Amygdala

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  1. Quote:
    Originally Posted by Sandolphan View Post
    This is the kind of statement that begs for further info. My assumption is that you won against the storm AV quickly and without temps because you had at least a 50% ratio of support, heavy on kin/rad/darks, and all of the players were heavily purpled/setted builds from the more extreme players available. These are the factors that would go furthest toward success against the stormer that has given everyone else so much grief, and that vary most from a general PUG attempt that is soundly employing the basic strategy yet fails.


    To be specific:
    • What was the general team make-up? Specifically, what were the rough percentage of de/buff vs. damage, ranged vs. melee, and specific numbers of key support like kins, rads, darks?
    • How many of the participants had maxed-out set-bonus builds? (heavily-bonused builds are far more robust and powerful than standard SO/gen-IO builds, capable of shrugging off more damage, dealing more damage in turn, and requiring far less support to keep alive and contributing)
    • Were any special tactics employed, beyond what has become the general method espoused in the numerous CoP guides out there?
    • Were the players typical fun-PUG players, or rather skilled task-oriented players? Not to sell those who just play periodically and for fun short, but there are players out there who are also very well versed in the nuances of the game, having logged a lot of time and effort playing more on the edge. Having these more experienced players on a team can make difficult tasks much easier, as they know what to expect and anticipate what is needed.

    I know I'm asking a lot here, but to simply make a statement of "we won" and leave it at that doesn't really contribute much to the discussion. Likewise, anyone simply saying "well, we lost".

    Details, insights, observations, facts and numbers please!
    Here is the thread that the run was posted in. (This wasn't the first or only time we've taken down the Storm AV without nukes/Shivans/HVAS, it's just the only run I've managed to get a screen shot of just before he was defeated). We used the same strategy posted in my guide while using the team template I have outlined in it. As for support toons, sets (from what I recall) were quite diverse, including Emp, Cold, Rad, Dark, Thermal, Storm, Force Field, etc. So definitely not heavy on "Dark/Rad/Kin" specifically. I think we had one Dark and one Kin in the entire group, from that specific trio of sets.

    The teams were made of SG/coalition mates, and random people from one of Champion's main global chat channels (I'd say about half and half). It is impossible for me to quantify how heavily IO'd people were, or verify all the builds for set bonuses. Some people I'd never teamed with before. Several informed me upon joining that they had not done the CoP before.
  2. Quote:
    Originally Posted by Minotaur View Post
    The problem with this is that on the less popular servers outside of US peak, you don't get the team you want. I play on Victory and Justice, and while I've been in game (and I normally play 8-10 hours most days, a bit less atm as I'm coming up to exams), I haven't seen ANY "w00t we finished the CoP" messages and I'm in quite a few of the global channels where those messages might turn up. I'm in the UK, so I log off before US peak in the evening.

    The one attempt I made foundered on the purple aspect, we had 3 full teams of 50s but insufficient buff/debuff. Also I don't like tasks that make certain power sets completely useless. Try playing an energy aura toon on it, no fun, might have had a chance if we had some inspirations dropping.
    Sorry you have missed out on successful CoP runs. I have read of successful runs on Justice and Victory, so it is my impression that they have been happening. The times may not be convenient for you due to the time zone difference, but it is understandable that content requiring multiple teams of people would be forming up at peak hours.

    We have been running them on Champion, mostly impromptu and PuG for a while, and have been successful at both AVs without the use of nukes. So if the first one you attended did not work out, don't let it sour you on the entire trial. Things get better as more people gain experience with it.
  3. Quote:
    Originally Posted by Zombie Man View Post
    We just did a successful CoP PuG on Virtue tonight with no nukes.

    Balanced teams and coordination.
    Congrats.

    I've found that balanced teams and coordination go pretty far.
  4. Quote:
    Originally Posted by Ad Astra View Post
    Having only been on one failed attempt (with a Rad/Dark Defender and 6 years of playing under my belt) - what are the appropriate powersets and skills?

    Also, most of the posts in the thread about successfult attempts seems to imply that Ventrilo or other voice communication is needed? I'm not a big fan of content that requires voice communication - is it really that important?

    I'm just trying to understand what makes a "good" team for this trial and where the shortcomings of others have occurred. I don't want it made "easier" but I also want to know if something more than the tools generally available in-game are enough - if not, then it would appear to be badly implemented.

    But I have huge gaps in my personal knowledge, so I'm asking here.
    Lots of different ATs/power sets can be useful on this trial. So it's less a question about which ones are appropriate and more a question of how the teams are assembled (i.e. are they balanced). Generally, you want a good strong mix of buffs, debuffs and damage.

    If you check out the guide in my sig, there is a section where I've tried to break down teams further to show what a happy balance is and how team balance relates to parts of the strategy.

    Regarding the use of Ventrilo, it is not necessary, but helpful. I have had several people join CoPs I've lead that couldn't use Vent, and I simply typed things out for them. I generally advise people to at least listen in on Vent if possible, because once the trial is explained, coordinating people after that is as simple as "Buff up"......"Ok, attack"......
  5. Matt posted some key points. The only other thing I'd add is to read up a little on the 2 possible AVs. Most groups have more difficulty with the Storm AV vs the other one.

    If you have any questions, I'm just a server away.

    Good luck!
  6. Quote:
    Originally Posted by White Hot Flash View Post
    This is a social game, whether you like it or not, and when doing things that require being social, the rewards become more about being with fellow players and accomplishing something hard, rather than some sort of payment.
    This is why I enjoy the CoP.
  7. Updated to reflect today's patch notes:

    Quote:
    Tasks

    * Cathedral of Pain - Fixed Merit diminishing returns. Merit rewards were dropping off too quickly when diminishing returns kicked in. This has been fixed.
    * Warburg Missiles can no longer be used in the Cathedral of Pain.
  8. Quote:
    Originally Posted by LostHalo View Post
    Just out of curiosity, from the people that actually know, is Lanaru in the CoP truly "broken" on a gameplay level, or is he broken as in "We can't beat Hero 1! BAWWWW!" broken?
    The 'broken' most refer to is the fact that the AV, despite having his shield up and being 'unaffected', can still attack you through it. So you'll have to deal with AV aggro in addition to aggro from the Willforge spawns when inside the cathedral.

    Despite this issue, it is still possible to complete the CoP as it is.
  9. Quote:
    Originally Posted by Kheldarn View Post
    It's been udpated with a little more info.

