Editing this post since some of you Cant Fricking read.
Solo Instance Bosses, the Questing ones. I'm not talking about Raid bosses. wake up people!!!
I've pretty much soloed this entire game, and that is exactly how I like playing. but some of the later boss instances and the sheer amount of adds they are spawning are completely out of hand. Its like you all could not find practical uses of come up with a unique way for each of these bosses so you toss in mass amounts off adds as a crutch.
Its utterly ridiculous, Especially for the Rogues and clerics who are not able to stand there and take that kind of pounding. Is this going to be addressed or what?
Since hitting level 40 I've had to run those last boss fights with friends in order to beat them. I know this is a community game, but that does not excuse the fact that the Add spawning is out of control on many of those final questing bosses.
I soloed most of it and it wasn't too bad. The adds are annoying, and some of the fights do require that you take them out quickly, but if you pull the boss away from its spawn room, and into a previous, before lowering its health to the point that it summons adds, they spawn but don't follow.
It's ludicrous, some of the boss fight (adds) are just plain stupid. Lets ramp up the adds so it's harder... then we can copy paste fights at the end of each map.
I like fighting the Boss not the continuous adds. I do move from room to room when possible, it seems to help but sometimes.. not so much.
Personally, what I don't like is the fact that when I spend an hour of my time with a full group clearing to the end of wolfden, on the last boss, when a bad player leaves, they cannot be replaced. Nor can the time I lost getting there, to only be stuck with people that cannot move outta fire, or kill adds at the same time. So after 2 attempts getting the encounter to 3%, the baddie leaves and then another and well ... guess what you just wasted your time and you cannot get a daily dungeon quest complete. I like this game, I do have patience for improvements to come along. I have put some money into Zen, and I would consider a pack, but if I wait 15+ minutes a for a group, and the the group lasts for about 1-1:15 then my time investment gets pooed on by the bad feature .... that seems to work anywhere else prior in the dungeon when you kick a person .... . . fails.
It's not the first time. It's been several times and close to 4 hours. I would relate that to waiting for 2 hours fora pizza to show up, going to the DMV, or getting a tooth pulled. This needs to be dealt with. As for the adds, it's a group encounter deal with it.
I don't like wasting my time. So I guess the dev's would say don't explore our game with a great experience in a dungeon party ... in this case, find your enjoyment elsewhere? Or, we are currently working on a fix for that.
Massive Multiplayer Online ..... multiplayer, no just go solo so you don't waste your time! Farm badges for gear ...
60cw 51tr 16dc 5gf
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nemesis788450Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
so youre complaining that bosses from 5 man dungeons are hard to solo...erm? Maybe you should try finding a single player game that fits your bill better? the whole purpose of a mmo and especially a dnd mmo are to be played in a group...i thought the difficulty scaling of the dungeon bosses is quiet good and some of the bosses are really cool (wolf den was tough, dragon was somewhat tough). Yeah a lot of ads spawn that attack the casters...i think that makes it way more dynamic, challenging and engaging...if they introduce new never-before-seen boss mechanics that are cool to play - sure why not, but what did you have in mind?
i agree on the player leaves 100% - if players leave irght at the beginning they seem to be automaticaly replaced, why cant this happen at later levels? or at least make it possible to invite people...
and all the pop ups I get on your site are bad. if you want money for zen out of my pocket, stop bombarding me with adds for things I care nothing for. You have a decent game here, don't screw it up.
so youre complaining that bosses from 5 man dungeons are hard to solo...erm? Maybe you should try finding a single player game that fits your bill better? the whole purpose of a mmo and especially a dnd mmo are to be played in a group...i thought the difficulty scaling of the dungeon bosses is quiet good and some of the bosses are really cool (wolf den was tough, dragon was somewhat tough). Yeah a lot of ads spawn that attack the casters...i think that makes it way more dynamic, challenging and engaging...if they introduce new never-before-seen boss mechanics that are cool to play - sure why not, but what did you have in mind?
i agree on the player leaves 100% - if players leave irght at the beginning they seem to be automaticaly replaced, why cant this happen at later levels? or at least make it possible to invite people...
Seriously dude, read the **** post. I said Quest bosses, not Raid!!
