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:
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Pain Killer badge for completing the trial
AND a choice between the following:
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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.
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3. Base Requirements
To start the CoP, you will need:
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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
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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:
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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 LanaruuIncludes 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!
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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.
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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) EnergyPain 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
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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.
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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.
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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%)
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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