What Can Players Expect From the Revamped Spellplague Caverns?

The first players have unlocked Spellplague Caverns this week and more will gradually be able to run the revamped dungeon. So it’s time to look what players can expect with and in latest tier of group content. We collected a few thoughts and comments from those that have been testing Spellplague Caverns on the preview already and compiled the most interesting tidbits. But first, let’s actually look at a run from Youtuber “northside”. It’s fun! Most players we asked about the new dungeon responded that it’s a fun encounter. Some even say it’s the best design to date. Not much reminds you of the old Spellplague days, which were largely about punting adds into the acid. New foes have taken over over the caverns, so it thematically makes sense that the gameplay experience differs. The old hidden/optional boss however is indeed back! If you like secrets, this will please you! The regular bosses feature new unique mechanics that can’t be offset by sheer DPS. Players generally seem to like this approach and that you need to be smart about the boss fights. You don’t go anywhere if you don’t understand the mechanics, but have a pretty easy life if you

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River District Zone Guide: Dig Sites, Heroic Encounters and Demiplanes

We went over the campaign progression on Tuesday and today I’d like to follow up with a guide of the zone mechanics. It’s not extraordinary flashy, but there’s a few hints that are nice to know. Dig Sites As I’ve already predicted on my preview of the River District, the battle between players and the AI about Guard Posts and Dig Sites never transpired on live. It’s just too many players. So on most maps all Dig Sites will be already unlocked when you enter it. This means you most likely won’t need to buy extra maps from Quartermaster Kendricks to open them yourself. It can’t hurt however to have a stock of each with you in case you are going to need them. Simply unlocking the Guard Posts activates an attached Dig Site by the way, you do not actually have to buy any units. Then walk over to the Site Foreman and get yourself a pass to enter. These passes grant access for an hour and then disappear. They do unnecessarily take an inventory spot once completed though and can be discarded in that case. The map dynamics might change once not everyone and their mother is running the

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Illusionist’s Gambit Skirmish Fills in for Underdark Ring Companion Change

On the release day of Module 11: The Cloaked Ascendancy we wrap up our preview coverage with the Illusionist’s Gambit skirmish. We will bring Spellplague Caverns impressions to you guys later in the module as well, but since it’s not going to be available at launch let’s focus on the stuff that you can actually do! Surprises! The setup of the new skirmish is pretty simple. Teams that enter have to fight through groups of randomized mobs or bosses in a randomized environment and face randomized additional challenges. No run will be like another, visually and gameplay-wise. It’s a setup that focuses on variety and fun and not so much on challenge (there’s already a video of a GWF soloing). But it’s a skirmish anyway, it’s not supposed to be super hard. Our advise would still be to do the first runs with a premade team. As you can see in the video of Kali Gold, there’s tons of different stuff going on. Icy floors, flamethrowers, Orcus’ spheres and much more! It’s really fun to go through all the different mechanics, but the effect probably will wear off over time. The devs didn’t limit the innovative design to the arena though. If players die,

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Has Storm Kings Thunder Introduced Another Major Progression Gap?

As you might know the new Module “The Cloaked Ascendancy” will introduce new sets of Weapons that are on the same item level as the Relic ones. It turned out said Weapons would become the first major point of contention in feedback discussions. The thread on the official message board exploded with several users going back and forth about whether it’s a good idea to invalidate Relic Weapons only a mod later. The new Ascended Weapons seem to be much easier to obtain and can be upgraded with old Marks. Combined with set bonuses that could be even better than Relics for some builds, users feel cheated. Is grind only one side of the story? Although Asterdahl delivered a statement to cool down everyone, the heated discussion carried on. I think it’s really the first time that opinions clash on such a big scale about item progression within the community. There have always been those that weren’t satisfied with this and that for various reasons, but that one half of the community breathes a sigh of relief while the other rages in disgust is pretty unique. So where is the tension coming from? The easy answer to this is grind. There are simply users that

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How to Adjust to the Dungeon Key Changes?

With the Dungeon Key Changes the landscape of dungeoneering drastically changed this week. Despite some concerns it looks like players are going to have to live with the system for now. So we might as well try to make the best out of it! Let’s look at how players need to adjust to the changes. What should they do and avoid? Spam your keys! The good news is: Dungeon runs you own keys for received a significant upgrade with more loot. First reports indicate the drop rates are indeed nice and even unbound goods can be had. With the market bound to crash on the involved items it’s best to spam dungeons as long as you have keys. Most VIPs should have piled up on Epic Dungeon Chest at least, but you probably also have campaign ones that you never used due to bad loot. There’s no point saving them any longer. Only run dungeons with keys! After you’ve burnt through your leftover keys, it obviously makes little sense to continue farming. Now it’s no keys, no loot, no run. Do the content you have the corresponding keys for. If you only have the Daily Chest Keys, Temple of the Spider

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Neverwinter Introduces Chest Lockbox System for Dungeons