    The interesting parts I found were:

    I have taken a few measurements of these events:

    - Time from respawn to shield up/next respawn (includes Rularuu assault + AV assault) = over a minute and variable
    - Time from when the shield drops to when it is restored (AV assault) = 45s (consistent over several measurements)

    Based on these observations, it appears that the length of time you have to attack the AV is a constant 45s, and you can expect a respawn 45s after you have dropped the shield. You will still want to clear the Rularuu as fast as possible to allow these blocks of time to be as close together as possible. When the AV's shield is up, he will regenerate quickly.

    And this screen of Stormie's -52.71% ToHit DeBuff from his H4xicane:
    Hey, thanks for reading the guide.

    I just added those times in after a run I did tonight. I was trying to determine if the time you have to attack the AV was X (fixed respawn timer) - Y (variable time taken to clear Rularuu) = variable window of time, or a fixed amount of time. I had read different reports about this and decided to test it.

    A friend timed the total amount of time from respawn to respawn while I timed the AV assault phase. The total time was variable, but the AV assault phase was consistent. (This is in line with TsumijuZero's observations earlier in the thread, which described 45s 'shield down' time).

    I have tried measuring times with the obelisk and found similar results, only for the obelisk your attack window appears to be 30s.

    The H4xicane (or HurRAWRicane depending on your preference ) is pretty nasty indeed. I took that screen shot on my Emp when I decided to jump in close with my Combat Attributes up. It went away quickly the moment I jumped back out. All the more reason to stay at range if you can be at range, and take that opportunity to cast your buffs on everyone.

    As for the guide, I will continue to update it as I come across/test for more information.
  10. Thanks guys.

    I've added a few things:

    - My measurements of timing regarding the shield on the obelisk and AV
    - An improved screen shot of the map with the portal and obelisks
    - A screen shot of Lanaru's Hurricane's Tohit debuff value
    - More detail on the enemies spawned by the Willforges/cubes
  11. Quote:
    Originally Posted by Cobalt_Azurean View Post
    He's still alive in that screenshot, which calls this whole things into question.
    Let me zoom in a little closer for you...



    Remember now?
  12. Tonight we were able to complete a blueside CoP with the Storm AV in 13:20 without the use of any nukes, Shivans or HVAS. Everyone worked exceptionally well together against the challenging AV and mobs in this trial. Congrats to all that participated!

  13. I timed it again tonight. A friend measured time from respawn to shield up (next respawn) and got several times ranging from 1:06 to 1:16. I measured the length of time the shield was down and consistently got 45s.

    So it appears that the time the shield is down is a constant 45s and the time between respawns is X time clearing + 45s.
  14. That is very sad to hear. I was just on a Citadel TF with her recently on her toon Grey Widow Chick.

    Best wishes to friends and family of @Creepy Chick.
  15. Quote:
    Originally Posted by Sandolphan View Post
    At Sunday's CoP, we had ten cycles of barrier down/respawns and I had a good opportunity to time the cycles.

    The respawn timer seems to be set around 1min30secs (90 secs).

    The average take-down time on the spawns was about 45 secs. This would explain the apparent 45ish-second downtime on the shield people report (I had timed around 30 secs on some of our early runs).

    There was some fluctuation as I was trying to run a dark corr and keep track of the timing too, not to mention my laggy framerate. I'd be interested if anyone else can confirm or improve upon my observations.
    Here is what I've been able to time (so far):

    Cubes + obelisks:

    - If you start attacking, but don't clear all the Rularuu (don't drop shield), you get a respawn in 1:30

    - If you do drop the shield on the obelisk, but do not defeat it, you will get a respawn 30s after the shield drops. This appears to be a fixed amount of time, because one round of clear Rularuu + drop shield + wait for respawn took around 2 minutes. If the shield coming up were dependent on the original respawn timer (i.e., 1:30 - X amount of time clearing spawn) it couldn't have possibly taken that long. In addition to timing a full cycle, several measurements were made between shield dropping and respawn, all clocking in at 30s.

    Inside the Cathedral:

    - I tried to measure the length of time from when his shield drops to when it goes up again to see if it were constant or variable, since outside seems to be a constant 30s. I also got 45s a few times, but was unable to give it my best effort trying to lead the CoP/use Vent/play. So I will throw out a tentative 45s window. This could be because we clear the spawns each cycle at very comparable rates, leaving a similar window each time, or it's fixed, like it appears to be outside.

    Going to try to take more measurements when I'm not the one leading the CoP. I'll probably organize a 'testing run' for this purpose.

    Question for Sandolphan:

    When you got 1:30 for the respawn, was that measured from the initial assault to his shield being restored (i.e., respawn, attack AV, shield up), or how long it takes to get a respawn if you do not clear the Rularuu completely?
  16. Quote:
    Originally Posted by Cobalt_Azurean View Post
    Before you post, you may wish to not jump to conclusions.
    This.
  17. Quote:
    Originally Posted by xeaon View Post
    Nice Guide Amy in your sig, i totaly dig your phase 2 strategy

    I was thinking ill write somethign about phase 2 Stategy myself, but im beat tired today and yours is pretty neat
    Thanks.

    As for timing, I've heard a few numbers thrown out there, so I'm going to try to time it tonight. Stop watch is a go!
  18. Quote:
    Originally Posted by xeaon View Post
    So anyway, i was trying to use the cube flashing light to cast howling twilight for the -regen, but i realized after few attemps, that they are not flashing a bit before the shield go back up but at the same time
    I tried to watch for the flashing lights on the cube as well recently while a friend and I were running some experiments with the obelisks, but it doesn't look like they flash. At least for the cubes near the obelisks, the lights do turn off once the shield is down, and light up as the respawn occurs, but no flashing. Keen eye to notice the change in lighting, though.

    I also decided to time the respawns with a stop watch using the cubes and obelisks. After dropping the shield, if you don't drop the obelisk itself, you have 30 seconds on the dot before the cube respawns Rularuu and the shield goes up. I timed it about 5 times or so and it was consistently 30s. I would imagine that inside the cathedral would work in a similar fashion, which would mean you would have a 30s window to attack the AV.

    However, I'm not completely sold on this yet, because I'm sure everyone can relate to the experience of having some attack phases seem really short, and others a lot longer. Also, the AV's shield is dependent on the spawns of 3 cubes being cleared, while the obelisk is just dependent on one. So the model could be slightly different, and could be what is responsible for variable length attack phases.

