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T2 Pirate King Strategy!

lyricaecholyricaecho Member Posts: 0 Arc User
edited July 2013 in PvE Discussion
(I apologize ahead of time if this is in the wrong section)

In all honesty, I need help. I have run this dungeon numerous times, different gear scores, different party builds, different spell sets etc. Nothing is working.

If you have beat this dungeon, please lend me your help! (And yes I have watched ALL the Youtube videos on it, but it doesn't give me insight on GS, Powers, or Armor.)

I would greatly appreciate any advice any of you can give me. Info on Armor, Classes etc. Please and thank you!
Post edited by lyricaecho on

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    bcvaporbcvapor Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 285 Bounty Hunter
    edited June 2013
    The Pirate King? He's a boss..have the rogue kill him while the rest of you babysit a dumb number of adds by the mast. The Cleric is the star of the show and the rest of you try to keep him/her alive while the rogue eats the boss in the corner.
    [SIGPIC][/SIGPIC]
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    healhamstahealhamsta Member, Neverwinter Beta Users Posts: 572 Bounty Hunter
    edited June 2013
    Pirateking....you mean the easiest boss?

    1) What class are you?
    2) The general strategy is to have a TR solo the boss, everyone else just kill mobs. DC stays alive.
    3) The "core" classes you need for pirate king is TR and DC. Everything else is just extras.
    Don't even need CW, GWF, or GF.

    2ltr2gn.jpg
    Delve loot murdered my TR, DC, & GWF. Nerf Plox:
    I know that it sucks to no longer get gear to sell from the Dungeon Delve chest but it was truly overpowered.
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    dethcorddethcord Member Posts: 77
    edited June 2013
    In NW the strategy is the same for every boss. It's called "nuke the boss".
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    mageor0lmageor0l Member Posts: 51
    edited June 2013
    If you don't want to do the cheese way (which i won't explain because i don't know if it is considered an exploit), the easiest way is probably:

    1 DC, 2 CW, 2 Roques (or 1 roque+x)

    A good CW can basically permastun all adds in a loop of singularities. (They have to slot ap regen powers like tabbed entangling force). This can be done by 1 wiz if he doesn't make a mistake, but with 2 it is easy like stealing candy from babies.
    While all the mobs are busy getting pushed back and sucked into black holes, 2 roques (or 1 roque+x) can dps the boss down really fast.

    This is probably the easiest and fastest way to deal with the boss.
    You don't really NEED CWs to permastun the adds (you can do 1 Roque on boss, 3 guys killing adds aswell), but i preferi it this way (just smooth sailing)
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    xippinxippin Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    lyricaecho wrote: »
    (I apologize ahead of time if this is in the wrong section)

    In all honesty, I need help. I have run this dungeon numerous times, different gear scores, different party builds, different spell sets etc. Nothing is working.

    If you have beat this dungeon, please lend me your help! (And yes I have watched ALL the Youtube videos on it, but it doesn't give me insight on GS, Powers, or Armor.)

    I would greatly appreciate any advice any of you can give me. Info on Armor, Classes etc. Please and thank you!

    I've done this fight quite a few times on different characters.

    Most people use a TR to tank the boss and everything else deals with adds, which works.

    The group I generally run with consists of the same 5 people, but we have about 17 level 60's between us. So, the compositions I've done it with are below with how we approached it.

    DC (me), TR, CW, CW, CW - simply just let the TR focus the boss while the CW's continuously AoE'd everything down throwing dps on the boss when adds were light/non existant.

    GF (me), CW, CW, DC, TR - I tanked the boss with the TR dps'ing it and whenever adds were up I would charge to them so I was out of range of the boss, use my taunts and focusing on tanking them while the CW's burned them down and continued to tank the boss when it moved over to me.

    GWF (me), CW, CW, CW, DC - I tanked the boss and AoE'd as many adds as I could at the same time while 2 of the CW's focused adds and 1 CW focused boss with me only switching to adds if DC was getting beat up a bit.

    The boss is extremely easy and really only gets out of hand if the adds aren't controlled, that is the strategy to NWO, kill adds. Follow that strategy and you win NWO.
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    teflondon75teflondon75 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    healhamsta wrote: »

    2ltr2gn.jpg

    Did that GWF just lose to a DC in DPS? YIKES!

    I(DC) have done it like a bunch in here already. Myself and one CW in the circle doing a dance while the other three beat up the boss man.
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    dkcandydkcandy Member Posts: 1,555 Bounty Hunter
    edited June 2013
    This instance/boss is so easy.

    I'm a GF and how I do it is:

    I switched to single target DPS: Knight's Challenge, Anvil of Doom, Lung. I keep aggro on the boss, while another DPS assists and everyone else focus's on trash. The DC just kites the trash around while we burn the boss down. Real simple.
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    lyricaecholyricaecho Member Posts: 0 Arc User
    edited June 2013
    Thank you, everyone, so much c:

    Sorry I didn't mention it before - I am a CW. My guild asked that I spec all into Control instead of damage, so my damage is just <font color="orange">HAMSTER</font> (like right only 300K above the healer, OUCH). We were having trouble burning down the Boss, before the adds overwhelmed us. I think it's a damage issue. We aren't controlling/damaging adds quick enough.

    Thank you again!
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    draemorindraemorin Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 80
    edited July 2013
    Umm... the Cleric cannot simply kite the adds around. I've heard this fallacy too many times in both forums and in-game. Some members of the group MUST kill the Archers when they spawn otherwise a Cleric is usually mince meat as the waves of adds grow in number with each successive wave leaving the Cleric full of arrow holes (if the Archers remain unchecked).

