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Nice.
I actually see the potential for TPN to be relatively easy going on smaller leagues. I've tried a method posted here where you send everyone to the buildings to boost Public Opinion and completely ignore the Telepathists outside. It's actually relatively easy and that way you don't have to split the damage inside and outside. I've had two successful runs using this strategy so far. -
Tonight my TPN league was about to fight Maelstrom for the last time when the entire league mapservered. A lot of us couldn't log into our characters for a good 5 minutes. We got messages saying that they were still logging out. Once we logged back in and clicked on Rejoin in the LFG window, it put us into someone's level 36 mission with them. The second time it put us onto another person's mission, this time at level 6.
I can only imagine their surprise to find a bunch of Incarnates had invaded their mission. -
It has been a while since I've updated this guide, but I just wanted to say briefly that I've run a few CoPs since the Incarnate content came out and it's safe to say that you can disregard everything about team composition if you have a full league of Incarnates. Lore pets add a substantial amount of DPS and Destiny buffs make your league a lot more survivable against these enemies. Judgement powers are also quite useful for taking out the spawns of Rularuu as quickly as possible. As for the trial itself, I'd still recommend following the general strategy for the obelisks and the AV.
I may look at editing the guide to reflect the current state of things more accurately. -
I was going to say, it seems like the more people do MoM and get comfortable/more efficient with the second phase battle, the more "accidental" Perfect Storm badges are going to happen without giving it too much thought. Just a hunch.
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Looks like we got this badge today without really trying for it by using the "pull Voids to AV at spawn point" method.
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I just tried this method of ignoring the outside threats and focusing only on buildings. I have to say it worked very well, even for an inexperienced league.
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Quote:On most runs taunting them over seemed to work pretty well. There was one run where they would not come over despite being continuously taunted. I'm pretty sure that had to do with someone having Force Bubble up.I didnt notice the path. both times i did mom i think it was amy pulling voids
In terms of pulling the AV into their path, interesting idea. But like others have said, a lot of the time we just fought her at her spawn point. So unless her spawn point already overlaps with the path, I don't think doing that is necessary. It would be a good strategy if no one on the league has Taunt and is worth investigating for that reason.
I'll have to run it a few more times. -
All done. Took us around 6 minutes or so, I think was the time someone saw. Very smooth run. Thanks to all who helped out.
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This is tonight at 8pm Eastern. See you in Pocket D.
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Quote:I've also recommended that people glance at the timer in the iTrial window if they find they're often caught off guard by the pink patches. They are called World of Anguish there, and it tells you how many seconds you have until the next batch of them.I really fail to see how anyone can get caught out by those things after a run or two at the most. Even if I trigger a longish animation when one starts, I've still got plenty of time to get away before I die.
Maybe people are playing in first-person mode, or they've got their mouselook pointing up at the GMs faces or something?
I mean, they're giant bright pink flashy circular patches. How hard is it to notice them, and then, like, just stand somewhere else?
Eco. -
Quote:Here.Grats!
Look forward to trying these new trials out Are there new badges associated with the new trials? -
Quote:The truth is that not all iTrials are created equal in terms of their level range and difficulty level. It is quite possible that the league leader was attempting a higher level trial. For example, BAF, Lambda and Keyes are all trials where you face level 54 AVs. In the UGT, you face 54+1 AVs. For the two newest trials, you face 54+2 AVs. As someone mentioned, the greater the level difference between you and an enemy, many of your powers become less effective. Additionally, iTrial fights with AVs are timed. This places even more emphasis on having enough DPS in a league to take down the AV and be able to compensate for any setbacks you may encounter (league wipes can be fairly common on UGT for example). Another example, the last AV fight on MoM trial is 3 minutes only. This contrasts most AV fights in the rest of the game, where even a weaker team can tough it out over time.How is a level 50 support character going to get to level 50+ or higher if they are not even allowed in an iTrial. Yes, I know I could do a ton of task forces, etc but the iTrials tend to be a quicker way. I have seen many a person reach level 50, and start iTrials without first unlocking their Alpha slot.
As to your concern about how to get started with iTrials, it is not that difficult. I would not take this single experience and assume people are selective about levels on all available trials or that all leaders follow this practice. It is actually extremely easy to get your first level shift with your Alpha slot. BAF, Lambda and Keyes (more so since the changes) are all very suitable trials for a newly born 50. You can do these trials to unlock your Alpha slot or you can do Mender Ramiel's arc. Shards now drop from all available content. The Weekly Strike Target is another way to get salvage for higher tier Alpha powers. There are also numerous ways to convert Empyrean and Astral merits into salvage you can use to create abilities. I'm probably forgetting a few other options, but the point is there are a lot of them available to you, especially for Alpha abilities.