    Regardless, that is something I'd like to look into and time properly to collect some data, since perception of time can be skewed given everything else going on at the time. If it is a fixed window if time, a count down, like Sandolphan is suggesting, would be useful.
  19. Quote:
    Originally Posted by Bringer_NA View Post
    Lovely guide. Just one note though, Mind Link is not limited to Fortunatas. It is essentially a Arachnos Widow power. Unless of course your stressing the use of Fortunatas as a ranged class.
    Although casting PBAoE buffs while at range and fighting the AV is beneficial, I wanted that section to focus more on which buffs are available, period. So I've edited it because the wording was misleading. Thanks for the catch.
  20. Quote:
    Originally Posted by James_Donner View Post
    That said would some of you folks that are talking about already doing nukeless raids start posting up some information about how you are doing it in the guides section.
    I've posted a guide to the CoP without using nukes, Shivans or HVAS in the Player Guides section. I hope the information is useful.
  21. Amygdala's Guide to the Cathedral of Pain Trial

    Table of Contents

    1. Introduction
    My impression of the Cathedral of Pain Trial.

    2. About the Trial
    General trial information, rewards, badges, etc.

    3. Base Requirements
    What you'll need in your base to get started, including Energy/Control costs and crafting information.

    4. Team Composition
    A review of the enemies you'll be up against and how different ATs can contribute. Includes an analysis of useful buffs/debuffs.

    5. Trial Part 1: Obelisks
    How to best co-ordinate your teams for a quick and easy first phase of the trial.

    6. Trial Part 2: Inside the Cathedral
    General strategy and tips when inside the cathedral, plus notes on each of the 2 possible AVs:
    a. Ruladak the Strong
    b. Lanaru the Mad
    7. Screenshots and Videos
    Includes a video of a 10 minute run with Ruladak.

    8. Closing Remarks
    TLDR version of the guide. Final thoughts.



    1. Introduction

    Your highschool teacher decides to give you and your 23 classmates the day off to go to an amusement park. You arrive and are arguing which ride to go on. Finally, you all decide to go on Drop Zone. There's a long line up, and much anticipation and fear of the thought of nearly dropping to your doom. You finally get on, survive, and think "With a line up that long, there's got to be more to it than that." You secretly hope that giant, evil space monkeys will come down from the sky, flinging their excrement at an unsuspecting crowd. Now THAT would be exciting. But no such monkeys appear, and you are left longing for another ride. At that moment, the girl you are dating pulls you aside and points to the "Tunnel of Love". It's cheesy, but you're obviously not going to say no. You hop into a giant swan with your lady friend and off you go. About mid way through the tunnel, she says "So I've been meaning to talk to you about something." You know where this is going. Panic ensues. Where the [censored] are those monkeys when you need them. At the end of the ride, you are single. Your now ex girlfriend gets out of the giant swan and goes over to the guy operating the ride and gives him a kiss. The irony is not lost on you. She turns to you and says "I thought this would bring closure to our relationship." As you storm off into the crowd, you shout over your shoulder "Stop looking at me, swan!" You are miserable and full of so much self-loathing, you decide to ride the Teacups by yourself as "You Spin Me Round" by Dead or Alive booms in the background.

    The Cathedral of Pain Trial is fun, but challenging. One could say it's more like a raid because unlike other trials, you can have up to 24 people (or 3 full teams) join at a time. It can either be the source of enjoyment, or extreme frustration, for many people depending on how it goes. For example, when a CoP is successful, it can take as little time as 10 minutes, leaving you thinking "That's it?" It's pretty much like riding Drop Zone. If it is unsuccessful, it can take the full hour and leave you wondering if it is even possible to beat. You are frustrated and just want to go ride some Teacups.

    Thus, I am writing a guide with the hopes that, should you read it, you will not find yourself in the latter position. I am also writing the guide with the assumption that nukes, Shivans, HVAS will not be used. As of recent patch notes nukes have been disabled during CoP runs. It is for this reason that I've written a guide based on success I've witnessed without the use of nukes. The patch makes no mention of disabling Shivans or HVAS, but these things were also not used on successful runs vs either Lanaru or Ruladak.

    The following guide is based on my experiences thus far with the CoP and what I've seen lead to successful runs. I will not, however, be giving advice on what to do after your woman leaves you for a carnie. If you are in that position, I do not have a guide for you, but I will give you my sympathy.

    2. About the Trial

    The Cathedral of Pain trial can be hosted on either blueside (for heroes and vigilantes) or redside (for rogues and villains). It is accessible via your SG or VG base and can be started by clicking on the Mission Computer/Oracle. (For more information on how to set that up, see 3. Base Requirements). You may have up to 24 people participate, but they do not all have to be from your SG or VG. The only people that must be in the SG/VG are the team leaders (so 3 SG members minimum).

    If you are hosting a trial and inviting people other than your SG mates, Pocket D is a popular start up location given the close access to a SG base portal relative to the rezzers. Should people not in your SG die and have to enter again, this will make it easier on them. Otherwise, SG mates can go to the hospital in the base. In Pocket D, there are also inspiration vendors nearby should you wish to purchase any. You may also want to recommend that people grab Jet Packs for easy travel, since the first part of the trial takes place on a Shadow Shard map.

    Characters level 35 to 50 are able to join this trial, but I would recommend bringing level 50 characters to give yourself the best chance of success. The trial is on a 60 minute timer, so it cannot take longer than an hour of your time (this does not include prep time).

    If you are successful, you will receive:

    Quote:

    Pain Killer badge for completing the trial


    AND a choice between the following:

    Quote:
    21 merits

    OR

    11 merits AND


    Master Thief (for taking the buff reward as a villain/rogue)
    Power Liberator (for taking the buff reward as a hero/vigilante)


    As per VoodooGirl's guide, the buff rewards are random and include:

    The Perfect Eye
    +50% Perception
    +15% Accuracy

    The True Furnace
    +10 Max End
    +33% Endurance Drain Resist

    Heart of a Storm Elemental
    +5% HP
    +40% Regen

    Anger Monument
    +25% Smashing/Lethal Damage
    +20% Damage (all other types)

    Monument of Iron
    +1 Mag Stun, Hold, Sleep, Immob Protection
    +50% Stun, Hold, Immob Resist
    +75% Sleep Resist

    These buffs last 7 days real time.

    OR

    Penumbra of Rularuu
    A common Incarnate component. You may also craft this component using 4 shards.

    3. Base Requirements

    To start the CoP, you will need:

    Quote:
    1. A Mission Computer (Tech) or Oracle (Arcane)
    Click on this item to start the trial. If you don't have one, you will have to craft it using the Basic Worktable. (For more information, click here!)

