i like the fight in separate grps as it was intended to be, they should add an enrage to a head when more than 10 people are on the same platform, maybe the heads that are not engage to hit the platform with all people with extra dmg from combined elements... Is kinda silly to have the other heads sitting idle while one takes all the hits
Fancy Zerg! Here is a guide I put together that combines the best tactics I have found from other guides and my experience so far with Tiamat. It is the Zerg method with a few tweaks to optimize time so you can easily finish with time to spare! Biggest trick is communications, I even put some quotes you can copy and paste to put in SAY so players know where to go next.
None of that really matters. If you've landed in a group as I have a few days back, with approx. 1/3rd of the players being DCs who do nothing but run around while holding a lantern in their hand, then nothing's gonna matter,
In the end it comes down to DPS. Have enough people who can really dish out DPS where its requried, then it's all OK. If not, then you're screwed.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
Never heard it called CLERG. Always called it Tactic/ Tactical. I realize that around Mod3 a lot of people went to the 'nuke everything' school of PVE. It will work so I guess that is legitimate But a solid tactical run is just clean. Right now Tiamat and VT are the only places that that approach is superior. Cool your rage not saying that zerg is somehow inferior. It just takes less coordination. If you have a group that knows the plan and sticks to it and communicates a tactical run is a very smoothe, clean run. A lot of players do not have that skill set and the game has taught them that it is unecissary. But if you can develope and communicate a plan in less than a minute then deploy it. If you can modify on demand according to situational circumstance, a tactical run is a well-oiled machine.
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dragoness10Member, NW M9 PlaytestPosts: 780Arc User
edited December 2014
so far had only wins when people do color groups mass Zerg just = LAG.
" I tried to figure out the enigma that was you, and then I realized mastering Wild Magic was easier." - Old Wizard in Waterdeep
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
so far had only wins when people do color groups mass Zerg just = LAG.
yer i do seems to get more disconnects with zerg. i think splerg is probably best.
its just so hard to coordinate which of the 3 each particular instance is going to do. i pray that whatever the end result of this poll is we can all stick to otherwise its a mess
Mathematically speaking, all of them are the same in terms of performance -- unless different player numbers in an area create/deterrs synergy that is so vast and significant as to bring out noticeable results.
Technically speaking, talking about the differences between splitting or zerging,, is basically the same thing as talking about the differences of having the players either surround, or group up at one place, when they are fighting the likes of Merothrax or Vartiligorix or etc etc..
If anything, the time required (= loss in DPS) for people to "mass transit" from one head to the other, would probably simply offset any advantages of zerging (such as maybe everyone in the area benefitting from common buffs/debuffs, etc..), so in all due respect, there are no differences.
The only real difference would be the psychological stuff, placebo, etc.. the illusion of feeling powerful when there are more people gathered around a single head and chopping away HP quickly, which makes you feel strong as well, despite the fact that this is simply offset by other heads receiving 0 damage and thus staying at 100%...
So, to make it short, unless the players can fire off a super-duper mega-laser beam with their collective will, when many of them are gathered around a single head, in terms of [collective DPS vs. collective Tiamat HP], there is no difference between zerging or splitting.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
IF there are high dps dealers AND buffers/debuffers, the synergetic effect more than compensates for the lost time walking from one head to the other.
As it is, I had one functional zerg run and many losses, due to massive lags (DC bug and ppl using it, I curse you) and low dps parties. I prefer CLERG.
i voted for tactics. simply tired of zerging which most of us see as the alphz and omega solution to every dim of the content. when you bring your head down with 5 ppl you feel a bit more satisfied. just an opinion of one who doesn't like pamplon running.
[SIGPIC][/SIGPIC]
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m1nuendMember, Neverwinter Beta UsersPosts: 0Arc User
CLERG for summoners
ZERG for getting dragons down to ~15%
SPLERG for finishing dragons
This is my preference as well.
This does require people to pay attention, though. There does seem to be 5-10 people who go to the three in the middle instead of black or white in the kill phase. It's easier for them to get killed, which means a group DPS loss.
Seems like the only thing that helps counter these 5-10 people is writing in caps lock multiple times for people to go to black or white. In the beginning I thought it was annoying, but now I realize it's necessary xD
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chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited December 2014
ok, here's the though.
ZERG is for idiots. It makes the whole instance a nonsense-based, lagfest.
All you need is one team to not use gems and blue/green and your instance loses - so easy fail mode there
Also in a zerg instance people don't know how to defend clerics because the orgonization is so poor so you can fail that way too.
In other words - zerg is for idiots.
SPLERG is also for idiots. Why? People insist starting at black/white. You should always start blue/green with two strong teams because if you miss a gem, everyone dies! Duh.
CLERG is best. This way there is good orgonization. The cleric phases go well because distribution is proper. No one misses a gem if the groups plan well.
