Greetings Adventurers!
The Well of Dragons beckons you! This is the second and final part to the Tyranny of Dragons campaign, leading up to an epic conclusion where you will confront the five-headed Dragon Queen, Tiamat!
Overview
The Cult of the Dragon and their Thayan Red Wizard allies have gathered in an ancient dragon graveyard known as the Well of Dragons. They have raised the massive Temple of Tiamat as part of their ritual to summon forth the dragon goddess herself, all the while preparing offerings of treasure and sacrifices to her. Meanwhile, your allies from part one of the Tyranny of Dragons campaign have gathered a small force consisting of several other familiar faces in order to combat this threat. Fans of the Forgotten Realms will be glad to see
Elminster at their side, and those who are familiar with Neverwinter Nights may recognize a particularly accident-prone elven cleric named
Linu La’neral.
The Well of Dragons can be reached by accepting the quest, "The Return of Tiamat," from Sergeant Knox. This quest becomes available after reaching level 60 and achieving a Gear Score of at least 10,000.
The Well of Dragons consists of several areas and contains many new daily quests:
- The Thayan Encampment is protected by Red Wizards and their lackeys, including devilish fiends they have summoned from the Nine Hells. You may also find their hidden Thayan Magical Shelter, and discover what mysteries it holds.
- The Cult of the Dragon has also set up a large camp in the Well of Dragons, where they muster their forces for battle and carry out nefarious plots. Nearby, in the Cult Prison, they hold innocent prisoners they have captured from neighboring lands as they prepare them for sacrifice to their evil goddess.
- Meanwhile, in the Boneyard, the cultists work with the Thayans to prepare dragon bones to be used in the alchemical creation of nasty drakes. Cult alchemists create these drakes and train them in the underground Drake Pens, preparing to unleash them on the world under Tiamat’s reign.
Work with
Elminster Aumar,
Linu La’neral, and the returning representatives of the five factions of the Sword Coast, in addition to old faces like
Merrisara Winterwhite of the Iliyanbruen elves, and new allies like
Sandesyl Morgia, a vampire former member of the Cult of the Dragon. Unlikely heroes and allies unite to face one of the biggest threats Neverwinter has ever known!
Comments
We need feedback to tune the quests in this area to be as fun and rewarding as possible. Below, we provide instructions on how to provide clear and concise feedback. Please follow these instructions, as they will improve our ability to sort and act on your feedback.
Type: Bug/Feedback (Choose only one, and please use bold text)
Class: (Enter the class that you played as during your testing here, and again, please make this bold)
If you are listing it as a bug, please put your feedback text in RED; if you are listing it as feedback, please use BLUE.
Try to be as concise as you can with your feedback, and if you can include one or two appropriate screenshots with your post, that will be extremely helpful.
Examples:
Bug: Trickster Rogue
I dodged an ice troll in Daledrop Vale, and got stuck between the wall of a ruined house and the rock face. I couldn't get out: [screenshot]
Feedback: Hunter Ranger
The quest "Atonement" takes twice as long as any of the other quests. It feels like I have to pick up too many idols.
Special note!
Adding the location coordinates to your feedback will help us find where issues occur much more quickly. Try using the /loc command to get your in-game location.
These issues will be fixed in a future patch.
Notable Changes:
TBD
I must see this.
i think it needs to have some more wind effects (even sandstorm on some parts)
This is from the perspective of solo-play. The most fun I've had with Heroic Encounters was during the Siege of Neverwinter, because there was (1) focus and (2) no waiting. When I would enter the siege zone, I knew that if I headed to the one or two HEs then I would find people to join.
In Icewind Dale and now Well of Dragons, there is no focus. When there are 8-10 Heroic Encounters up, there's no way to immediately know where to find others to join. Drop-in co-op play becomes more of a hassle.
Tyranny of Dragons Heroic Encounters have great focus, but the waiting is horrible.
[Combat (Self)] Black Dragonclaw deals 31672 (21238) Physical Damage to you with Acidic Stab.
This is a problem as this is insta death to anyone please fix the damage on the low end mobs in HE's
He deals 21k damage but you were debuffed to take 50% more.
For high end HE, this kind of damage isn't unheard of. Take IWD, where Deathlock Wights will 1-2 shot you with ranged projectiles.
Non-HE empowered Black Dragonclaw (which is what you are showing, normal ones don't deal that kind of damage) also tend to hit for 9-13k, so it isn't unreasonable for a HE version to hit for a bit more.
I like it being much more open, like IWD maps too.
The final boss has too many attack which hit very hard. The hits that did lands on my character were doing north of 20K in damage. I did it with a 14Kgs Trapper HR. I had to be way too much Dodging and using Forest Ghost to recovery from a stray Boss hit and all of the Drake adds. I think it's going to be a bit too hard for lower geared and lesser skilled players.