    2. A Raid TP
    Click on this item once the trial has been started to enter the trial. If you do not have one, you may simply buy one and place it.

    3. Enough Energy and Control to power both of these units.
    Mission Computer/Oracle: Consumes 20 Energy, 10 Control
    Raid TP: Consumes 80 Energy, 15 Control
    4. Team Composition

    This is perhaps the beefiest section of the guide. This is not because you need X of Y AT. If that were the case, I'd list off the ATs and be done with the guide. Instead, teams are the strongest when you have a mix of buffs, debuffs, damage and aggro control. You will be up against some pretty difficult mobs and you will also need to build teams that are balanced enough that they can defeat mobs at similar rates. For this reason, I've expanded upon what support sets have to offer, because many offer a unique variety of buffs or debuffs. For example, many people associate Rads with debuffing Regen. However, -Regen is available from Dark Miasma, Cold Domination, Thermal Radiation, etc. Buffs come in many different forms as well and can help your teams immensely. If anything, I hope to show through a break down of powers that help is available from many power sets, and that success with this trial does not rest on the shoulders of a select few ATs.

    No one wants to be the guy who brought a knife to a gun fight. So before deciding what your going to want on your CoP, it's important to know what you're up against. Here is a list of what to expect:

    Quote:
    Level 52 Soldiers of Rularuu
    Includes flying enemies from this group (i.e., not Brutes)
    Common damage types: Smashing, Lethal, Energy, Psionic
    Resistance to Holds, Confuse, Sleep, etc.
    DEF/RES debuffs
    +Tohit, + Perception
    For a more complete list of enemy powers, see: Soldiers of Rularuu
    Level 52 Lanaruu
    Includes Cyclone Elemental, Tempest Elemental, Squall Elemental
    Common damage type: Energy (with a hint of Smashing)
    For a more complete list of enemy powers, see: Lanaruu
    One of 2 possible Level 54 Aspect of Rularuu (AVs)
    1. Ruladak the Strong (AKA 'Big Red', 'Joe')
    Damage types: Smashing, Energy
    See Paragon Wiki: Ruladak the Strong


    2. Lanaru the Mad (AKA "Stormy of Doom")
    Damage types: Cold, Energy
    Notable Powers: Hurricane (-Range, -Tohit), Ice Storm (-Recharge, -SPD), Freezing Rain (-SPD, -Recharge, -DEF, -RES)
    See Paragon Wiki: Lanaru the Mad
    To view a screen shot of the Power Analyzer on Aspect of Rularuu's base stats, click here!
    With the above information in mind, here is a brief overview of how various ATs can help you succeed:

    Melee
    Melee (specifically Tanks, Scrappers and Brutes) can be highly useful during a CoP because they contribute damage, control aggro and limit spawn movement. A successful trial, for the most part, depends on how fast you can take down spawns of Rularuu. Rularuu generally have high resistance to status effects (holds, immobilizes, etc.) and are therefore difficult to pin down in one location. They also fly around a lot, and therefore, a significant amount of time can be spent chasing after them. In my experience, the easiest way to keep the Rularuu spawns localized are melee toons jumping in and drawing aggro. This will be explained in greater detail later on.

    Ranged Damage
    When building your team, I'd recommend a mix of melee and ranged damage. Since you don't know which of the 2 AVs you will get, having a strong core of ranged damage in the mix means damage dealers can stay out of range of Hurricane and blast away.

    Healing
    No, I'm not saying you need a h34l0r. I can already sense the Defender forums stirring over this. However, you will be up against level 52 Rularuu spawns which can be difficult for a lot of toons. Having some heals available to patch up the damage that gets through your buffs is highly useful. Many toons with heals have a variety of other buffs and/or debuffs, so this is not to say they should not be making full use of their set!

    Buffs
    I've broken down buffs under the following categories: Shield Buffs, Toggle PBAoE, PBAoE. I feel this is more relevant than listing the name of each power because in my opinion, understanding how to use them is more important what they're called.

    Shield Buffs: Active Anywhere
    Buffers that have single target shields that they can keep up on all team mates at a time are Force Fielders, Sonics, Colds and Thermals. Shield Buffs also have the benefit of being active even if the team is split up.

    Toggle PBAoE Buffs: Active Within a Radius
    These buffs include Shadowfall, Steamy Mist, Arctic Fog, etc. They are toggle powers that buff team mates within a radius. They are useful because they boost the Defense of nearby team mates and increase certain Resistance types depending on the power. These buffs are highly useful if people are close together, but less useful if people are spread out. That is why I recommend having a source of shield buffs, as it gives you more flexibility in your positioning.

    PBAoE Buffs: Best Shared with Friends
    This includes RAs, AMs, World of Pain, Mind Link, etc. These buffs can increase your Regen, Recovery, Recharge, Damage, Resistance, Tohit, etc. depending on the power. Smart use of these buffs would be to fire them when all 24 raiders are gathered and attacking the AV. This will boost damage output onto the AV, and increase raider survivability as you turn to fight the Rularuu again.
    Quote:
    Buffs Breakdown: Power Sets

    We know that we're going up against mobs where the main damage types will be Smashing, Lethal, Energy and Psionic. These mobs have very high Tohit that enables them to hit easily through your Defense. Protection against Smashing/Lethal/Energy (S/L/E) is far more common than Psionic Defense/Resistance for most characters. However, most Psionic attacks from the Rularuu can be mitigated by Positional Defense (i.e., Ranged, Melee, AoE) with the exception of Dominate power used by Wisps. Both Positional Defense buffs and Typed Defense buffs are fairly common across support sets, and for this reason should stack well with the different types of protection available to other characters. See below for a list of the relevant damage types and which sets offer Defense or Resistance to them and in what form (i.e., Shields, PBAoE, Toggle PBAoE).