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baburmisMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
well yea it seems most (read all) bosses in this game share same dynamics - adds. lots of adds. apparently in cryptic eyes more adds = harder boss, and sadly, it seems thats all theres to bosses in NW
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
The game is meant to be played in a group and soloing can be very tough in some places. I have not yet had to give up and get help, but I have died a time or 2. All I can offer is try to be creative with your build, pick skills that let you kill faster or survive longer or both, use potions, distract the adds with a companion, etc. As a rogue I can "nearly" kill the boss before my daily wears off (lurk!) so these fights for the most part are a mop-up and stay alive fight after that. Which is a nice way to say run in circles, chug pots, and when cooldowns are back teleport behind boss and finish it off, then run around some more, then kill the adds one by one....
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gretlokMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited May 2013
I also found it is pointless to queue for all of t2 and most of t1 heroic dungeons. There is a pretty low chance of completion without replacements. If I cant find a group from guild or lolworldchat, I farm badges. This queue system tech is pretty questionable for a mmo in 2013.
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rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
edited May 2013
Even as a GF I had to resort to the try to run away while potions are recharging strategy on certain bosses. It was in my mind that other classes like cleric would probably have a harder time on certain encounters. They should be designed so that any class, with appropriate gear for their level, can solo them. My advice would be if a boss is too hard then go on to the next zone and do some leveling up then go back. That works pretty much up until the last two zones since once you hit 60 that's it.
Okay - this thread is NOT about DUNGEONS.
It's about SOLO QESTS.
SOLO QUESTS are DESIGNED TO BE PLAYED SOLO.
I agree with the OP. Solo quest bosses can be a helluva challenge. My highest-ranked is a level 38 Cleric... here's how I have managed to go to this point...
At around level 18 I finally purchased a "tank" Companion (Note: in the Z-Store this is the Baleb Dhur, in game this is the Sword Fighter - I forget his name) - they both do pretty much the same thing: keep the Boss (and usually the highest HP hulk in a mob) busy. This allows you to focus a bit on any adds or lesser HP mobs.
I just finished the Big Boss at Helm's Hold. As my tank Companion kept the Boss occupied I was able to handle (mostly) the Adds and knock them back, etc. in between throwing everything I've got at the Boss - but also was able to get Combat advantage, too because boss was focussed on companion.
Don't get me wrong - it was still a pot-guzzler (more or less) - but after whacking the fourth or fifth Added mob I looked around and the Boss was *gone*. My Companion actually defeated the Boos while I wan't looking. LOL (this is the first and likely last time THAT will ever happen).
My main point is: Boss fights got a LOT easier as soon as I sent my black panther running and hired on a tank companion in its stead. But in short: I agree: Boss room adds is sometimes ridiculous, if not the sheer number, the far-too-quickly respawn timers on them.
Just my too sense, everyone else's mileage will vary.
Editing this post since some of you Cant Fricking read.
Solo Instance Bosses, the Questing ones. I'm not talking about Raid bosses. wake up people!!!
I've pretty much soloed this entire game, and that is exactly how I like playing. but some of the later boss instances and the sheer amount of adds they are spawning are completely out of hand. Its like you all could not find practical uses of come up with a unique way for each of these bosses so you toss in mass amounts off adds as a crutch.
Its utterly ridiculous, Especially for the Rogues and clerics who are not able to stand there and take that kind of pounding. Is this going to be addressed or what?
Since hitting level 40 I've had to run those last boss fights with friends in order to beat them. I know this is a community game, but that does not excuse the fact that the Add spawning is out of control on many of those final questing bosses.
Not sure about the rogue but if your having issues on the cleric your doing something very wrong. Cleric is sooo easy and imo OP at the moment. Look at the master builds list and check out the one that says (Tank cleric) or something similar.
This guy is tanking and healing at the same time and the entire group stays near full the entire time. My cleric is 32 following a similar build setup and having 0 issues, and 0 deaths so far.
Not sure about the rogue but if your having issues on the cleric your doing something very wrong. Cleric is sooo easy and imo OP at the moment. Look at the master builds list and check out the one that says (Tank cleric) or something similar.
This guy is tanking and healing at the same time and the entire group stays near full the entire time. My cleric is 32 following a similar build setup and having 0 issues, and 0 deaths so far.
rogue is terribly OP solo as well, pretty sure this is a code 18
As a rogue i suggest you use dazing strike lashing blade and path of the blades. Path of the blades is an awsome encounter skill for pve. If you start invis and do as much dmg you can befor invis run out and drop path of the blades while stil invis it will hurt those adds alot, don't use invis for lashing blade always use path of the blades while invis.
