticeably different damage values from one another.
Orcus's maximum hit points have been increased.
Comments
High level players will continue to beat CN easily.
I also think it will make wipes take longer. Because now the the common wipes I experience are tank goes down early and we can't recover. Now the tank is less likely to go down right away, so the fight will be longer with more chances for mistakes. Either the green balls take you out or you lose people one by one until you can't anymore.
I don't think this will impact end-game parties whatsoever, unless they dramatically increase the HP (like 10x or more).
(and I don't mean no GF/OP classes, because both provide amazing party utility, just no need for them to use tanky loadouts at all)
Young Yeti: This companion's Active Bonus now properly increases damage as stated in the tooltip. The tooltip has been updated with more details.
Edit: 60 second cooldown? Booooo.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Currently when Ruby and I run together either one of us can tank Orcus, thanks to having 2 paladins being able to debuff him fairly thoroughly. They said they were going to reduce the damage which is good, what I now fear is his swing pattern. Before every swing did the same (if not very close) to the same damage. Now they might actually be buffing him if 1 swing does close to nothing(the quick one). Meanwhile a longer one might do more damage than even the original number. I'm looking at you hands raised above head, waiting to get 1 shot for 5 seconds animation.
If they truly did reduce the numbers after everything is said and done, and the damage decreased by more than 10%. Then yes, a devotion paladin can tank Orcus with no real concerns from him, other than the every threatening green balls of death. The main trick is that the person playing the Devotion pally needs to have complete control and focus on the fight. Mistakes only happen when you are trying to be hasty or are not paying full attention in Orcus. I run the Burnadin guide at 53% DR with no buffs on, and have very few concerns tanking it now. If the team would stay where they are at we wouldn't even need to scatter, like the Mystery gang in ScoobyDoo, when Orcus summons the giant floating spheres of complete and utter annihilation.
HP increase to Orcus means more time spent on the fight, no big deal until human nature kicks in, and is like, we need to make this go faster so do more dps in a shorter time period. THEN we start seeing mistakes, and thanks to the well-documented nature of PUGS and public queues, we will see a large deal of pugs now fail, simply because 'it takes to long'. Again this depends on the actual numbers, but PUGs are not known for their patience in combat.
tl;dr
As it stands now the hardest part is surviving the initial hit or 2 if Orcus decides to crit.
As it stands in the future, the the hardest part will be denying the 'just 1 more' instinct for powers and dps during the fight.
All that has changed is the fact that you now need to resist the internal struggle rather than the external one. The difficulty has increased because we inherently do not want to fight ourselves internally.
If this becomes a new trend w future bosses how will you alter your power loadouts as a protection or devotion pally?
You can tank and keep chatting on guild channel now...
Really disappointing
@kreatyve Can we get this merged?
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Absolutely zero reason to queue as a ProtOP for Orcus unless you want to get in a queue as a tank and switch over to DevOP for more DPS. Seriously, regular mobs are now harder than Orcus.
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The first boss is the only one I use my shield on because of his stuns - I have it up about 2/3rds of the time.
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