    Defense

    Positional (Ranged, Melee, AoE) + Smashing/Lethal/Energy
    Force Field (Shields/Toggle PBAoE )
    Cold Domination (Shields/Toggle PBAoE)
    Dark Miasma (Toggle PBAoE)
    Storm Summoning (Toggle PBAoE)
    Traps (PBAoE)
    Mind Link (PBAoE)
    Psionic
    Force Field (Toggle PBAoE)
    Cold Domination (Toggle PBAoE)
    Dark Miasma (Toggle PBAoE)
    Storm Summoning (Toggle PBAoE)
    Traps (PBAoE)
    Mind Link (PBAoE)
    Resistance

    Smashing/Lethal
    Pain Domination (PBAoE)
    Sonic Resonance (Shields, Toggle PBAoE)
    Thermal Radiation (Shields)
    Energy
    Pain Domination (PBAoE)
    Sonic Resonance (Shields, Toggle PBAoE)
    Thermal Radiation (Shields)
    Storm Summoning (Toggle PBAoE)
    Cold Domination (Toggle PBAoE)
    Dark Miasma (Toggle PBAoE)
    Psionic
    Pain Domination (PBAoE)
    Mind Link (PBAoE)
    Dark Miasma (Toggle PBAoE)
    In addition to buffs that will help you survive, several sets offer buffs that will increase your damage output and Tohit. Some of these buffs are single target (ST) buffs, while others are PBAoEs. Therefore, if you want to use these most effectively, remember to call for them once gathered and fighting the AV.

    +Tohit
    Empathy (ST)
    Thermal Radiation (ST)
    Pain Domination (PBAoE)
    Mind Link (PBAoE)

    +Damage
    Empathy (ST)
    Thermal Radiation (ST)
    Pain Domination (PBAoE)
    Radiation Emission (PBAoE)
    Kinetics
    Debuffers
    Debuffers are perhaps the most important aspect of the team for a variety of reasons. There are many sets that offer debuffs, so instead of listing each power set specifically, I'll go over the 3 most important debuffs available and why you'd want to use them.

    Resistance Debuffs: Hit 'Em Hard
    These debuffs lower an enemy's Resistance, causing you and everyone in the raid to do more damage to them. A successful CoP requires you to damage the AV quickly, so resistance debuffs will help speed this up. Available in the following power sets: Dark Miasma, Radiation Emission, Cold Domination, Sonic Resonance, Storm Summoning, Traps, Trick Arrow, Thermal Radiation, Pain Domination.

    Defense Debuffs: Hit 'Em Often
    These debuffs lower an enemy's Defense making it easier to hit. Specifically, if an enemy is lowering your Tohit, (e.g. Lanaru the Mad's Hurricane) you can improve your chance of hitting them by lowering their Defense in return. Despite the fact that AVs resist debuffs considerably, they are still useful especially when used in conjunction with Tohit buffs.Available in the following power sets: Cold Domination, Radiation Emission, Sonic Resonance, Storm Summoning, Traps, Trick Arrow, Thermal Radiation, Pain Domination.

    Regen Debuffs: Make a Lasting Impression
    These debuffs lower the rate at which an enemy regains their health. In other words, -Regen makes your damage stick. The AVs in the trial have a very high regen, but it is not impossible to overcome with Regen debuffs. Regen and Resistance debuffs together mean that not only are you doing a lot more damage, but whatever damage you do isn't being undone. Available in the following power sets: Cold Domination, Radiation Emission, Traps, Dark Miasma, Thermal Radiation, Kinetics, Trick Arrow, Psionic Assault, Mental Manipulation, Poison.
    Quote:
    Myth About Regen: You Need 24 Rads, His Regen is Too High!

    I've read a few comments that the AV's Regen seems obscenely high and that you'd probably need 24 Rads to make it manageable. While this statement was likely an exaggeration, it prompted me to calculate exactly how many Rads (only considering Lingering Radiation) it would theoretically take to bring the AV's Regen right to zero. I took a screen shot of the Power Analyzer screen when it was targeting the Storm AV, and it listed his Regen at 0.78%/sec (or 597.58HP/sec). There are several -Regen powers that do -500% Regen. This includes Lingering Radiation from Radiation Emission, Howling Twilight from Dark Miasma, Benumb from Cold Domination, and Heat Exhaustion from Thermal Radiation. Some powers offer a little less, such as Transfusion from Kinetics (which is -50% and stackable) and some a little more, such as Poison Trap from Traps (which does -1000%). The recharge time on these powers varies as well. Overall though, -500% is the most common, so I decided to use it as a benchmark for the calculation.

    First thing's first, your AV is going to resist your debuffs. In this case, the AV will resist them by 87%. So,
    (1-0.87)(-500) = -65%

    Instead of doing -500% Regen, you are doing -65% Regen. The AV further resists your debuff due to the Purple Patch by another 50%. So,
    0.5(-65) = -32.5%

    Regen debuffs are applied to base Regen. The AV has a base Regen of 0.42%/sec (319.56HP/sec). So,
    (-0.325)(0.42%/sec) = -0.137%/sec OR (-0.325)(319.56HP/sec) = -103.86HP/sec

    Using Lingering Radiation as an example, each application will lower his Regen by 0.137%/sec or 103.86HP/sec. He has a total of 0.78%/sec Regen or 597.58HP/sec. So,
    (0.78%/sec) / (0.137%/sec) = 5.7 applications OR (597.58HP/sec) / (103.86HP/sec) = 5.7 applications.


    Since we can't have fractions of players (or maybe we can depending on your sense of humor), we can estimate it would take 6 Rads with Lingering Radiation (or debuffers with the equivalent amount of -Regen) to bring his Regen right to zero. In other words, a total of -3000% Regen. This could also be looked at as 3 Traps (each does -1000%).

    My interpretation:

    What this means is that you do not, in fact, need 24 Rads to do the CoP. Since Regen bottoms out at zero, and you can't have negative Regen numbers, you aren't adding anything in the -Regen department if you are over -3000%. Does this mean more than 6 toons with -Regen is a waste? ABSOLUTELY NOT. Most toons with -Regen powers also have -Resistance and -Defense. Since those debuffs don't stop at zero, you can't have too much of them. Does this mean you MUST HAVE 6 toons with -Regen? The answer again is no. Like I said before, -Regen makes your damage stick, -Res makes you do more damage, and -Def makes you do damage more often. They are all important. It is up to you what you feel will be needed given what you have. I only did these calculations to show that the AV's Regen is not some impossible obstacle that cannot be overcome.

    Quote:
    If you are still curious about Regen debuffs, here is a list of power sets with -Regen and respective debuff (base) values:

    Radiation Emission: Lingering Radiation (-500%), EM Pulse (-1000%)
    Cold Domination: Benumb (-500%)
    Dark Miasma: Twilight Grasp (-50%), Howling Twilight (-500%)
    Traps: Poison Trap (-1000%)
    Thermal Radiation: Heat Exhaustion (-500%)
    Trick Arrow: EMP Arrow (-1000%)
    Kinetics: Transfusion (-50%)
    Psionic Assault: Drain Psyche (-500%)
    Mental Manipulation: Drain Psyche (-250%)
    Poison: Envenom (-50%)
    Sample Team Structure
    The team template below is one I've used to lead a few CoPs (with SG folks and PuG folks) that were successful. It uses the categories I've discussed above. It is not meant as a 'must have' list, but rather a rough idea of what to look for. You'll notice that there's a lot of overlap, simply because several power sets do not fit in just one category. E.g., Thermal has heals, shield buffs and debuffs. Note: not all available power sets/ATs are listed below. This is not an indication that they aren't useful, I simply did not want to overload the list.

