Neverwinter where is cragmire crypt




















Mechanically, he does 3 things. He has a ranged AoE attack, an AoE attack centered around himself and he spawns waves of adds. It is important to use AoE to deal with the adds, whilst nuking him down. His attacks are telegraphed, making them easy to dodge or block and if you have a decent healer, it might be advisable for the tank to stand close and block rather then dodge as it keeps the fight more stable. Your CW can optionally use Ray of Enfeeblement here as one of his skills, to accelerate the killing of the boss.

If you have a devotion pally and a GF, the party is safe from the red through the protection of Shield of Faith and KV. If your party is really struggling, I recommend pulling Kallos back a bit to the sarcophagus in the middle of the room and then use it as a line of sight block to play cat and mouse with him. There are 2 ways of doing this, so I will list them both. The first, if you are not very confident in your groups capability, is to have the party wait outside the corridor in the previous room around the corner, then have the tank pull them back 1 room.

This is effective as it groups them all up as they come down the corridor whilst allowing you to space out and lets you nuke them all at once, rather then fighting them spaced out. It makes it easy for you to get away from their AoE and concentrates their AoE in a small space. The second option is to dive right into the room and fight them where they stand. It is more messy and less safe, but if you want to beat Traven, you will want to be able to dive right in anyhow.

The stuns and prones can easily wipe a party and are far more dangerous then the damage that the group is dealing. Fortunately, all of these mechanics are telegraphed and if you see a red circle, you know you should be getting out, or, if you are a tank, blocking. This fight is very technical when you are playing it safe. I have broken it down a bit to make it a bit more understandable and user friendly. This means that before you get him to either of those 2 stages, you want to make sure your party is in a stable position.

As the fight goes on, he will occasionally spawn in some random monsters composed in groups of Cut-Throats and Archers, as indicated on the image bellow:.

Green is where the Cut-Throats spawn, Red is where the Archers spawn. One or two players should spend some of their time add clearing these, with a third some times jumping in. The first is a teleport skill, where he teleports behind you and then does a slow, telegraphed melee attack. It is rather hard to get a screenshot of the exact moment of the teleport, but that is more or less what the attack looks like. The attack is dodgeable and it hits for a very large amount, if you see him pop up behind you, you definitely want to move.

Once again, this is telegraphed with a red cone being placed on the ground. This attack is a nightmare to dodge, it has almost no forewarning, so look out. This attack is not very well telegraphed, although you can predict it if you watch the visuals. The melee and tank will have to be alert for this attack, especially the tank, as a tank being proned at an inopportune moment will wipe the party. The 4th and 5th attack both get their own section, as they play an integral role in the strategy for beating this dungeon.

The red circle placed by the targeting of a player by Traven when using his fire bomb. Warning: Using this keg makes a potentially unstable pirate dangle from the chandelier, proceed with caution. Bloodbath is a Trickster Rogue ability that hits 6 times. After pulling the keg, Traven takes more damage for a brief period of time, but also hits a whole lot harder.

It is recommended to not pull the keg if the party is in an unstable situation, as you will more then likely wipe. Due to this, it is best to pull the keg a little early sometimes if you are in a good position, as you can get in extra DPS and not be forced to pull it later when things are a bit shaky.

What you do is you have 1 ranged character attack the boss from a distance when entering the arena. This will aggro him to the ranged character and have him throw his first fire bomb on the ranged character, having it be placed on the bottom right, which is by the door where you enter. You want to always stand on the outer edge of a red circle together, moving from right to left, then up and left to right, in a zigzag pattern, so that his fire bombs land close together and you can sustain the fight as long as possible without popping the keg.

Unfortunately, your instance of eCC will not come with those included. With his near lethal dash attacks, oceans of minions, and the small size of the battle area, your healers will have their work cut out for them.

Use your tanks to keep Traven busy, while your controllers take care of his minions. Dedicate a damage-dealer to stay on Traven, but also have one available to assist the controller in managing the large number of minions. Execute this and victory will be yours.

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Cookie Notice Our site uses cookies to improve your browsing experience and to strengthen the services of the website. The second boss or should I say bosses have appeared and they're stealing your loot!

Teach them a lesson about trying to take your rightful treasure and take theirs! Make sure to grab the magic sword they were arguing about before exiting the room. The first left, before the gate, will lead to an extra room with a treasure chest inside. After the gate and closer to the barrier will be paths to the right and left.

Take the right path first and it will lead your party to another rest zone. If your party decides to follow the hallway behind the campfire, they will wind up fighting the optional bonus boss: the Daughter of Lolth.

Open all of the nearby chests and exit the gate to return to the campfire. Go into the alcove opposite of the hallway and activate a skull sitting on a bookshelf. A shadow gate will activate that your party will need to enter before the magical barrier will dissipate.

The shadow gate teleports your party to another area of the crypts that you must escape. The final obstacle before returning to the barrier's hallway is a tiny bridge over a spike pit. Make sure that you don't accidentally use a skill that could lead you to falling into the pit while attacking the enemy.

Try to fight the enemy on the sides so he isn't standing on the bridge for the battle. Continue after defeating the enemy and proceed down the stairs that were previously blocked by the barrier. Your party can still take a right if they need to rest at the campfire as needed. Only a couple more rooms remain in the crypts. Just fight through a few more enemies and cross another spike bridge and you will finally reach the boss room.



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