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Fulminorax is too hard for PUG

durandurahandurandurahan Member, Neverwinter Beta Users Posts: 0 Arc User
edited September 2013 in PvE Discussion
This last boss is too hard! 3x harder than CN in my opinion. I have tried 7x with PUG party with all members with 12k+ GS and they all failed at last boss!! For myself, I only able to finish this dungeon with my guildmates with everyone having 13-16k GS and teamspeak available.

I know the strategy is quite simple. Attack Valindra as soon as she goes down, use your daily for Valindra only and try to stick all together all the time. But its not that easy. When Valindra is choking you, the dragon will keep attacking and its really bothering. Not only that, sometimes Valindra goes down, summoning adds the moment Fulminorax fly and strike with his thunder. And the hardest part are Valindra's add has too much HP and Fulminorax bite and tail attack can almost kill DC/CW. This dungeon is really impossible for players with min. GS (9200) and PUG party without having res scroll.

And not to mention Fulminorax Bug that can insta kill everyone with his lighting breathe.
Post edited by durandurahan on

Comments

  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2013
    You can do it with a gwf using the right skills to one-shot valindra.

    If it were too easy it would be really boring.
  • durandurahandurandurahan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2013
    diogene0 wrote: »
    You can do it with a gwf using the right skills to one-shot valindra.

    If it were too easy it would be really boring.

    what skill? I have 13k GWF and even with cresendo I only damage her half.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2013
    I think it's slam.
  • durandurahandurandurahan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2013
    diogene0 wrote: »
    I think it's slam.

    Are u kidding me? if slam can one-shot valindra, then it is a bug. and I dont think that bug is exist. You must be mistaken.
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited September 2013
    Are u kidding me? if slam can one-shot valindra, then it is a bug. and I dont think that bug is exist. You must be mistaken.

    If she stand long enough in it, why not? Does it effects her life-drain? Or it's independent of any damage decreasing effects?
  • snoggymack22snoggymack22 Member Posts: 5,508 Arc User
    edited September 2013
    diogene0 wrote: »
    You can do it with a gwf using the right skills to one-shot valindra.

    If it were too easy it would be really boring.

    You're flip flopping between extremes. Talking about a bug/exploit that makes her able to be one-shot. And suggesting if the encounter is tweaked she'll be too easy and it will be boring.

    The complaint is valid. The encounter could use some tweaking so that it is challenging, but not overwhelming, to a group. But it seems like the developers don't have that subtle touch yet, as their design for encounters is all over the map and really overboard on certain mechanics.

    Maybe this will improve with time. But yeah, this whole system could use a lot more feedback between players and developers and the encounters need a lot of work.

    Compare this to other games that have dungeons, dragons, and group oriented combat, and you can see that the encounter design just isn't up to snuff.
    [SIGPIC][/SIGPIC]
  • enderlin50enderlin50 Member Posts: 993 Arc User
    edited September 2013
    Slam interrupts now. It interrupts her casting. Take two GWF with slam and its a lot easier.
    [SIGPIC][/SIGPIC]
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2013
    enderlin50 wrote: »
    Slam interrupts now. It interrupts her casting. Take two GWF with slam and its a lot easier.

    Precisely, she's not immune to everything and it's probably not a bug.
  • kolbe11kolbe11 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited September 2013
    Considering how crappy the drops are and useless 90% of the chest items are, my guild just farms the first 2 bosses and quit as it just is NOT worth the time, effort or pots to fight Fulminorax. No, it is not impossible to finish and we are not an exploiting guild by any means. However, the cost to reward ratio is just NOT there for anyone to bother doing it.

    Side note, I absolutely LOATH immune bosses like Valindra is in this map. Feels both cheap and unrewarding that she cannot be defeated, nor vanished for the entire course of the fight with Fulminorax.
    "It is said that idle hands are the Devil's tools: Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers." -Illiad
  • acidalbatrossacidalbatross Member Posts: 12 Arc User
    edited September 2013
    Summary: The dungeons suffer from using very similar tactics (i.e. spawn many waves of adds at set intervals and at certain Boss HP percentages) and while that may not make for a bad normal dungeon, a lot of the Epic Dungeons (especially Tier 2 dungeons) just seem more frustrating and are a lot more time-consuming because of it. It forces players to use cheap tactics and bug the game, which isn't cool.

    Bottom Line: Balance and improve, give flavor, tweak each Epic Dungeon individually, rather than use some clearly wonky scaling formula to make the dungeons and their creatures more powerful so as to be considered Epic. Give each boss a different tactic than "zerg-rushing" you with spawns - In some Epic Dungeons, the way the spawns attack make them far more dangerous than those in other Epic Dungeons.

    A lot of the Epic Dungeons need some tweaking, but that's all they really need --> tweaking. A few mathematical changes and balancing for certain bosses or entire dungeons would make them far-more viable, challenging hopefully, but not a pain in the rear to go through.

    I recently reported one dungeon in particular that needed a more immediate bit of attention. That would be Epic Temple of the Spider. The dungeon, up until the boss can be challenging to a party and good, cohesive groups can get an extra kick out of it by drawing in larger groups to up the stakes a bit. It demands that you're careful, but doesn't slap the Game Over over your eyes after one mistake.

    The boss there, on the other hand, is a different thing entirely in my experience. It suffers from the problem that most Epic Dungeons do - the sheer amount of adds that keep funneling in, often faster than you can kill them and as they are so numerous and with pretty high HP to boot. Many of them (Blademasters in this case) capable of incredibly high damage AoE attacks, attacks that root you in place etc.

    Simply spawning wave after wave of adds (all of which in Epic dungeons deal a hefty amount of damage per hit) at set intervals, in addition to other waves that pop up as the boss drops under a certain % of HP isn't really interesting. You don't look at those swarms of dual-wielding drow congregating a huge clump of whirling swords and 4 digit numbers in red and say "That's clever.".

    Again, the experience varies with the skill of the players and I myself have only ever been able to beat Temple of the Spider by resorting to underhanded tactics like bugging and exploits, something I'm not a fan of which, but by the end of the Dungeon, you WANT your effort to be rewarded somehow.

    In conclusion - balance the dungeons, give them some individual flavor rather than going with the same tired combination of timed creature spawns, make them challenging, not cheap, make them fun and uniquely challenging - but challenging to your skill, not to the players' ability to break the game, which as we've all seen, they've proven they're more than capable.
  • iergoiergo Member, Neverwinter Beta Users Posts: 107 Bounty Hunter
    edited September 2013
    My Guardian Fighter has 100% chance to interrupt with lunging strike, so there must be something different with the way slam interrupts vs my lunging strike if it is that effective against Valindra. I actually tried saving my lung for when she is choking one of teammates or casting her spawn, I didn't notice any difference. Too hard for PUGs, yes. If I had other similar GS players with me during that fight I'm sure we would of defeated the boss. The spawn's don't even hurt and I can aggro and tank them all (If my teammates can't down first guy quick enough) since I have 6k+ def, 25% deflect and I keep the dragon sideways so it's bugged lightning breath doesn't kill a random teammate.
  • degraafinationdegraafination Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2013
    iergo wrote: »
    My Guardian Fighter has 100% chance to interrupt with lunging strike, so there must be something different with the way slam interrupts vs my lunging strike if it is that effective against Valindra. I actually tried saving my lung for when she is choking one of teammates or casting her spawn, I didn't notice any difference. Too hard for PUGs, yes. If I had other similar GS players with me during that fight I'm sure we would of defeated the boss. The spawn's don't even hurt and I can aggro and tank them all (If my teammates can't down first guy quick enough) since I have 6k+ def, 25% deflect and I keep the dragon sideways so it's bugged lightning breath doesn't kill a random teammate.

    So, I hate to tell you, but Lunging Strike is not an interrupt.

    As someone else said, there's no reason to fight the last boss (unless the GWF needs his off-hand, I think?). The loot is garbage. Just farm the first two.
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  • iergoiergo Member, Neverwinter Beta Users Posts: 107 Bounty Hunter
    edited September 2013
    So, I hate to tell you, but Lunging Strike is not an interrupt.

    As someone else said, there's no reason to fight the last boss (unless the GWF needs his off-hand, I think?). The loot is garbage. Just farm the first two.

    Powerful strike Tactician feat tree.
  • silveralucardsilveralucard Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 410 Bounty Hunter
    edited September 2013
    So, I hate to tell you, but Lunging Strike is not an interrupt.