    Example Team:

    1. Melee (Tank/Brute/Scrapper)
    2. Heal Source (Empathy/Pain Domination/Thermal/etc.)
    3. Debuffs (Rad/Dark/Cold/Thermal/Traps/etc.)
    4. Debuffs (Rad/Dark/Cold/Thermal/Traps/etc.)
    5. Ranged Damage (Blaster/Dominator/Corruptor/etc.)
    6. Ranged Damage (Blaster/Dominator/Corruptor/etc.)
    7. Shield Buffs (Force Field/Sonic/Cold/Thermal)
    8. Any AT

    Quote:
    Regardless of how you assemble your teams, there are 2 very important points to consider:

    1. Teams should be balanced. Each team by itself should have a good mix of buffs, debuffs, and damage. You don't want to have a team of 8 Blasters and a team of 8 Emps. The reason for this is because success in the first part of the trial relies on dealing damage to the obelisks at a similar rate across the 3 teams (more on that to come).

    2. Buffs and Debuffs are important. I don't want to give the impression you need X of Y AT on each team, but having a solid core of buffers/debuffers will make the trial substantially easier. Remember, the enemies you face can debuff you while having bonus Tohit for themselves. Having a layer of protection can help immensely. Also, remember the AV you are up against has 76K HP (over 9000!) and very high Regen. In order to do damage to him and do it quickly, debuffs are essential.
    The Trial Part 1: Obelisks

    The person starting the trial will get the following mission information. (Participants of the trial can view this same message by clicking on 'Mission' from the nav bar, then clicking on 'more').

    After the trial has started, everyone can enter through the raid TP in the base. You will arrive on a map with 3 obelisks called Gloom, Woe and Despair. The obelisks themselves are always in the same location, but Gloom, Woe and Despair are not always in the same place. Therefore, it is easier to refer to each one according to their position on the map: NE, SE or SW. At the center of the map is a portal, which is the entrance to the cathedral. Click here to view the map.

    In order to open the portal, the obelisks must be defeated within 30 seconds of one another. In other words, co-ordination during this part is key.

    All obelisks will be encased by a shield that renders them unaffected. Next to each obelisk is a Willforge (AKA "cube") that spawns Rularuu. In order to drop the shield protecting the obelisk, the Rularuu spawn must be defeated. Once the shield has dropped, you will notice swarms of Natterlings around the obelisk. These mobs increase the obelisk's regen. However, they are not much of a threat and strong damage can easily overcome their presence. Therefore, have all teams ignore them completely and focus on the obelisk.

    Each team should be assigned to an obelisk by the raid leader and gather up by it and start buffing. Make sure the teams are close enough to see the obelisks, but far enough away not to draw any aggro. Once all 3 teams are ready, the raid leader can give the signal to start attacking.

    Quote:
    If all goes well, this is what will happen:

    1. Clear Rularuu spawn and drop the obelisk's shield.
    2. Target obelisk and defeat it.
    3. All 3 obelisks are defeated within 30 seconds of each other and the portal is opened.
    Notice in this strategy, teams are in synchronization because they started attacking the Rularuu spawn at the same time. If teams are well balanced, they will do this at the same pace. If they are not balanced or if something goes wrong, one team might be done with their obelisk while another team is still clearing Rularuu.

    If things don't go well, one of the obelisks will be restored before the others are defeated. If this should occur, don't worry. It's not a big deal. The best thing to do is regroup and start again after you've determined the cause of the lack of synchronization. If one team is slow, have the fastest team fly over and help them out after their obelisk is down.

    Quote:
    Some Observations on Timing: Obelisks

    Here is the general timing of events based on my observations:

    - If you start to clear Rularuu, but don't clear them all, you will get a respawn
    - If you start clearing Rularuu, and clear them all, the obelisk's shield will drop
    - The obelisk's shield will come back up as a respawn of Rularuu occurs if the obelisk has not been defeated

    Here are some measurements I was able to make based on these events:

    - Time from assault to respawn (if the Rularuu are not completely cleared) = 1:30
    - Time from when the shield drops to when it is restored (occurs with respawn of Rularuu) = 30s

    Based on these observations, you have 30s to defeat your obelisk once the shield has dropped. Additionally, once an obelisk is defeated, the other 2 must be defeated within 30s.
    An alternate method would be to have each team clear Rularuu, drop the shield, and leave it at approximately 20% health. When the next spawn occurs, leave all but a couple Rularuu left alive. Once all teams are at that point, the final mobs can be defeated, shields droppped, and obelisks taken down. I'd only use this method if the first cannot be accomplished. More often than not, if the teams are balanced, this part shouldn't be difficult as long as everyone starts attacking at the same time.

    The Trial Part 2: Inside the Cathedral

    Once all 3 obelisks have dropped, the portal at the center of the map will be open. There will be a cut scene (or mini movie) starring either Ruladak the Strong or Lanaru the Mad. It is at this point you will know which AV you will face once inside the cathedral. Ruladak the Strong will appear in red, whereas Lanaru the Mad will appear in purple.

    Have all teams enter the cathedral and start to buff up inside. Once inside, you will notice that you have a very similar situation as you did outside: there will be 3 cubes with Rularuu spawned and this time an AV with a shield instead of an obelisk with a shield. With that said, the strategy when inside is very similar to the strategy you just used outside in the sense that each team will be assigned to a cube to clear the Rularuu to drop the shield on the AV, then once the shield is down, fire away at the AV. The main difference is that with the AV, you will have to clear the Rularuu spawn and attack the AV for multiple cycles, whereas the obelisks can be dropped in one cycle.

    Quote:
    General Strategy

    The general overall strategy is the same for both AVs. Clear Rularuu, fight AV, clear Rularuu, fight AV, and so on and so forth. The name of the game is to clear the Rularuu fast. The faster you clear them, the more time you have to attack the AV. Also, while the AV's shield is up, he can regenerate, meaning any progress you might have made can be undone. So the quicker you are about getting back to him, the faster he will be defeated.

