Hey everyone with mod 16 coming I figured there’s not much left to do but hoard AD and items. But I’m fairly new to neverwinter and the one dungeon I’ve only got to finish a few times is CR, not too many people want to run it, and pugging in REQ is a disaster. So I was wondering if there are some veteran CR players that would like to join me on the weekends to run CR several times on Saturday and Sunday.
My character is a 17,996k Combat HR , I know the mechanics of the dungeon and I am fairly sun sword friendly. I’ve made it once as main dps with my guild and another time as secondary dps with a chat assemble group. So if by any chance there is already a ps4 group of 4 that loves CR and needs another DPS let me know.
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If I see you on tonight I'll send you a tell.
So with u and my other friend bengal all we need is a is a good warlock and another dps
I have done a bunch of CR, T9, FBI, and MSPCs on all my characters. My best and quickest runs in all content have the following group make up...
GF Conq or GF Tac - tac offers slight better buffing and AP gain for CW and AC DC but either works r
AC DC full power share build
OP Healadin with full power sharing and bane on the GF Conq otherwise the primary DPS
Templock
Primary DPS (I typically run on my CW in this role or replace the Templock if one cannot be found)
This groups does T9 in a average of 12 minutes, some days we get close to finishing it around 10 minutes but most days it is around 12.
This group works well because it maximizes buffs and debuffs. Mod 16 happened because groups like this were burning through content. Yet it is still pretty easy to hit 100K+ power next mod and some players are close to the 175K+ mark that most buff groups could easily achieve.
Instead of power sharing we now get power through other means. Mod 16 was about reducing power creep and yet players are walking around with over 100K power in mod 16. Dev didn't really fix the power issue.
I've done many speed runs, but I find the slower runs more enjoyable, nothing wrong with a 20 minute t9. It's that meta and the desire to run it and only it that drives all the changes we have seen because players who don't fit in the current one feel left out. DPS hated that groups wanted 2 DC, well the DO took the hit there and now no one calls for them. The TR was stupid OP on single targets and poof they were nerfed. CW's were mad they lost one of there strongest aoe, and now their best build is a full dps with great buffs too. And so on and so forth.
As for Mikes comment, yup a good tank, a good DC and DPS that know what they are doing are all you need to finish any dungeon, all combinations can have nice smooth runs of any dungeon. That's why my alliance did T9, CODG, and even CR training runs as well as class workshops, they were fun.
I have seen so many players stand in red zones over and over and over during my time. I do it to some times. But I typically try to avoid the red as one should. Mod 16 makes it so we now have to avoid the red high damage attacks.
Even with that said, some of the none-red attacks in mod 16 can kill players. This game is very buggy; none red attacks should never be a one shot. Red attacks should also not be a one shot but should do a % of a player health such as 85% or something along those lines. Than one single hit after that, said player would be most likely dead.
Mike I was on this weekend and even sent you tells to see if you wanted to run anything. I was on part of the day on Saturday. Maybe another time.