Hello,
Yesterday i had my first run in Epic Frozen Heart - in PUG. That was not easy but still fun, and what is most important - my PUG managed to finish this dungeon at my first run. Of course everyone died couple times, had couple wipes, but its normal thing. Problem is ... we wasnt able to finish fight. What i do mean...
In final Fight we used pretty typical tactics, TR on Boss, GF kite adds etc, so after short time chamber was filled with adds "nascar running" after GF. When Boss finally fallen group focused at finishing adds and.. that was just impossible. For very very long time we were trying to melt them down (only one CW in group) just to realise that adds still spawn like crazy - AFTER death of main boss. In effect we were not abble to open loot chest - thats impossible when toon do have aggro of any moob. After really long fight we came to conclusion its impossible to win, i dont know, maybe my PUG hadnt enought dps, almost each killed mob was at once replaced by fresh spawned, in effect no matter how long and hard we were fighting chamber was still crowded by adds.
It is normal ? I mean - it is supposed to be like this, to have crazy adds spawn AFTER defeating final boss ? How to win this battle in "right" way ? Do adds stop spawn at all ?
We did only one possible thing for us - we pulled ALL mobs outside chamber WITHOUT killing any. Then somebody get killed and respawned inside chamber. If it was empty (if we killed no any adds so none spawned in chamber) such player had no any aggro and could open the chest, then return to grup to help keep mobs there and next person get killed to open chest. Pretty strange tactics but we tried many other things and nothing worked. Just to add - whole dungeon tok us almost 3 hours (finished at 5 am !) and this add fight alone tok us more than hour. Of course i had to wake up to work today, but didnt wanted leave group without cleric.. had no idea it can be SO long.
Still i see that as good run, PUG managed to fight throught all dungeon, and i got my T2 set piece at my first run
Just dont know how to finish this fight in "right" way.
Comments
Be carefull, no one knows if that is exploit or not but since it is there since day one we can safely assume it is intended. or else you face thesame problem all over again.
your second option where one will kite the adds and bring it outside works too, done that on my first pug run ages ago and someone will replace him for the aggro for him to get the box.
So you see, wiping out is much easier....
In the case of FH endboss, the adds are bugged and constantly respawn without any futher bosses to travel to, so there is no other reasonable option than to wipe.
Whoever would design a dungeon where the waves of adds won't stop to spawn after the boss is dead and forcing players to die and call this "intended" should look for another job. That's clearly a bug that never got adressed. It is annoying and should be fixed. If boss dies every spawning waves should end. Remaining adds then could be just killed.
Also on Spider map at first boss you have very often the same bug. You kill the boss, kill the adds, too, but the Arachnomancers just won't stop spawning. You walk deeper into the map but from behind you get hit by more and more of them. The only possibility here is also to wipe and let it reset. Also quite annoying actually and sure not "intended".
Frankly I'm impressed that you tried to burn them all down. By the end of the boss fight there are an unbelievable number of them.
mY thoughts are exactly how i wish those careFREE Guilds post their FH runs... i'm sure i can spare some popcorns while watching it.
Yea, we were fighting really hard even a bit longer than hour. We all were "fresh" in T2, we simple didnt knew this fight doesnt have sense, so we were trying our best Just some numbers:
- CW in this dungeon did 25 MILIONS dmg
- me as cleric healed 6 Milions HP points (last highest score was 1.7M)
- TR claims he used more than 120 potions in this crazy adds fight alone (and got cheap belt as chest reward)
if all dungeons have final fights bugged like this - for group of fresh lvl60 like we were thats just insane trap. I was sure that we just met some strange "rare" bug...
Yes, we were trying really hard. But they just kept on spawning. The end stats table needs "miles kited" statistics for this fight :cool: Luckily, we figured out the wipe trick ourselves.
@ sigreg
Hi, Venus, your tank is here
Have read that the adds coming at the party from behind (after you've cleared) is a 'feature', not a bug. Usually, if you keep advancing in a timely manor, these adds won't catch up with the party.
If you don't bump arachnomancers they don't respawn.
They don't respawn infinitely. They spawn, because they hit the hard cap on mobs at the map. That's the reason why archers spawn every time after you killed one of them. If you don't kill the archers and stay them alive, they would reach a number of archers on map, that they can't spawn more out. I don't know if it's really a bug but after wipe you 'killed' the mobs alive on the map currently. But their are other mobs in the spawnqueue so that they come as 'wave' after dead boss. They can fix this by killing the spawnqueue of the mobs after boss die and instant disappear the mobs currently on map because of this boss.
The problem of FH mobs isn't that they are strong or immune(golems) but the trolls heal herself after some breaktime of damaging them. So they restore 5650 HP or so per tick up to full hp and that by 10+ trolls is really hardcore if your team don't focus only on few and hit that mob a bit then that and arround but don't kill one full.
It's actually kinda interesting as the way this dungeon is supposed to end is the dwarf NPC throws his hammer into the frozen heart and shatters it (it doesn't disappear, just pulses/changes color). The Frozen Heart is directly above where Hriminir is standing on the "ceiling" which is actually the rib cage of the giant (forget his name lol-lore)who's axe you walk across to reach FH to begin with.
a common method of doing this fight is wiping after the boss dies (don't forget to loot your seals) and then staying dead while the adds kill off the NPC dwarf that you rescue earlier in the dungeon. then most adds will despawn except a few. 1 person res's and gathers all of these adds together and then wipes again (/killme is fastest, you don't want more adds to spawn). then the last remaining adds will despawn and the dungeon is clear for you to all res and loot.
Golems took longest to stop spawning.
It is extremely annoying though. However welcome to T2's. They're a lot more fun than T1's in my opinion but they can take a while on the bosses and sometimes it's purely because of the add fests.
Frozen Heart works best if you have a GF kite the adds away from the boss and then when the boss dies have him drag them out of the room so everybody can claim their chest. When people finish grabbing their chest have them go and peel the adds off the GF as best as possible so he can get his chest and then have everybody leave the party (don't bother clicking the node)
It's annoying and tedious but this is the only dungeon which continues to spawn adds after the fight is over. Some of the other ones all of the adds instantly despawn, other fights some of but not all of the adds despawn after the boss dies and other ones it seems like the adds are expected to be burned down in which case I, like most players, take my hands of the keyboard and wait for 30 seconds.
T2's are fun but I agree the fight should be over (or near over) after the boss dies. I don't mind a handful staying (such as in Spellplague Caverns) but fights like the Hand of Magera are too much effort to burn down the adds and Frozen Heart is in a league of it's own for endlessly spawning adds (in ever boss and mini boss fight sometimes).
I suddenly wish I had the ability to kill him myself.
You need a tank or DC for Hrimnir, who kites all adds in the room solo. The boss needs to stay add-free, so the other 4 have enough time burning him.
It helps to kill archers whenever possible, so the kiting player doesn't get oneshot.
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