    Note: Recently the AV was fixed so that he can no longer attack while his shield is up.

    Quote:
    Some Observations on Timing: Aspect of Rularuu

    Here is the general timing of events based on my observations inside the cathedral:

    - If you start clearing Rularuu, but don't clear them all, Rularuu will start to respawn
    - If you start clearing Rularuu, and clear them all, the AV's shield will drop
    - The AV's shield will come back up as a respawn of Rularuu occurs

    I have taken a few measurements of these events:

    - Time from respawn to shield up/next respawn (includes Rularuu assault + AV assault) = over a minute and variable
    - Time from when the shield drops to when it is restored (AV assault) = 45s (consistent over several measurements)

    Based on these observations, it appears that the length of time you have to attack the AV is a constant 45s, and you can expect a respawn 45s after you have dropped the shield. You will still want to clear the Rularuu as fast as possible to allow these blocks of time to be as close together as possible. When the AV's shield is up, he will regenerate quickly.
    How to Clear the Rularuu as Fast as Possible
    1. Assign each team to a cube. When you first enter the cathedral, there will be one to your immediate left, one at the back of the room near the AV, and one to the right. Paint representation (not remotely to scale) As you fight the spawns, the AV will likely move around, and it is easy to become disoriented as to which cube you were initially assigned to. To help remedy this confusion, make sure people have the portal entrance selected on their map before entering. It will appear as a waypoint on your map, so that as you move around the room, you will know your position relative to the entrance. Unfortunately, there are no other useful landmarks when in that room, since everything looks the same. Worst case scenario, if people are lost, have them follow their team leader.

    2. Make sure each team goes to their cube as fast as possible once the shield goes up and the Rularuu spawn. The biggest time sink occurs when the Rularuu fly around. If each team isn't on a cube immediately after the shield goes up, the Rularuu will scatter, and likely your teams will as well trying to fight them. If one team is particularly fast, they can always help the other teams after they've cleared their initial spawn.

    3. Use your melee to localize spawns. If you put a melee toon on each team, you're in business. Send one from each team back to their respective cubes early (before the shield goes up). That ensures that the Rularuu will aggro on the melee toon, keeping them grouped and preventing scattering. If they are not making it back in time, then leave at least 1 melee toon at each cube to wait for the respawn. You will lose a bit of damage on the AV, but the benefit of taking down the spawns fast far outweighs this in the long run.
    Using -Regen Effectively
    If you are a toon with a -Regen power, make SURE you have it up for when the AV's shield drops. Some toons will easily have their -Regen power perma, while others will not. If you are someone who does not, please don't waste it on the Rularuu spawn. They are going to die fast anyways! (At least, in theory). The other benefit to having -Regen on the AV is that it will still be active on him even though the shield goes up. This will help prevent him from regaining health as you are clearing the Rularuu. Depending on how things are going, you may want to try timing -Regen powers just before the shield goes up so that they last longer.
    Since the AVs have different powers and are of different difficulty level, what you do for one will be slightly different from what you'll do for the other. Therefore, each AV will be discussed in turn.

    Quote:
    a. Ruladak the Strong

    Since no one really wants to say 'Ruladak the Strong' over and over again on Vent, it is common practice to nickname the AVs. Some may call him Big Red, whereas myself and associates have affectionately nicknamed him Joe. There is no particular rationale behind this name that I can think of, other than in this place we call the internet where brevity often rules, monosyllabic names are preferable.

    This AV doesn't pose much of a threat. He's basically a sac of HP and Regen, so nothing beyond following the general strategy is necessary. Just carry about your business and clear the spawns to drop the shield. The CoPs I've completed with this AV generally go very quickly. One was as fast as 8 minutes and change.
    Quote:
    b. Lanaru the Mad

    This AV is undoubtedly more difficult than the previous one. However, not impossbile! With some co-ordination and diligent timing, you CAN defeat him without using nukes, Shivans, HVAS, etc. WARNING! Side effects of this AV include extreme frustration and hate for Storm Summoning. It is possible you will hate Storm Summoning so much, you'll kick every one that shows up on a team. Conversely, you may be the type that thinks it was so horrible that you now want to play a Storm and inflict the horror on others. Whatever your reaction, don't let it get you down!

    You're going to use the exact same strategy that was discussed for the red AV, but with a few minor modifications.

    When you are engaging the Storm AV:

    1. If you are a RANGED toon, stay at RANGE. Do NOT stand so close that you're all up in his swim suit area. Not only is that inappropriate, but your Tohit and Range will be debuffed substantially. Stand far enough away that you are not in the Hurricane.

    Quote:
    More on Lanaru's Hurricane
    Lanaru is a tough AV for many reasons, but his Hurricane is what will keep most teams from doing any appreciable damage to him quickly enough to succeed. The Tohit and Range debuffs from his Hurricane are substantial. (In the neighborhood of -53% Tohit). As previously mentioned, there are 2 ways to overcome this:

    1) Debuff Lanaru's Defense. (However, you will have to take into consideration that Defense debuffs are resisted by AVs, and then further resisted again due to the Purple Patch. As an example, when a single RI slotted for Defense debuff is cast on Mako from the STF, it's about equivalent to popping a small yellow inspiration). See Paragon Wiki: Archvillain

    2) Buff your own Tohit. This is possible through buffs from others, powers you may have in your build, and yellow inspirations. (E.g., a small yellow inspiration will boost your Tohit by 7.5%).

    Because it is unknown how much +Tohit your teams will have or how much -DEF you will have available, the more all purpose solution is to keep everyone at range who can be at range, and out of the debuff. You may lose use of some short range, high damage attacks, but overall, the raid will be able to do more damage. The radius of the Hurricane is 40ft. Many attacks and debuffs have a base range of 80ft. With that said, it should be easy to stay at range. If you were at one point in the Hurricane, the debuff should wear off fairly quickly once you move outside of its radius. Red Tomax: Lanaru.Hurricane.
    2. All RANGED toons, stay TOGETHER. So not only are you fighting at range, but all these toons should be grouped. Once grouped, at this point the raid leader should ask for PBAoE buffs, such as AM, RAs, etc. so that they are cast on as many people as possible. Doing this will not only increase your damage output, but increase your survivability as you go to fight the Rularuu again, making it easier to take them down while the AV is attacking you.