Welp guys, this is how promising can go over bad to worse in merely two weeks. Despite their rework of the dungeon loot drawing a large number of negative reactions, the devs are rushing the build onto live today. It’s very disappointing because as I wrote the other day I feel they haven’t tackled the core issues. It’s also hard to believe that the strong and encouraging words from Lead Designer Thomas Foss (“We are going to fix this!”) end up in such a lackluster solution. Community Manager Nitocris83 reiterated they are indeed looking into feedback, but it’s easy to see how players are currently feeling mostly ignored. Welcome to Lockbox Wonderland By taking away the ability to peek into chests and not properly compensating for the cost of the invested key, the devs effectively switch to a lockbox system for dungeons. So far players at least could generate additional chests to look into by farming dungeons. With that option gone it only makes sense to run content when you actually have the corresponding keys. It basically means players are going to run dungeons fewer than before. Legendary Dragons are completely dead, because before you gamble on dungeon chest loot, it’s

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Indy: What is good PVE?

Hi NW community, I’m Indy of Look Good Play Good. Today we’re here to talk about a stranger topic than usual, what is good PvE? And what motivates you to continue playing it? I ask this because I have retired from all formats of PvE. I simply cannot find a dungeon or raid that is worth my time and consistent grinding. So what does it take to make a dungeon you not only need to run, as many of the Demogorgon Rings and Castle Never Rings made us feel (pre ambush nerf anyone), but actually want to run? Variety and profit There’s three driving forces between why PvE content is done. First and foremost is profit. I love to hear about those legendary two minute Epic Shores of Tuern runs that can net you 120,000 RAD per hour without factoring any sort of RNG. That dungeon however has been around since Mod4 on Xbox (I don’t have a date for PC, but its safe to say, before April of 2015) and it still stands to be one of the most profitable content to run. Castle Never is a pseudo runner-up because of the Orcus Wand being the Lostmauth Horn of

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Minor Glitches Allow to Reenter Fights in Fangbreaker Island and Other Dungeons

Looks like Hati and Drufi are currently having a harder time than necessary to fend off the evil adventurers on their island. A longer standing collision glitch allows players to reenter fights by relogging at certain locations of the map. Instead of being placed where they’ve left off, players find themselves inside the boss room and can engage again. This is somewhat bizarre, because an earlier bug that allowed luring Drufi outside has been fixed. The opposite direction however isn’t properly sealed off. Collision issues nothing new Collision issues are nothing new to the game. As we’ve reported the early versions of Valindra’s Tower and Malabog’s Castle were affected. The Temple of the Spider is a dungeon that saw a flurry of similar glitches as well. Although we consider this minor, it needs fixing nonetheless. Especially the Drufi fight can be made trivial by entering the boss room in an unintentional way and bugging the boss. In related news the Portobello’s Wand of Sight can also be utilized to reenter certain fights. The item was available in the Day of the Dungeonmaster event and originally just designed to be cool and unique. Any gameplay effect is certainly unintended. Neverwinter UN:Blogged is always looking

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Fixing the Neverwinter Dungeons: Temple of Tiamat

After quite some time I’d like to tackle another dungeon in my ongoing series about fixing some of the Neverwinter group content. In case you’re unfamiliar with this series, here are my suggestions for Malabog’s Castle and Prophecy of Madness. This time we are looking into the Temple of Tiamat. The first Epic Trial dates back to Module 5 and hasn’t aged too well. Just like other group content from the earlier stages of the game it doesn’t feature mechanics that handle the overall power creep too well. A quick intro In case you’re new to the game or the fight, let’s start with a raw overview. Temple of Tiamat offers a large-scaled (and often laggy) fight against the dragon goddess Tiamat. It features two stages. In the first you need to defend clerics from the dragon. In the second dps down the five heads of the queen. The first phase is rather trivial as you just have to fend off mobs long enough so that the clerics can charge a spell. The dps phase however is timed, you only have two minutes to fight the heads. Additionally you have to kill all in the same phase, otherwise they might regenerate

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Sea of Moving Ice Svardborg Guide: Group Composition

After introducing to the Powers and Mechanics as well as Phases of the Svardborg Trial, I’d like to conclude the guide by talking about group composition a bit. We’re going through roles and discuss the class viability and usefulness. Healing Forget the AC/DC, meet the AA/DC… Currently DC only need to switch one character to fit the new meta! It’s that easy! The formerly not working as intended now massively overpowered Anointed Army catapults Clerics to the most wanted class for the Trial. AA spamming Healers pretty much make the raid largely invulnerable to everything, trivializing the content in the process. Take two of those and forget Parts 1 and 2 of this guide. Because quite franky, you don’t need to pay attention to anything. Because of that the Devotion Pally currently is not really happening in Svardborg unless there’s really not any DC available. That’s a bit unfortunate because with their great buff/debuff and shielding capabilities they could be a very usefull class. Tanking With DCs providing pretty much all the protection you need, tanks are reduced to a full buffing role. Since GFs can also dish out decent damage with the correct builds, they once again fit perfectly

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