There's a hole in the invisible wall near the Scouting Point near where I'm at. It allows one to roam the large section of the map but unable to climb back out. Nice place for a picnic.
Neverwinter Wonderland
Neverwinter Wet & Wild
Neverwinter 2nd Anniversary Montage
Neverwinter Anniversary Montage
Protector's Jubilee Speech
Oh the Carnage
I was not debuffed. This is the problem as this only a 2-3 man HE how can anyone complete one if they get 2 shot. Also their lvl was still only 61 and not 62. How is that reasonable when I cannot even attempt it these are also the low end mobs how is it they can do more damage than white dragon disciples or green ones on what looks like a regular attack its not telegraphed. Any hit that hurts should be telegraphed this one is not at all it just looks like another regular attack from one.
Bug: Cover the night
doesn't give any reward once finish the bosss is killed and that's all nothing appear
Liking what I see so far, but the bone golems in this map (esp in HEs) have way too many interrupt attacks which are often chained, like 4/5 attacks interrupt you. This it makes very difficult to use your rotations effectively and punishes classes with a lower DPS output.
(FYI I was DC, Righteous (DPS) path with decent gear/stats. The reliance on having to stop and build divinity/ and casting encounters and spamming at wills made this fight particularly annoying and long.)
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
Also going back to the more traditional campaign model for 60s is an infinite plus. We'll finally be able to buy campaign boosters and stockpile quests which makes work with ALTs that much easier. Gone are the days in which you had to wait for Dragon HEs to complete the dailies and the campaign. We have been heard and I deeply thank you!
Most 60s will probably complete the campaign through the Well of Dragons now and free the original adventure zones for the lowbies, which is another thing I like.
Bug: Quest: Reclaiming the Hoard
I can't seems to find any Hoard Coffers. They don't drop from enemies.
agreed
pls give well of dragons its own soundtrack
This is regarding Black Dragonclaw Acid attacks on preview, and I believe the same issue appleis to and Assassin Drake acid attacks also. They aren't a problem in solo content, but they seem to be notorous in Heroic Encounters in Dragon Well (and currently in epic Lostmauth) in putting huge debuffs on the player.
From what I have observed with ACT parse the attack makes the player take more damage from all sources over the duration. That's fine, but when these attack stack (often from multiple sources) they hugely increase the damage taken by the player.
For example, I generally have about 50% DR, so incoming damage has 50% effectiveness. When attacked by a pack of Black Dragonclaws/assasin drakes in particular, this immediately goes up to 150% effectiveness. On the live shard 300 or even 500+% effectiveness have been observed. This turn a normal regular hit into something much more lethal and makes a joke of the damage resistance stat.
My proposals:
Either put a max debuff amount (eg 150% effectiveness) or limit the number of stacks that can be applied at once (eg up to 3 from all sources). Currently the stacking does something strange with the numbers.
Also, not all Heroic Encounters seem to spawn/despawn mobs correctly, but I'm guessing they are incomplete at the moment.
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
Makes the quests far too annoying rather than enjoyable. Having to spend more than half an hour for a daily quest is not acceptable.
Lesson in Infiltration- collecting 15 cloaks is really high, especially when more that a few players are looking for cloaks. Not enough wizards to get them, and not every kill drops one. Description says you can collect these at campsites but I have not found one around, even if I can see others doing it.
Suggestion: 5 cloaks and/or have stashes at camps that everyone can interact with
Likewise killing 12 torturers- there's plenty of them, but not when every player wants to kill 12. Suggestion: 6 torturers
Fetch quest- People can ninja each other's objectives. Sometimes bones are hidden after you dug it out and the wolf won't interact with it.
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
^This. Even when there are no players around, it takes a while to kill those torturers. They're also surrounded with mobs so it's actually kill 12 mob packs rather then kill 12 torturers.
The dailies take waaay too long. I can just imagine with more players around. I doubt i will even do them if it goes live like this. Shorten the time needed to finish this and i think it will be fine.
The daily "Fetch Quest" from Merrisara Winterwhite is horrible. The spirit dog can be outrun by glaciers and has terrible pathing. Give players a magic whistle to summon the spirit dog to their location.
Bug: Fetch Quest
When you finally find a spot to dig, if you get interrupted, the node breaks. You don't get the bone, and you can't interact with the spot anymore.
Feedback: A Lesson in Infiltration
The daily "A Lesson in Infiltration" requires too many Thayan Wizard costumes. It currently requires 15. The searchable bags are so rare and respawn so slowly that I finished the quest with 4 found costumes, and 11 from killing wizards. Killing 11 wizard packs is tedious and the packs also respawn slowly.
And many ppls still waiting new pvp content...
Layout: works very well. Single map with quest origins at the hub, not entrance, makes it easy to maneuver.
Overall, I think you've finally found a good balance between random encounters and HEs. It's a good hybrid of DR and IWD
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF