So for the past 2 months our merry party of a unique class set up (meaning 1 of each class) made our way through the levelling and T2 dungeons legitimately and geared accordingly.
Cleared CN 3/4, and finally arrived on Draco.
Stressing that this is a 1 cw party, has anyone come across any Draco kill vids with a similar setup. Preferably not a dated video where spawns are different. And not one where mobs are bumped off the platform.
I'd hate to think we'd have to resort to a 2-3 cw party set up or exploit just to get a kill.
Don't have any video, but what is your tank doing?
I would image that the tank and everyone else should be on adds with the Trickster rogue on boss. Alternatively the GWF could be on draco and the TR equipped with smoke bomb on adds. Basically the only person I think that shouldn't tank Draco is the tank (GF).
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
I doubt you can do it "legit" (i.e. without repelling) without 3 CWs. Might be doable with 2, but it will be exceedingly hard and you will have to have 2 of the best CWs in the game, and a team to fit them. There's not another class in the game able to AoE CC that many adds.
I doubt you can do it "legit" (i.e. without repelling) without 3 CWs. Might be doable with 2, but it will be exceedingly hard and you will have to have 2 of the best CWs in the game, and a team to fit them. There's not another class in the game able to AoE CC that many adds.
Our lot also does ToS with 1 CW without difficulty, on our first 2 tries maybe a bit, but a cinch after. So was thinking maybe I was overlooking an angle or something.
After spending a number of hours without being able to get to the ghost hands phase, I called off the attempts because there wasn't much of a breakthrough.
Searched through guides and videos, they all either involved exploits or included multiple CWs. The way multiple CWs synergize in NWN dungeons should be called an exploit as well, not in the conventional sense but by how much easier content becomes.
Already tried gradual kiting with icy terrain hoping to wear them down, instead of tanking them head on.
But charging mobs put a dent in our plans. Proposed shifting closer to the mobs hoping to avoid the charge trigger range, didn't work out either. But sooner or later we're overwhelmed by numbers anyway.
So quoting your post, I was afraid that would be the case. Was hoping to be proven wrong by someone with footage.
Our lot also does ToS with 1 CW without difficulty, on our first 2 tries maybe a bit, but a cinch after. So was thinking maybe I was overlooking an angle or something.
Solo CW on ToS is nothing compared to Draco CN, even pre-patch CN (which could be solo controlled by a strong CW).
The way multiple CWs synergize in NWN dungeons should be called an exploit as well, not in the conventional sense but by how much easier content becomes.
The problem is that the content was designed from scratch in mind with either massive, close to 100%, uptime from either aoe control or aoe mitigation/healing. Over time, the designers have forced a reduction in uptime for both of those things, starting with aoe mitigation/healing (because it turned everyone into tanks and trivialized the content as it scaled up) and increasingly, and continuing into Module 2, with aoe control uptime.
HOWEVER, the content has not been changed. In fact, if anything, the hardest content has been made explicitly harder by both design changes, especially in the case of the silently redesigned CN, and exploit fixes (everywhere). So, how do you complete the content as that uptime is strongly whittled away?
It can mean having to stack classes with these qualities. Twice as much of a little bit is better than nothing! DC's and other classes, e.g. GWFs, do not stack as effectively, nor as efficiently (from time-perspective) as CWs. So, what was predicted by many players as they watched all these changes hit, is that CW stacking would become increasingly common. Lo and behold, it is not unusual now to see 3 CWs in some dungeons. Module 2 will likely entrench this and probably make it worse due to already announced large AP nerfs to CWs when maximal aoe control uptime is required.
It's just how it is. Malabog and, I assume, the new Dread Ring dungeon give a hint that the designers finally understood the problems they themselves created, since they are not so dependent on huge uptimes for control. Unfortunately, progression through the games content has also been deliberately greatly slowed. So, much of the playerbase spends a ton of time in older control-dependent content or, in the case of CN for already geared players, the most lucrative content. Hence, stacking persists because it is either required or highly efficient in some circumstances...
Comments
I would image that the tank and everyone else should be on adds with the Trickster rogue on boss. Alternatively the GWF could be on draco and the TR equipped with smoke bomb on adds. Basically the only person I think that shouldn't tank Draco is the tank (GF).
Our lot also does ToS with 1 CW without difficulty, on our first 2 tries maybe a bit, but a cinch after. So was thinking maybe I was overlooking an angle or something.
After spending a number of hours without being able to get to the ghost hands phase, I called off the attempts because there wasn't much of a breakthrough.
Searched through guides and videos, they all either involved exploits or included multiple CWs. The way multiple CWs synergize in NWN dungeons should be called an exploit as well, not in the conventional sense but by how much easier content becomes.
Already tried gradual kiting with icy terrain hoping to wear them down, instead of tanking them head on.
But charging mobs put a dent in our plans. Proposed shifting closer to the mobs hoping to avoid the charge trigger range, didn't work out either. But sooner or later we're overwhelmed by numbers anyway.
So quoting your post, I was afraid that would be the case. Was hoping to be proven wrong by someone with footage.
Solo CW on ToS is nothing compared to Draco CN, even pre-patch CN (which could be solo controlled by a strong CW).
The problem is that the content was designed from scratch in mind with either massive, close to 100%, uptime from either aoe control or aoe mitigation/healing. Over time, the designers have forced a reduction in uptime for both of those things, starting with aoe mitigation/healing (because it turned everyone into tanks and trivialized the content as it scaled up) and increasingly, and continuing into Module 2, with aoe control uptime.
HOWEVER, the content has not been changed. In fact, if anything, the hardest content has been made explicitly harder by both design changes, especially in the case of the silently redesigned CN, and exploit fixes (everywhere). So, how do you complete the content as that uptime is strongly whittled away?
It can mean having to stack classes with these qualities. Twice as much of a little bit is better than nothing! DC's and other classes, e.g. GWFs, do not stack as effectively, nor as efficiently (from time-perspective) as CWs. So, what was predicted by many players as they watched all these changes hit, is that CW stacking would become increasingly common. Lo and behold, it is not unusual now to see 3 CWs in some dungeons. Module 2 will likely entrench this and probably make it worse due to already announced large AP nerfs to CWs when maximal aoe control uptime is required.
It's just how it is. Malabog and, I assume, the new Dread Ring dungeon give a hint that the designers finally understood the problems they themselves created, since they are not so dependent on huge uptimes for control. Unfortunately, progression through the games content has also been deliberately greatly slowed. So, much of the playerbase spends a ton of time in older control-dependent content or, in the case of CN for already geared players, the most lucrative content. Hence, stacking persists because it is either required or highly efficient in some circumstances...