Personally, for BAF, Lambda and Keyes I will take any willing and able body. I enjoy the experience of having people brand new to trials come along and learn the basics. For UGT, I ask that people bring a character with at least one level shift if possible. That is my only requirement, otherwise any AT goes. I do this for a few reasons. First, I have found that because of the level gap, the more straight 50s I have on my league drastically increases the risk of a UGT failing. Second, being at least +1 puts you at the same gap that existed for the previous trials. I think this gap is reasonable since BAF, Lambda and Keyes can be challenging to a league of 50s but still manageable.
While I fully support providing people with a learning experience, such an experience is only really helpful if they can actually get through most of the trial. Otherwise, the only thing you learn is that you should probably try it again when you're stronger. This was very much the case when I tried MoM on beta. It became very obvious very quickly that a league of 50s was not suited to this trial, as we constantly died and couldn't even make it past the first GM in the first phase. (Note: in this trial there are 3 GMs in the first phase and 5 phases total).
Given the above, I don't think it's unreasonable for players to get at least one level shift to participate in trials that are level shifted themselves. Your first Alpha shift is arguably the easiest one to get due to the variety of options you have available. I know other leaders that might not ask for a single shift from everyone, but I have seen them try to compensate in other ways by asking people to switch to higher level characters until they feel there are enough of them to carry the 50s. That is one way of doing it, but in my opinion less fair. In the event that a large number of people want to bring their 50s for the iXP (and believe me, this does happen) it leaves you to pick and choose who should switch. This is why I go with +1s across the board as a minimum so I'm not stuck playing favorites. Regardless of how leaders handle this, realize that a lot of us are just trying to give the league a fighting chance in many cases and not actively shun people.
Thus, while there may not be a hard level restriction for these trials, by raising the level of the enemies it more or less creates one. That is, if people actually want to succeed at them on a standard PuG. I actually find it misleading that the game advertises that you can unlock your Alpha slot in MoM and TPN. Those trials are not suitable for people in the early stages of the Incarnate system at all. Meanwhile, TFs like Tin Mage and Apex have stricter requirements than all of the iTrials and a penalty in the form of a debuff if you don't have your Alpha slotted. Something about that doesn't seem right.
By not providing a level gate on these trials, it leaves it to the players to create them. Whether this is a good system or not, it means that you'll encounter more selectivity as the trials become more challenging and are higher level. If the selectivity isn't over level shifts, it'll make an appearance in other ways, such as AT selectivity.
Quote:Originally Posted by Irish FuryThe part that bothered me about the OPs story was that the leader never responded after they found out you were level 50. It takes all of 15 seconds to send a polite reply explaining why they prefer level shifted toons. -
Also want to pass on a congratulations to a successful TPN league tonight! Special thanks goes to Placta and Black Tabby.
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I'd just like to congratulate my league this evening on a successful MoM trial. Everyone did an excellent job and worked together very well as we figured it out. Overall it was a great learning experience.
Thank you for reminding me why I play on Champion. -
Quote:These are good points. I'd also like to point out that Placta has been updating the initial post of this thread with notes compiled from previous attempts. If you'd like a breakdown of what we're trying, I'd check there first.I know this isn't diffinitive, and there's no way to ensure success on the greenstuff badge aside from all players' cooperation, but here are a few things that a team did when I was with them and we got the badge successfully:
- No flying/jumping
- One player monitored health for timestop/ gave time warnings before the beam hit. When timestop was near, people were told to stop damage, be ready to move. When the beam was coming soon, they could only use fast animating powers. These warnings helped a lot.
- Characters were asked to stay spread. This meant there was less clumping, fewer people in an area to be hit, so it reduces the number/odds of being hit, and the spread meant the green was less masked by players' characters/fx.
- Players were asked to recolor rebirth powers to avoid visual confusion from those powers' large green rings.
- This one was controversial, but melee archetypes were asked to only use ranged powers, and NEVER go in those corners by the console machinery, as it was easy to get caught back there in the patches. I'm not certain how much good the 'no melee' rule did, but the "don't melee the back/corner computers" did save us.
- No lore pets until after all the consoles, so that the timestop could be more easily predicted, and so that mobility was easier.
- A personal note, the bubble for the patch extends a foot or two beyond the graphic's border, so getting 'barely clear' can still get you caught.
Sorry, not sure if that's helpful, but thought I might share if it could help.
(If your points are in reference to the badge runs I lead, I just wanted to clarify that I never asked people not to use melee attacks overall. What I had asked was for people not to melee the terminals, as it tended to cause many melee players to lose visibility of the beam area, especially if the beam overlapped the terminals. I also recommended players save their Judgement powers for such an occasion, providing them with an effective ranged method of taking the terminals out quickly. However, this strategy was abandoned after I decided it was easier to just leave the terminals all together such that all anyone had to focus on during Anti Matter's regeneration were the beams. Notes from these runs can be found here.) -
Renaissance de la Veritas will be hosting a blueside Cathedral of Pain trial on Friday, December 9th. We will start forming at 8pm Eastern in Pocket D. There will be no sign ups posted. Please remember to bring a character that is either hero or vigilante, as this trial will be launched from our SG base (villains and rogues are denied access). Due to the nature of the trial, level 50+ characters are preferred.