I even changed my guild to "GREEN LEADER" so that people know where to go, who to follow, and how to run this instance.
Now i get that sometimes zerg can save you from an instance of idiots who can't communicate and organize, but in my opinion, if you can't communicate and organize into five groups of five in five minutes, you don't deserve to beat tiamat. Hell, you don't deserve to beat cloak tower. That's just stupid.
Can't heal stupid, can't save stupid, can't teach stupid, stupid is as stupid does. Now get me some of that Bubba Gump Shrimp.
m1nuendMember, Neverwinter Beta UsersPosts: 0Arc User
edited December 2014
I don't get this need to look down on and namecall people who have different preference from oneself. So you prefer split, fair enough. No need to get so upset about it /:
Also, I'm not experiencing more lag in zergs. The times that happens are relatively far between, and last time it has happened has been in split groups.
I also find that a lot of people actually pick red, green or blue gems. Even if they don't you can dodge red and blue. Even if you start killing the white, it doesn't mean you have to take the gem.
How efficient cleric protection is, varies. I've seen good and bad in both zerg and non-zerg.
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited December 2014
http://tinypic.com/view.php?pic=2eebu3b&s=8#.VIggjDGsWnY
FARM linus just walking around doing nothing when i enter tiamat with zerg.THIS is the zerg no tactics no teamwork no cooperation just damage. please cryptic stop zerg.
+ you can change instances when you finish your encounter.
While 5-10 ppl are trying to form groups, there are one or two ppl spamming 'zerg' in chat. The last few times I had a group for black formed, when 3-6 ppl went there and attacked him, too. So who forces who? 20+ ppl forced to play the zerg way.
Next time someone will cry zerg, zerg, zerg, I will tell him, that I will not do it and that I will kill the fkn black dragon, if he tries to force his 'tactic' on me. BTW I have a 20k CW, I can easily do it the normal way and I can do the requiered dps, to deliver on my promise.
As said, of the last 10 'normal' fight 8 worked. Of the last 6 zergs one.
Chars: CW, DC, GF, GWF, HR and TR.
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bajornorbertMember, NW M9 PlaytestPosts: 272Arc User
edited December 2014
A modified SPLERG would be the best/fastest way to beat Tiamat if we weren't forced to play with randoms.
For the summoners & dragon heads, split the 25 ppl into 12-13 ppl teams, go green & blue, then split up & jump down to the 2 neighboring dragon heads, green to black and red, blue to red and white.
During the cleric phase at most 1 team on each side the rest in the middle. The 2 clerics on the side can be defended by 2 competent players, dc + aoe dps (sw/cw) is the best. Also use some kind of repel, if you can't stop the mobs from reaching the clerics. The most important thing during the clerics phase is to stop the mobs from attacking the clerics, because if they get hit, the progress will slow/halt or in the worst case scenario you can even lose progress.
Imo, the most important thing is defending the clerics. Most parties i've seen fail was because the lack of coordination/tactics during the clerics phase. I've even seen CWs singu'ing mobs on top of clerics, that's the worst thing you can do. It's called defend the clerics for a reason. Also, use your gems to protect the cleric, when they are attacked by a dragon head, and use the correct one, using a green gem during a blue attack will not protect anyone. The red circles on the ground have different textures, during the cleric phase, depending on which dragon attacks, so you can tell which gem is the right one to be used. The ground textures are the same as the ones floating around your head (wind for green, flames for red, electricity for blue, snowflakes for white, can't remember the black one).
The heads only need dps, so in low dps instances zerging is the best strategy for heads, if they can comprehend that killing 1 or more heads is a waste if you can't take them all down. For high dps instances pretty much any tactics works, but the split zerging that starts at green and blue is the fastest imo.
Fancy Zerg! Here is a guide I put together that combines the best tactics I have found from other guides and my experience so far with Tiamat. It is the Zerg method with a few tweaks to optimize time so you can easily finish with time to spare! Biggest trick is communications, I even put some quotes you can copy and paste to put in SAY so players know where to go next.
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CLERG for summoners
ZERG for getting dragons down to ~15%
SPLERG for finishing dragons
Defeating Tiamat – Player Guide and Walkthrough
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Play Smarter, Not Harder! ~ Karranor
In the end it comes down to DPS. Have enough people who can really dish out DPS where its requried, then it's all OK. If not, then you're screwed.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
Prefect!!!!;)
its just so hard to coordinate which of the 3 each particular instance is going to do. i pray that whatever the end result of this poll is we can all stick to otherwise its a mess
Technically speaking, talking about the differences between splitting or zerging,, is basically the same thing as talking about the differences of having the players either surround, or group up at one place, when they are fighting the likes of Merothrax or Vartiligorix or etc etc..
If anything, the time required (= loss in DPS) for people to "mass transit" from one head to the other, would probably simply offset any advantages of zerging (such as maybe everyone in the area benefitting from common buffs/debuffs, etc..), so in all due respect, there are no differences.