    As someone else said, there's no reason to fight the last boss (unless the GWF needs his off-hand, I think?). The loot is garbage. Just farm the first two.


    hahah so fun XD to talk something thatyou do not know Xd...


    on topic, will try the double slam too interrupt
    Everything works out in the end . If it hasn't worked out yet, it isn't the end...
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2013
    So, I hate to tell you, but Lunging Strike is not an interrupt.

    As someone else said, there's no reason to fight the last boss (unless the GWF needs his off-hand, I think?). The loot is garbage. Just farm the first two.

    You get ~20 coins from the dragon + the chest. I think it's a good reason to kill it. And you can get another offhand from the dragon + 10k rAD from the chest. There is only two additional fights between the second and the last boss. That's at most 5 mins. That's good reasons to do the fight, it's not impossible, and it will be a lot easier when the bugged lightning aoe will be fixed.

    That's a choice, and it's up to your team to decide what to do, but saying it's worthless isn't true. You don't want to make that effort, that's a better wording imo. If you want your sharandar set or the offhand, that's the way to go, though.
  • trollgretrollgre Member Posts: 297
    edited September 2013
    buy zen ressurection scroll = sure win lol
  • skylher12skylher12 Member Posts: 97 Arc User
    edited September 2013
    Summary: The dungeons suffer from using very similar tactics (i.e. spawn many waves of adds at set intervals and at certain Boss HP percentages) and while that may not make for a bad normal dungeon, a lot of the Epic Dungeons (especially Tier 2 dungeons) just seem more frustrating and are a lot more time-consuming because of it. It forces players to use cheap tactics and bug the game, which isn't cool.

    Bottom Line: Balance and improve, give flavor, tweak each Epic Dungeon individually, rather than use some clearly wonky scaling formula to make the dungeons and their creatures more powerful so as to be considered Epic. Give each boss a different tactic than "zerg-rushing" you with spawns - In some Epic Dungeons, the way the spawns attack make them far more dangerous than those in other Epic Dungeons.

    A lot of the Epic Dungeons need some tweaking, but that's all they really need --> tweaking. A few mathematical changes and balancing for certain bosses or entire dungeons would make them far-more viable, challenging hopefully, but not a pain in the rear to go through.

    I recently reported one dungeon in particular that needed a more immediate bit of attention. That would be Epic Temple of the Spider. The dungeon, up until the boss can be challenging to a party and good, cohesive groups can get an extra kick out of it by drawing in larger groups to up the stakes a bit. It demands that you're careful, but doesn't slap the Game Over over your eyes after one mistake.

    The boss there, on the other hand, is a different thing entirely in my experience. It suffers from the problem that most Epic Dungeons do - the sheer amount of adds that keep funneling in, often faster than you can kill them and as they are so numerous and with pretty high HP to boot. Many of them (Blademasters in this case) capable of incredibly high damage AoE attacks, attacks that root you in place etc.

    Simply spawning wave after wave of adds (all of which in Epic dungeons deal a hefty amount of damage per hit) at set intervals, in addition to other waves that pop up as the boss drops under a certain % of HP isn't really interesting. You don't look at those swarms of dual-wielding drow congregating a huge clump of whirling swords and 4 digit numbers in red and say "That's clever.".

    Again, the experience varies with the skill of the players and I myself have only ever been able to beat Temple of the Spider by resorting to underhanded tactics like bugging and exploits, something I'm not a fan of which, but by the end of the Dungeon, you WANT your effort to be rewarded somehow.

    In conclusion - balance the dungeons, give them some individual flavor rather than going with the same tired combination of timed creature spawns, make them challenging, not cheap, make them fun and uniquely challenging - but challenging to your skill, not to the players' ability to break the game, which as we've all seen, they've proven they're more than capable.




    you shouldn't be even trying to kill the adds in TOS, as they suicide once they heal her, interrupt that heal and the fight is cake... cw's should be using steal time, icy terrain and ice storm to interrupt them.. TR can use smoke bomb to keep them off of them, DC should be using non divine sunburst to assist with the interrupts, GF and GWF can also assist on the interrupts... learn the fight and you wouldnt think it needs revamped
  • acidalbatrossacidalbatross Member Posts: 12 Arc User
    edited September 2013
    skylher12 wrote: »
    you shouldn't be even trying to kill the adds in TOS, as they suicide once they heal her, interrupt that heal and the fight is cake... cw's should be using steal time, icy terrain and ice storm to interrupt them.. TR can use smoke bomb to keep them off of them, DC should be using non divine sunburst to assist with the interrupts, GF and GWF can also assist on the interrupts... learn the fight and you wouldnt think it needs revamped

    As a CW who uses both Icy Terrain and Steal Time a lot, I can tell you as a certainty that it has not once interrupted the way Syndryth syphons HP out of the numerous adds in the arena, short of making the adds that get affected die faster so they don't heal as much, but even then she tends to out-heal it all, because that Syphon of hers has no range and even the Spitting Spiders that are sitting way in the back that haven't been cleaned out yet are helping her heal.

    Perhaps I"m just not seeing something that I should be and I'll probably do the dungeon several more times anyway just to find a non-exploitative way to beat it.

    Sorry for derailing the discussion.
  • nallifnallif Member Posts: 0 Arc User
    edited September 2013
    enderlin50 wrote: »
    Slam interrupts now. It interrupts her casting. Take two GWF with slam and its a lot easier.

    Does Roar also interrupt her?
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited September 2013
    As i see in ToS non-epic the Syn drain the life of her mobs by a suture. Easy to interrupt with all CC-skills, but the Syn(maybe changed in any version) of the epic kill the mobs in a circle. So you maybe have to push them out of them to interrupt this life drain.
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited September 2013
    As a CW who uses both Icy Terrain and Steal Time a lot, I can tell you as a certainty that it has not once interrupted the way Syndryth syphons HP out of the numerous adds in the arena, short of making the adds that get affected die faster so they don't heal as much, but even then she tends to out-heal it all, because that Syphon of hers has no range and even the Spitting Spiders that are sitting way in the back that haven't been cleaned out yet are helping her heal.

    Perhaps I"m just not seeing something that I should be and I'll probably do the dungeon several more times anyway just to find a non-exploitative way to beat it.

    Sorry for derailing the discussion.

    This fight is a DPS check plain and simple, outdamage her healing and you win easily. a single TR with smoke bomb and DC with sunburst can survive, literally forever, without any fear of dying, against all the adds, indefinitely. Though, with only 2 people you lack the DPS to defeat her, the entire encounter lacks the dps to kill anyone as she kills her own adds to heal herself and she herself does very little damage. I have done this in a pug with 3 newbs who kept wiping instantly, on my tr with a non-fail dc, just to show them what they were doing wrong.

    all you need to do is knock the mobs away from the red area's so that they do not explode and kill party who are dumb and just stand in red all day. Smoke or any other daze/cc/etc prevents the blade masters from doing anything for the 5 seconds they are alive before she starts draining them. and without blademasters charging/rooting/aoe dmg there is literally nothing that does anything more than a laughable amount of damage that blue circle easily outpaces.
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited September 2013
    I have tried Temple of the Spider several times, and always, with the final boss, it is a nearly instant wipe, without resorting to "the exploit".

    The Blademasters stay alive much longer than 5 seconds. I tried the Steal Time/stun/repel maneuver with them. They outlasted the stun and weren't yet consumed by the boss and ended up wiping us.

    Those of you who think this final boss is so easy, could you upload a video of this? Particularly from the CW point of view.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2013
    pointsman wrote: »
    I have tried Temple of the Spider several times, and always, with the final boss, it is a nearly instant wipe, without resorting to "the exploit".

    The Blademasters stay alive much longer than 5 seconds. I tried the Steal Time/stun/repel maneuver with them. They outlasted the stun and weren't yet consumed by the boss and ended up wiping us.

    Those of you who think this final boss is so easy, could you upload a video of this? Particularly from the CW point of view.

    Conduit of ice on tab, steal time, shield and ray of enfeeblement for the boss. The only daily you'll use is ice storm, and oppressive force during the first two minutes. The real tanking challenge is the first 15% of the boss, because she won't kill her adds, but during this part, it's up to you, to the cleric and the gwf (or the tank) to share aggro, control, add DR buffs and deal with adds.
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