5/22 Updated with solo cleric tips as I am now geared enough where I can easily solo heal them.
Unless otherwise noted I run with:
At Wills
Astral Seal
Sacred Flame
Encounters
Sun Burst
Forgemaster's Flame
Astral Shield
Daily
Hallowed Ground
Flame Strike
Current GS is 12.4k and I am enchanted with +Crit, +Power, +Defense, +Movement. I use the blue Ion Stone as my pet.
Dungeon Delve Chests
Chest - Temple of the Spider
Final Boss Tips
Tank her on the outside ring, far enough from ledge not to get knocked in, but close enough to send adds flying. She stops teleporting after a while then becomes a tank and spank. Her adds heal her, but spawn too quickly for DPS to try and kill them. I stand on the edge of the blue circle I drop with her on the other end. Adds should come to you so make it easy for the CW to push off. Fight length depends on your DPS vs her healing.
Helm - Spellplague Caverns
Final Boss Tips
Boss will buff adds if too close to him so Healer and CW pick up adds off DPS (on boss) and toss them off the ledge. Drop Hallowed Ground close enough to boss so DPS get it. Case Healing Word on DPS to peel adds that spawn near them. After each 20% one of the 4 ledges will collapse and lots of adds spawn. Group up and play knock off. Rinse and repeat until the final ledge is gone. For last 20% kite adds around the center platform while DPS finish him off. Boss has a couple eye attacks that are pretty easy to dodge. Only big threat is the Shadow adds that do a push back. Don't get caught between one of them and a ledge.
Arms - Caverns of Karrundax (I done 12 DD runs so far and the Miracle Gloves have evaded me. For my RNG this has been the toughest piece to get)
Final Boss Tips
Phase 1/3 - Kill spawning adds while Karrundax chills on his ledge and breaths fireballs of death. Lots of movement to avoid drake and dragon breaths. Keep Astral Shield on your DPS around the drakes.
Phase 2/4 - Setup Astral Shield outside of his punt radius. Have CW chill with you and CC/AOE the many adds that will come to you. Keep Astal Seal on Karrundax and drop Hallowed Ground close enough to get the DPS. Keeping yourself alive is really what these phases are all about since all the damage is going to be coming to you. Use Divine Forgemaster's Flame when your divine power can handle it on one of the elites near you. Pop sunburst on CD. Dodge the dragons breath attacks (cone death breath and ground fireball) and in phase 4 do your best to dodge the drake breaths. Even with 3 DPS its a long fight, so keep cool and try to get into a rhythm.
Boots - Icespire's Frozen Heart
Final Boss Tips
Can single heal this boss with the kiting strategy. I run Divine Fortune and Healers Lore, with Astral Shield, Healing Word, and Forgemaster's Flame. Your job is to kite the adds around the room while DPS kill the boss and the archers that spawn. Use Healing Word on cooldown, plenty of targets for it in this fight. Drop regular AS on the boss as you run around. Save your Divine charges for Forgemasters to help keep the melee up or a low health team mate with Healing Word. When Hallowed Ground comes up take a quick detour to the boss and drop it. Bring lots of potions because you will need them to stay alive. Expect random deaths from the boss when he does his cone attack. Floor is bugged in here so you can't see where it is targeted, plus your running for your life non stop. Once boss is dead, kite adds out of the room and let people get chest. Once they have it they can come pick up the adds and you can die (don't release until you die) then go get your chest.
Weapon and Offhand set drop in Castle Neverwinter. The AH dropped these for me, hopefully will be killing Dracolich legit to get them soon.
Will update the post as I finish my Miracle Healers Armor set (3/4)
Pheowna
Corruption
Comments
you know whats more sad?
every single boss involves adds. EVERY boss.
can we actually get some mechanics?
You can also stand on the icicle above the entrance, drop AS under yourself to heal if needed and heal a CW who runs under you killing archers. All the mobs will be on you, but can't reach you and archers are killed by CW. Rest of the group just kills the boss (you can also drop FF on the boss now and then if need be, plenty of DP here, cause you can Astral Flame every melee mob and they can't reach you).
I agree with this. Every fight is just CCing or killing adds while 2 DPS focus on boss because the boss doesn't hit hard, and has low defense.. just a whole ton of HP.
The only boss that really has a fight mechanic is the first boss in Frozen Heart, I really enjoy that fight.