The only real difference would be the psychological stuff, placebo, etc.. the illusion of feeling powerful when there are more people gathered around a single head and chopping away HP quickly, which makes you feel strong as well, despite the fact that this is simply offset by other heads receiving 0 damage and thus staying at 100%...
So, to make it short, unless the players can fire off a super-duper mega-laser beam with their collective will, when many of them are gathered around a single head, in terms of [collective DPS vs. collective Tiamat HP], there is no difference between zerging or splitting.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
As it is, I had one functional zerg run and many losses, due to massive lags (DC bug and ppl using it, I curse you) and low dps parties. I prefer CLERG.
It is simple and easy to organize..especialy in large group of stranger..
Its focus fire tactics will compensate low dps group.
Lag is issue for me at 1st but i reduce my CPU & GPU graphic setting to the lowest and that solved it all.
This is my preference as well.
This does require people to pay attention, though. There does seem to be 5-10 people who go to the three in the middle instead of black or white in the kill phase. It's easier for them to get killed, which means a group DPS loss.
Seems like the only thing that helps counter these 5-10 people is writing in caps lock multiple times for people to go to black or white. In the beginning I thought it was annoying, but now I realize it's necessary xD
ZERG is for idiots. It makes the whole instance a nonsense-based, lagfest.
All you need is one team to not use gems and blue/green and your instance loses - so easy fail mode there
Also in a zerg instance people don't know how to defend clerics because the orgonization is so poor so you can fail that way too.
In other words - zerg is for idiots.
SPLERG is also for idiots. Why? People insist starting at black/white. You should always start blue/green with two strong teams because if you miss a gem, everyone dies! Duh.
CLERG is best. This way there is good orgonization. The cleric phases go well because distribution is proper. No one misses a gem if the groups plan well.
I even changed my guild to "GREEN LEADER" so that people know where to go, who to follow, and how to run this instance.
Now i get that sometimes zerg can save you from an instance of idiots who can't communicate and organize, but in my opinion, if you can't communicate and organize into five groups of five in five minutes, you don't deserve to beat tiamat. Hell, you don't deserve to beat cloak tower. That's just stupid.
Can't heal stupid, can't save stupid, can't teach stupid, stupid is as stupid does. Now get me some of that Bubba Gump Shrimp.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Also, I'm not experiencing more lag in zergs. The times that happens are relatively far between, and last time it has happened has been in split groups.
I also find that a lot of people actually pick red, green or blue gems. Even if they don't you can dodge red and blue. Even if you start killing the white, it doesn't mean you have to take the gem.
How efficient cleric protection is, varies. I've seen good and bad in both zerg and non-zerg.
FARM linus just walking around doing nothing when i enter tiamat with zerg.THIS is the zerg no tactics no teamwork no cooperation just damage. please cryptic stop zerg.
+ you can change instances when you finish your encounter.
Next time someone will cry zerg, zerg, zerg, I will tell him, that I will not do it and that I will kill the fkn black dragon, if he tries to force his 'tactic' on me. BTW I have a 20k CW, I can easily do it the normal way and I can do the requiered dps, to deliver on my promise.
As said, of the last 10 'normal' fight 8 worked. Of the last 6 zergs one.
For the summoners & dragon heads, split the 25 ppl into 12-13 ppl teams, go green & blue, then split up & jump down to the 2 neighboring dragon heads, green to black and red, blue to red and white.
During the cleric phase at most 1 team on each side the rest in the middle. The 2 clerics on the side can be defended by 2 competent players, dc + aoe dps (sw/cw) is the best. Also use some kind of repel, if you can't stop the mobs from reaching the clerics. The most important thing during the clerics phase is to stop the mobs from attacking the clerics, because if they get hit, the progress will slow/halt or in the worst case scenario you can even lose progress.
Imo, the most important thing is defending the clerics. Most parties i've seen fail was because the lack of coordination/tactics during the clerics phase. I've even seen CWs singu'ing mobs on top of clerics, that's the worst thing you can do. It's called defend the clerics for a reason. Also, use your gems to protect the cleric, when they are attacked by a dragon head, and use the correct one, using a green gem during a blue attack will not protect anyone. The red circles on the ground have different textures, during the cleric phase, depending on which dragon attacks, so you can tell which gem is the right one to be used. The ground textures are the same as the ones floating around your head (wind for green, flames for red, electricity for blue, snowflakes for white, can't remember the black one).
The heads only need dps, so in low dps instances zerging is the best strategy for heads, if they can comprehend that killing 1 or more heads is a waste if you can't take them all down. For high dps instances pretty much any tactics works, but the split zerging that starts at green and blue is the fastest imo.
Very nice writeup karranor. Thanks for sharing.
But will dev do it???:)