    One Rogue on boss... everyone else on adds (DPS'ing the boss when able)... and Cleric doing their healing/support thing.

    Melee classes need to DODGE the Pirate King's frontal cleave attack and ALL of his pre-marked red circle/AoE attacks. Absent astute players, a group won't down this boss (at least not when they're running the level 44'ish version of it).

    I continue to be disappointed in this game in that its dungeons often require the excessive use of healing potions (due to the Cleric class and its dearth of ranged heals).
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    kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited July 2013
    lyricaecho wrote: »
    Thank you, everyone, so much c:

    Sorry I didn't mention it before - I am a CW. My guild asked that I spec all into Control instead of damage, so my damage is just <font color="orange">HAMSTER</font> (like right only 300K above the healer, OUCH). We were having trouble burning down the Boss, before the adds overwhelmed us. I think it's a damage issue. We aren't controlling/damaging adds quick enough.

    Thank you again!

    Your guild need to l2CW, then. With a properly-built CW, your max CC options bring massive AoE DPS too. The fight is easy, criminally so, with a good CW (bear with me, help with that comes later).

    There is no need to engage in lame kiting or anything like it. The DC is not "the star of the show". Post balance patch, they won't be getting very much aggro anyway, if the CW is playing well.

    The fight is add-heavy. However, it's nicely bottled up in an enclosed area. The group beats on the boss. The healer heals. The CW controls the adds. If the adds are getting a little out of hand (even good CWs muff the timing of their rotations sometimes), the DPS can help thin the pack a bit until it's back under control. It's that simple. If you're playing the CW, keep your eyes open- as some archers will spawn a distance away, and plink at your cleric, and you need to hit them, to get their attention.

    Now.. as to how you CW, and amaze your guild with your CC and DPS... I will save typing and point you at this:

    http://nw-forum.perfectworld.com/showthread.php?337592-%28%28T2%29%29-Thaumaturge-SPEC-POWERS-ROLE

    Do this. Marvel at the synergy, enjoy the CC, giggle at the DPS. Be more relaxed and more effective than ever before. Get your whites clean at low temperatures.

    Once you're using a suitable thaum build, run the instance with mastery CoI, Icy Terrain, Steal Time, Shield, and Arcane Singularity as a daily. When you get to the boss, replace CoI with Entangling Force in mastery. You should be able to lock down pretty much all the mobs, all of the time. The gaps between your singularities will barely be long enough to get your other casts in. Your DPS will be high, but your CC will be peerless at the same time.

    With mediocre melee DPS, doing this instance as well-specced CW playing for CC will net you about 12M damage. Doing it with BAMF melee DPS, obviously, you'll do a bit less as they will kill pre-boss trash before you can even throw stuff off the edge, let alone settle into a rotation. However, topping the charts is not the object of the exercise.

    Read copticone's excellent little guide without telling anyone. Amaze your guild with the difference once you have it down.

    Sure, people can do this fight in more complex ways, with half-assed attempts to kite, and what have you, but just letting a good CW go to town makes it crazy fun. If you're not feeling totally confident, you can ask that the other DPS keep an eye out and help when the adds are getting out of hand- something that should be instinct anyway.

    Once you get the hang of it, this is one of the most fun fights for a CW, in my opinion.
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    trollgretrollgre Member Posts: 297
    edited July 2013
    secret to PK is reducing its adds everytime it spawns ghosts and ranged

    gf = lure adds
    cw = adds (must kill ranged)
    tr = boss (if tr dont know how to 1v1 boss you will probably fail)
    gwf = adds

    doable with 4 players
    if you have 2 trs in team they must stop attacking the boss everytime it summons adds
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    frariifrarii Member Posts: 0 Arc User
    edited July 2013
    We 4 manned it 4 days ago without DC...
    Wasnt even hard.
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    silveralucardsilveralucard Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 410 Bounty Hunter
    edited July 2013
    we did it with the guild and me not knowing anything lol as GF i took over the ADDs and protect the DC TR kill the boss and CW and DC hit it as well but my work was to made the agro focus on me while the CW help me to kill it was 2nd in damage board, funny thing is that the into the fray skill was really helpfull cause we were gaining so much AP XD
    Everything works out in the end . If it hasn't worked out yet, it isn't the end...
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    tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2013
    we did it with the guild and me not knowing anything lol as GF i took over the ADDs and protect the DC TR kill the boss and CW and DC hit it as well but my work was to made the agro focus on me while the CW help me to kill it was 2nd in damage board, funny thing is that the into the fray skill was really helpfull cause we were gaining so much AP XD

    Into the Fray is my favorite skill if I'm running with a group of competent players. Otherwise, I have to slot enforced threat and fighters recovery and hope I can control the adds myself.
    RIP Neverwinter 26/06/2014
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    chronomancerchronomancer Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,223
    edited July 2013
    Since people can't cheap this fight anymore by having the cleric stay at the top of the wall the challenge of this fight is adds control. There are several ways about this:

    CW - CC the adds.
    TR - DPS the boss
    GWF - Kite the adds around or hold the adds if you are tank build.
    DC - Keep the party alive. The goal of the party is to keep the adds busy not eating the cleric alive.
    GF - Easiest if you have a tank that holds the attention of most of the adds.

    Actually if you have GF, the GWF and TR can pound on the boss. The faster you kill the boss the less chance you get overwhelmed by adds.

    Biggest threat:

    Archers - They are non-elites and go down fast. But they do a lot of ranged damage esp to your cleric.
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