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Ran this last night on my 47 minst with a kin group (guard, 2 burgs, 3 minst), I had no thoughts of doing the instance write-up so no screenshots or anything; but I couldn't resist starting to fill out the page once I looked at it ;) thus it is fairly incomplete as yet. Hopefully I'll have chance to go through it again a time or 3 & get more info. DancesInTrees 00:43, 15 October 2007 (PDT)

You have no idea how many times we wiped trying to figure Nengon out, and the solution was so simple... and yet, who could've guessed? I'll start digging through some of my screenshots here and filling more stuff in here later. --Fedaykin 22:26, 18 October 2007 (PDT)


They changed this in book 13, anyone manged to get him down yet after the update? And if so how? Can this page be updated to reflect the changes? Luukjn

I've done it since bk 13 - can't remember whether we got the adds or not (is that the change you mean?) Burg Enraged him into the corner (right of the stairs). Couple of fellows dead at the end iirc. I do know we were still short on darkwaters (went & played with the levers to get the ones we needed.) so I doubt we had all the adds even if we got some. DancesInTrees 03:33, 24 June 2008 (PDT)
It is more the point that the adds on Nengon do aggro, no matter what you do. So the strategie given for terrace 4 does not work anymore. My group wiped a couple of times on Nengon now while trying various strategies, but we always got overwhelmed by adds. Luukjn
Yes, my group tried it too and we didn't get him down. I get the advice to ignore the adds and just concentrate the damage on Nengon, but I haven't tried it yet. --Megildir 05:38, 24 June 2008 (PDT)
We do this fight every day or two, and all we do is run straight in and burn down Nengon fast (and AoE adds if possible, though most survive). Once he's down we take down the adds. It can be a very tough fight if you don't have a lot of DPS... although it can be done without casualties too. I recommend Guard in Overpower and Minstrel in War-speech adding damage as well. I will update the strategy on here. Anyways, good luck :) --Fedaykin 16:08, 24 June 2008 (PDT)

Have tried the above method too many times to count now and have been wiped by the adds every single time. My friends have asked others about this and received the same info as above. Considering that we were able to complete this BEFORE BOOK 13 indicates that a change may have been made that increased the difficulty, having been inside the industry I know that sometimes designers make changes during updates without telling their Producers.

I agree with you that they changed the fight. You used to be able to kill Nengon without pulling any of his adds. However, this was not "working as intended" and made the fight a pushover. What the fight is now is something considerably more difficult, and I really can't give you any advice other than "come well geared and with players who know how to maximize their dps and survive". The players in my kinship are almost all fully geared in the Rift set and use Ventrilo, and I'm sure it helps. Although the Minstrel and Captain/LM can throw heals occasionally, due to the nature of the adds this may not always be possible. As a Guardian I like to slap on a shield about halfway through the fight and just focus on keeping all the mobs on me and away from the Minstrel. --Fedaykin 09:09, 8 July 2008 (PDT)
My kin ran this instance Friday nite (10/17) with the following group: Guard, Champ, 2 Capts, Min and Hunter (me)...all lvl 50. None of us had done the instance before. The first time we faced Nengon we followed the advice above, working solely on the boss and ignoring the adds. We wiped very quickly....the adds built up and overwhelmed us. However the strategy we used on the second attempt was to have the Guard and Hunter always on the boss, the remaining four taking down adds. The Guard did not use Overpower, but I think the Min did stay in WarSpeech. This time we were successful and the fight lasted less than 10 minutes (measured by how many times I got HeartSeeker off (twice) with a 5 min cooldown time). The Guard was able to keep Nengon dead center in the pool; I as the hunter stayed well out of AOE range so there was no need to heal me. The add group kept all adds pulled to one of the side pool areas and under control. I'm sure the combined healing between the Min and the Captains helped keep the add group going. I recommend this strategy as it worked well for us. --Ilurien/Landroval server 10:52, 19 October 2008 (PST)