For daily use lurkers assualt and whirlwind of blades. You should priority lurkers on bosses but some of em have to many adds so sometime it's better to waste it on whilwind to clear em out fast.
I have solo everything up to 55 and it has been quite easy actualy. Very few of the bosses has given me problems with that setup. There are times where i almost died but it's rare. And don't be shy with the pots. You don't need gold in this game so go wild with em.
As a rogue i suggest you use dazing strike lashing blade and path of the blades. Path of the blades is an awsome encounter skill for pve. If you start invis and do as much dmg you can befor invis run out and drop path of the blades while stil invis it will hurt those adds alot, don't use invis for lashing blade always use path of the blades while invis.
For daily use lurkers assualt and whirlwind of blades. You should priority lurkers on bosses but some of em have to many adds so sometime it's better to waste it on whilwind to clear em out fast.
I have solo everything up to 55 and it has been quite easy actualy. Very few of the bosses has given me problems with that setup. There are times where i almost died but it's rare. And don't be shy with the pots. You don't need gold in this game so go wild with em.
Rogues have a ton of options.
In detail this time I use lurk/stealth to drop hard onto the boss right away, then drop bait & switch on the adds to distract them, finish off the boss. Getting close to 45 and still so far most bosses are at 1/3 or 1/4 health after the combo: warp behind, stealth, lurk, lashing, at-will beat-down, bait and switch out when lurk wears off, thrown attack until out of shots, .... by this time you have (at my level) hit the poor thing for 50k or something and at most suffered minor damage (less than 50%) from an aoe bomb or 2 that got you in stealth mode. From there kite/heal, repeat (without lurk but with stealth again) until everything is dead.
Note that in a few rare instances the boss boss is melee and has caster adds. Those MUST die first at higher levels, and the approach is similar, lurk and assassinate them one by one. Caster bosses with caster adds are just rough, only seen that so far in foundry though.
Editing this post since some of you Cant Fricking read.
Solo Instance Bosses, the Questing ones. I'm not talking about Raid bosses. wake up people!!!
I've pretty much soloed this entire game, and that is exactly how I like playing. but some of the later boss instances and the sheer amount of adds they are spawning are completely out of hand. Its like you all could not find practical uses of come up with a unique way for each of these bosses so you toss in mass amounts off adds as a crutch.
Its utterly ridiculous, Especially for the Rogues and clerics who are not able to stand there and take that kind of pounding. Is this going to be addressed or what?
Since hitting level 40 I've had to run those last boss fights with friends in order to beat them. I know this is a community game, but that does not excuse the fact that the Add spawning is out of control on many of those final questing bosses.
True, there are many adds in boss fights in general, both quest line and dungeon. But just because it's not easy or beatable on the first try does not mean it's 'out of hand'. Change your strategy, find a way to win instead of asking for something to be changed so you can win.
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valtrayMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
it's sad how people manage to die on the last boss in Wolf den. All 4 in my group died, i as TR was soloing the boss from 80%.
You know this thing called stealth? yeah it can be abused.
as long as you're stealthed, mobs will not attack you. Aka you're beating on a dummy essentially.
Using only at-wills from stealth to attack, so you don't break stealth. Using the feat that restores stealth meter on dodge rolls.
building your TR around stealth. using shadow strike, clone ability, these abilites will only be used in stealth, to refill stealth meter while not breaking stealth. daily power; lurkers assault.
when all these abilites are on CD. when you got 3 sec left on the stealth meter run far away so you have room to kite. then the usual dodge, keeping out of circles, Kill the shadow clones.
Kiting untill stealth meter is available, powers off cd.
Comments
I like fighting the Boss not the continuous adds. I do move from room to room when possible, it seems to help but sometimes.. not so much.
You didn't ask a question, you just went on some QQ rant .... 0/10 for wasting my time
It's not the first time. It's been several times and close to 4 hours. I would relate that to waiting for 2 hours fora pizza to show up, going to the DMV, or getting a tooth pulled. This needs to be dealt with. As for the adds, it's a group encounter deal with it.
I don't like wasting my time. So I guess the dev's would say don't explore our game with a great experience in a dungeon party ... in this case, find your enjoyment elsewhere? Or, we are currently working on a fix for that.
Massive Multiplayer Online ..... multiplayer, no just go solo so you don't waste your time! Farm badges for gear ...
i agree on the player leaves 100% - if players leave irght at the beginning they seem to be automaticaly replaced, why cant this happen at later levels? or at least make it possible to invite people...
You are an idiot!!
Seriously dude, read the **** post. I said Quest bosses, not Raid!!
Pretty much this. Right when you go in the door it says, "You may not be able to complete this dungeon without a full party."
The adds are there to make sure every member of the group is engaged and has a job to perform.
80% of the game is designed to be solo-friendly. Not the delves.
Okay - this thread is NOT about DUNGEONS.
It's about SOLO QESTS.
SOLO QUESTS are DESIGNED TO BE PLAYED SOLO.
I agree with the OP. Solo quest bosses can be a helluva challenge. My highest-ranked is a level 38 Cleric... here's how I have managed to go to this point...
At around level 18 I finally purchased a "tank" Companion (Note: in the Z-Store this is the Baleb Dhur, in game this is the Sword Fighter - I forget his name) - they both do pretty much the same thing: keep the Boss (and usually the highest HP hulk in a mob) busy. This allows you to focus a bit on any adds or lesser HP mobs.
I just finished the Big Boss at Helm's Hold. As my tank Companion kept the Boss occupied I was able to handle (mostly) the Adds and knock them back, etc. in between throwing everything I've got at the Boss - but also was able to get Combat advantage, too because boss was focussed on companion.
Don't get me wrong - it was still a pot-guzzler (more or less) - but after whacking the fourth or fifth Added mob I looked around and the Boss was *gone*. My Companion actually defeated the Boos while I wan't looking. LOL (this is the first and likely last time THAT will ever happen).
My main point is: Boss fights got a LOT easier as soon as I sent my black panther running and hired on a tank companion in its stead. But in short: I agree: Boss room adds is sometimes ridiculous, if not the sheer number, the far-too-quickly respawn timers on them.
Just my too sense, everyone else's mileage will vary.
Not sure about the rogue but if your having issues on the cleric your doing something very wrong. Cleric is sooo easy and imo OP at the moment. Look at the master builds list and check out the one that says (Tank cleric) or something similar.
This guy is tanking and healing at the same time and the entire group stays near full the entire time. My cleric is 32 following a similar build setup and having 0 issues, and 0 deaths so far.
rogue is terribly OP solo as well, pretty sure this is a code 18
For daily use lurkers assualt and whirlwind of blades. You should priority lurkers on bosses but some of em have to many adds so sometime it's better to waste it on whilwind to clear em out fast.
I have solo everything up to 55 and it has been quite easy actualy. Very few of the bosses has given me problems with that setup. There are times where i almost died but it's rare. And don't be shy with the pots. You don't need gold in this game so go wild with em.
Well duh? There's no raids yet.
Rogues have a ton of options.
In detail this time I use lurk/stealth to drop hard onto the boss right away, then drop bait & switch on the adds to distract them, finish off the boss. Getting close to 45 and still so far most bosses are at 1/3 or 1/4 health after the combo: warp behind, stealth, lurk, lashing, at-will beat-down, bait and switch out when lurk wears off, thrown attack until out of shots, .... by this time you have (at my level) hit the poor thing for 50k or something and at most suffered minor damage (less than 50%) from an aoe bomb or 2 that got you in stealth mode. From there kite/heal, repeat (without lurk but with stealth again) until everything is dead.
Note that in a few rare instances the boss boss is melee and has caster adds. Those MUST die first at higher levels, and the approach is similar, lurk and assassinate them one by one. Caster bosses with caster adds are just rough, only seen that so far in foundry though.
True, there are many adds in boss fights in general, both quest line and dungeon. But just because it's not easy or beatable on the first try does not mean it's 'out of hand'. Change your strategy, find a way to win instead of asking for something to be changed so you can win.
You know this thing called stealth? yeah it can be abused.
as long as you're stealthed, mobs will not attack you. Aka you're beating on a dummy essentially.
Using only at-wills from stealth to attack, so you don't break stealth. Using the feat that restores stealth meter on dodge rolls.
building your TR around stealth. using shadow strike, clone ability, these abilites will only be used in stealth, to refill stealth meter while not breaking stealth. daily power; lurkers assault.
when all these abilites are on CD. when you got 3 sec left on the stealth meter run far away so you have room to kite. then the usual dodge, keeping out of circles, Kill the shadow clones.
Kiting untill stealth meter is available, powers off cd.
rinse repeat. took me 30mins.