    3. If you are MELEE, then go about your business attacking the AV if you are not handling cube spawns. I would recommend that you go into your Combat Attributes and monitor your Tohit, and pop yellow inspirations accordingly. If you are on a team with an Empath or a Therm, make sure they cast Fort/Forge respectively on any melee. These powers will buff Tohit, in addition to any Tactics or other powers that may be running. Smart use of these buffs and Defense debuffs will help melee toons when faced with substantial Tohit debuffs.

    While these points may seem obvious, it is easy to forget to do them. For example, I've watched a group fight the Storm AV all being in the Hurricane and the AV hardly took any damage at all. As soon as people moved away and out of the debuff, we were able to do damage.
    7. Screenshots and Videos

    October 2010: Here is a screenshot of a particularly successful run done in about 13 minutes vs the Storm AV by Champion players.

    November 2010: I want to share a video of a CoP run on Champion vs Ruladak. It was done in 10 minutes with a mixed group of people: those who were experienced with the CoP and several who had not done one before. There is some time cut out in the middle, which is just me explaining the second phase of the trial to the group. I hope you enjoy.

    March 2011: Here is a screenshot of a 9 person CoP, which was lead by my SG mate Kahlan.


    8. Closing Remarks

    TLDR version of the guide:

    Balance your teams! Defeat the Rularuu FAST! Keep ranged toons TOGETHER when fighting the AV so PBAoE buff coverage is maximized! Do NOT stand in the HurRAWRicane if you are RANGED!

    The above information has worked on several occasions. Now that the issue with the AV attacking through his shield has been fixed, the trial should be a lot more manageable.

    The first time we tried this trial, we were unsuccessful. This may be the case for many groups that attempt the CoP, especially if they encounter the Storm AV. And that's OK. The CoP really is a challenging trial, and like most things that are challenging in the game, it will get better with practice and experience. The first Hami raid I ever lead took 3 hours. These days, Hami raids can take as little time as 15 minutes. I use Hami as an example because this trial is better thought of as a raid encounter instead of a trial. So if you are unsuccessful at first, do not be discouraged, do not ride the Teacups. Think about what could be improved for next time and try again. Like anything else, once people get in the swing of things, doing the CoP will be like taking a ride on Drop Zone.

    Acknowledgements
    My SG and coalition, for helping host CoPs and contributing to guide information
    The Champion server, for participating in many of them
    Silas, for suggesting the use of quote boxes
    ItsCamRUN, videographer
  22. Quote:
    Originally Posted by TsumijuZero View Post
    Ok ok ok, so it was done with 45 seconds remaining, with nearly everyone dead and theres evidence of it being done once.

    Thats hardly a proven method to do it reliably is it. Go on, scroll up, you'll find thats what I've been discussing in my posts...

    additionally I notice that it was done redside, which if memory serves was discussed being easier on test due to the style of the Villain AT's. Now I know we can side switch but I would surmise that the trial would have gone over time if it were done Hero side.
    Like I said, it has been done on Champion (on both blueside and redside). So it hasn't been done 'just once' or 'just with villain ATs'. (Not that it matters much, since people are able to switch sides). I used Virtue as an example only because they have a good break down of the strat and the progress they made during the trial. You had asked for constructive information on how to succeed, and theirs was readily available. I'm sure more information will be available as other groups start to write up their experiences.

    My impression from reading it was that things didn't go so great at first and consequently, people quit or what have you. They had to regroup and recruit more. That is why it took the full hour. The promising part about this recap is that once they did regroup, modified their strat and tried again, they were successful.

    I'd like to quote the leader:
    Quote:
    Originally Posted by xeaon
    I was really happy about our progress last night I was even careless to win or fail. But we did won, so itÂ’s even better.

    Our technique still needs to be tuned if you ask me, but it proved its efficacy. Having more ppl try and learn it, will better it, and as some point those CoP trial will become pretty easy I believe.
    That last bit being the important part. Progress was made, lessons were learned, the strat was modified in such a way that they were successful. Additionally, the leader states that despite the success, their technique could be improved upon further. I.e., with practice and more experience, they will get better. Chances are, if they attempt again using things that worked the last time, they will be successful, and it will take less time. Then if other groups start to incorporate the successful elements into their strat, the success rate should start to climb. The CoP hasn't been out that long, so why ignore evidence that people have not only been successful at it, but have also acknowledged room for improvement?
  23. Quote:
    Originally Posted by TsumijuZero View Post
    You and one other person out of the entire thread have said they have done it... thats hardly "clearly illustrating" in comparison to everyone else that has disagreed. Please contribute something positive to the strategies as at the moment all I'm reading is posturing to troll.
    If you go to the forums you referenced in an earlier post, i.e. Virtue, they have posted about a recent, successful run done without nukes against the Storm AV. There is a break down of the strat as well, which is very similar to what was done on successful runs I've participated in on Champion. If you read the details of what happened during the trial, I think it serves as an excellent example of how progress can be made with some strategy modifications.
  24. Quote:
    Originally Posted by TsumijuZero View Post
    what I said was that you needed mind boggling levels of co-ordination to do the CoP reliably without nukes, and by that I mean with a success rate similar to completing the ITF.
    In my experience, you don't need 'mind boggling' levels of co-ordination to do the CoP reliably without nukes. The Storm AV may be more demanding in this department, but not impossible. The other AV is very doable with a PuG group and no nukes and in a decent amount of time.

    Quote:
    Originally Posted by TsumijuZero
    We know that you only need 3 in the SG, thats not the point. In order to overcome the regen we HAVE to take certain combinations of AT's and powers, now if we said to your main, sorry but 23 people aren't dragging your AT (if you're badger is a toon that doesn't always "fit" with the requirements" through it to get the badge then wouldn't you be a bit annoyed?
    The teams I've done the CoP with so far have been fairly balanced in terms of ATs, meaning we had a mix of each type. There hasn't been an overwhelming number of one vs another. I think with more experience with the trial people will have a better appreciation for this balance.

    Quote:
    Originally Posted by TsumijuZero
    Perhaps if the trial was based on keeping the shield down through having a decent strategy for the trial, rather than just having to work out how to overcome the rather stupidly designed amount of regen the AV has, then the point would be mute. But no, we're given a time limit to overcome an opponent that has been made cheaply harder rather than intelligently.
    As for the AV's regen, bring some -regen debuffs. There are lots of power sets that offer this, and also bring -res and -def debuffs to the table. It definitely doesn't take 24 Rads either. The CoPs I've been a part of, we've had around 6 -regen debuffers, leaving lots of room for other things.

    Again, I'm just speaking from my personal experience, which includes PuG CoPs as well as SG CoPs.