Bag of Tricks Vol. 80: Correct Dragon Turtle Boss Group Positioning

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Welcome to the latest installment of our Bag of Tricks! On some days you will find useful tricks, gimmicks and ideas here that can make life in Neverwinter Online easier. Some of the stuff should be well known, but since even veterans learn something new every now and then, chance is you can, too.

The Dragon Turtle Boss in Fangbreaker Island can be quite a pain. In fact, when Storm Kings Thunder got released, it was the most difficult roadblock for most groups in the whole dungeon. And it still is for some to this day. The reason back and now is the annoying “slam” mechanic that deals quite some damage, and, more importantly, applies a stacking damage buff to the boss.

While most endgamers tend to just avoid the mechanic and pull through the fight, weaker group cannot. What you’ll frequently hear is that the group “lacks DPS” because they can’t kill the boss before it generates too many buff stacks.

As pointed out in this thread on the official forum however, smart groups know better. If you position yourself correctly, the boss won’t slam at all, or very little. The melee DPS spreading out is especially important as it also avoids the deadly multi-bite attack.

[su_quote]In the correct positioning scenario. The multiple bites attacks DO NOT HAPPEN AT ALL! In fact, that apparently harmless (on higher stacks it becomes deadly for meleers) attack can be interpreted as the boss signaling you that you are in the wrong position. If you see multiple bites often it means that too many players are too close to the boss.[/su_quote]

We hope this helps you in case you have trouble beating the Dragon Turtle! Thanks to user “klangeddin” for sharing this!

Bag of Tricks Vol. 75: PVP Damage Calculator by Darthtzarr
Bag of Tricks Vol. 76: Guild Log Donation Parser by STSchiff
Bag of Tricks Vol. 77: Farming River District Heroic Encounters
Bag of Tricks Vol. 78: Make Sure to Exit the Merchant Prince Folly’s Skirmish Before Re-Queueing
Bag of Tricks Vol. 79: New Advanced Combat Tracker Plugin for Neverwinter

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5 thoughts on “Bag of Tricks Vol. 80: Correct Dragon Turtle Boss Group Positioning

  • February 24, 2018 at 9:37 am

    IF ranged go to meelee instead the ranged you designed here isnt it the same?

  • February 24, 2018 at 5:23 pm

    I recall even at six slams most parties will wipe . Back when it first came out nobody stayed back and we had zero problems if tank can do his job that and good buffs for DPS. But every time someone in group stayed back next thing you know turtle was stacking slams .

  • February 28, 2018 at 10:15 am

    I simply disagree with this set up. Your party is so spread out that each is not close enough for buffs from other players. The Pally buff circle is pretty small, that coupled with the DC buff area, most of the party will be missing out. If an SW throws Pillar of Power no one gets that buff. I don’t like this idea at all.

  • March 3, 2018 at 8:42 am

    I don’t advice this setup AT ALL. Ranged CANNOT stay at the platform. It may (argurably) helps their survability, but if they stay there they may as well forget Pally/DC/SW/MOF buffs and while some certain buffs have a wider range, there are some who simply won’t reach, eg Anoited Champion, Pillar of Power to name a few. the best idea is to stay on one side of the turtle paw, or left or right.

  • March 3, 2018 at 8:43 am

    *cannot stay at the OTHER SIDE of the platform, missed the most important info there, my bad

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