Hope to see you there! -
I would say level shifts are more important than picking specific Incarnate abilities. Clarion is useful to an extent, no doubt, but beyond that a lot of the fights go a lot smoother the more level shifted players there are in the league. As a general rule, I usually ask everyone to bring a character with at least one level shift.
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Welcome to Champion!
Spatch gave a pretty thorough list of global channels on Champion that you may wish to try out. I would join a couple to start to see which you prefer.
If you're interested in joining ChampioNexus, please send myself or @Cobalt Azurean a tell. As others have mentioned, it is a more heavily moderated channel and is kept focused on teams/TFs/SFs/trials that are forming and questions about the game. For more information, please click here.
If you'd like help with anything else, please don't hesitate to send me a tell @Amygdala. I'm usually up for teaming and the like. -
Quote:If time is not an issue, I'd say leave the terminals. I've seen too many people get caught in the corners on the first and third set of terminals, or 'scrapperlock' on them and lose sight of the beam.I'm looking for feedback on this: Assuming we're not under time pressure, should we leave the terminals alone, regardless of whether we're trying for Loves a Challenge? The upside is that it's easy to dodge the beam when all we're doing is waiting for Anti-Matter to regenerate. The downside is we'd have a few more beams in combat to dodge, and a few Disintegration deaths could mean the whole trial fails.
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Quote:As per July 20th Patch Notes pets are not supposed to count against the badge any longer.I'm quite certain we should have gotten Green Stuff on that last run. I watch pretty closely when the beam is firing, and during the entire final fight, the only things I saw get pummeled by the Obliteration Beam were some fire imp pets. At no time did I see any players get caught.
I could only stay for the third run, and on that one I remember Fire Imps getting caught by the first terminal. But later on, a player was most definitely caught in a beam between the first and second terminals. So if it's the same run I'm thinking of, it wasn't the pets. (So don't worry Steel!)
The only reason I would advise that pets be dismissed is because they add bodies to the area, some of which have PBAoE effects like Hurricane, that make it more difficult to spot the beam. That, and because we've been going for Loves a Challenge at the same time, and we don't want the pets attacking the terminals by accident.
Overall, everyone did a great job this week. Congrats on Loves a Challenge. We're definitely getting closer to Green Stuff too. -
Quote:I think the confusion may be the result of the following section of the patch notes:b. just don't care that they're disintegrating. Like the OP, I think a lot of people were / are under the mistaken impression that AM no longer heals from disintegration, even though that's not anywhere in the patch notes, and is not the case.
Quote:On the Keyes Island Trial, players who are defeated by Disintegration during Anti-Matter's Molecular Stop power will no longer trigger Anti-Matter's heal from a Disintegration defeat. -
As someone who was recently invited to a couple trials lead by James Donner, as a complete PuGer, I can't say I had any trouble getting invited. I simply showed up in zone a few minutes before the time advertised, waited for him to announce the trial in Broadcast and sent him a tell. Simple as that.
I'd also like to echo what others have said about it being a bad idea to invite people to someone else's league. As someone who leads a lot of trials, I recently ran into an issue where someone was advertising X number of spots available when in actuality it was full. It is important to realize that just because you see empty spaces in a league doesn't mean they're actually empty.
Examples of tells you will get all the time as a league leader are as follows:
--> I am switching toons. Save me a spot please.
--> My friend and I are just about finished this mission. Save 2 spots.
--> What's a Keyes?
--> Can I do this if I'm a free player?
--> I need 5 minutes then I can join.
--> Sorry I crashed. I need another invite.
--> AFK a few minutes, wife aggro.
--> In zone.
--> What do you want me to bring?
--> Still forming?
--> I'm new to trials. How do we do this one?
--> I have a Defender +2 with Rebirth, a Tanker +1 with Barrier, a Dom at 50 with IOs, a WS with... super cool looking purple powers. Which do you prefer?
--> Ready.
--> Sorry I need to drop. I need to go return some videotapes.
--> I'm ready but my friend couldn't make it.
--> I just realized I won't have time for this one.
--> Forgot I was in the queue. Send the invite again.
And so on and so forth. Point being, there's a lot that can be going on in tells while you're waiting. If things are really busy, it's easy to miss someone or miscalculate spots. Best thing is to be patient and don't take things too personally if you accidentally don't get invited. -
Ran one today. It's significantly easier during the reactors. One annoying thing is that it seems the green orb that usually identifies disintegrating players is absent. This might make it tougher to spot people to heal for badge runs. At least it's not doing as much damage, though.
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