The adds are just insane, It's impossible for me as cleric to stay alive at 8640GS
Running Sun burst, Forgemasters, and Astral shield + Flamestrike / hallowed ground.
It seems like you're forced to either have 2 CW's so you can chain singularity, or 2 clerics to stack astral shield which makes the fight so easy you don't even have to move and no one ever pops a single Pot.
If you don't have one of these, you're just screwed completely, at least in the PuGs I've had.
Sorry if I'm completely wrong, if there is a "legitimate" strategy, possible with any class combination, I'd love to know.
Since your obviously perfect strategy isn't working, you should probably try something completely crazy and mind blowing. Like, killing the (very squishy and generally useless) adds.
Sounds like your not running around with a GWF or he'd be taking all the aggro off of you. :rolleyes::rolleyes::rolleyes::rolleyes:
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filcMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
I did Pirate King with usual setup (DC+Tank+DPS) and the trick is to avoid the adds. Swap Forgemaster for Chains of Blazing Light so you can get some distance between you and mobs. Astral Shield is enough for healing. And run in circle (inside AS) so the enemy block each other (collisions). On the end all the mobs were on me, but we did it.
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filcMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I did all dungeons (except castle) with balanced group with just me as healer + tank and dps.
You're problem is you're thinking "tank + healer + DPS" is the correct group comp. With the way things are right now it's "CW + Healer + DPS."
A good CW will do more to keep you, and everyone else, alive than a GF will. Although the CW has to be a CONTROL wizard, not DPS.
As for Pirate specifically, make sure people kill the shades at 75% and 25% health and anything ranged. The rest of the mobs you should be able to kite.
Comments
In my opinion, its actually too easy.
I did all dungeons (except castle) with balanced group with just me as healer + tank and dps.
You're problem is you're thinking "tank + healer + DPS" is the correct group comp. With the way things are right now it's "CW + Healer + DPS."
A good CW will do more to keep you, and everyone else, alive than a GF will. Although the CW has to be a CONTROL wizard, not DPS.
As for Pirate specifically, make sure people kill the shades at 75% and 25% health and anything ranged. The rest of the mobs you should be able to kite.