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Posts
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Let's see.
General
1. Always listen to your leader
2. Don't be afraid to check your map, especially if you're new to a trial.
3. Level shifts matter.
4. Let the league know if you're looking for particular iXP. This can help determine what trial to run and the difference between a Lamda and a SLAM.
5. Stay with the group. Unless it's a trial where the teams split (TPN, LAM, etc) then hug up with the group where you can.
6. Heroes: Call to Justice. learn it, love it, use it.
BAF
1. Ignore the glowies. No one turns off the turrets, they're hardly noticeable and you get a badge (thus an uncommon) and an astral for it.
Lambda
1. Left is grenades, right is acids.
2. Don't touch the front door, Marauder will sometimes just leave if it's open and that's an insta-failure.
3. A successful tactic for the extra ADDs objective in the Marauder fight is to let a couple minutes tick by then closing all the doors. (BEFORE You aggro anything)
Keyes
1. Stealth rocks in this trial.
2. Knockback patches are handy for clearing away ADDs from terminal
3. Confuse can be handy for at least distracting mobs
UGT (50+1 min)
Nothing explicitly comes to mind. Hug the group.
TPN (50+2 min)
1. Know when AoE is okay. Initial stage, cameras hug the buildings. Inside, go nuts. Any phase outside with protesters, no go. As soon as they leave ('Fight Maelstrom' phases) go nuts.
2. Uncontrollable pets can't hurt civvies. (Controller/Dom pets, etc) Not sure about Mastermind/Lore pets.
3. During the Phase Maelstrom is popping in and out during the protest, anchored debuffs remain on him (til you're killed anyway). Between phases they'll detoggle though.
4. Telepathists spawn sequentially, so just start on one side and follow them. Same pattern every time.
MoM (50+3)
1. Tons of visual cues. Listen to the league leader for a description of each phase.
2. Like Maelstrom, the phase with Mother Malaise will keep toggle debuffs active on him when he disappears.
3. hug often, except the phases where you have to pay attention to that. (pink doom, world of suffering/silence)
4. carry lots of wakies and breakfrees and ally rezes.
DD (50+3)
1. Check the map, everything important shows up on it, from spines to hostages.
2. Spine phase, clear mobs, drop spines to 30%, then go for the kill, easy badge.
3. Pay attention to which mob you're attacking during hostages, you just want to aggro the mobs for the hostages you're going for.
4. Hug, tank, and spank the Sentinel.
5. Hug inside mot.
6. let 2-3 folks tag essences, everyone else dogpile Diabolique. -
Quote:"And next on the agenda, PvP. Are we going to do anything with it?"It's not from a lack of desire, I assure you.
I keep bringing it up though...every month, like clockwork
Collective: "No."
"Okay, moving on"
As for why I don't? Battling other players just doesn't really appeal to me all that much. Not in this game, not in others. I don't even know how different the mechanics are, I just don't find it appealing to knock heads with other players, especially the vocal ones I've seen on the server trying to bait people into a PvP match.
That said, I did just discover the wonder of Shivans, so I have been taking trips to Bloody bay now and again buuut pretty much for that purpose and villain accolade badges, and no other. -
Stab stuff in the face. Rinse, repeat.
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kiiiind of tempted to buy it and roll my first tanker.
kiind of. -
Yeah it's implied there are small pockets of civilization left, I think there's even a reference to 'new vegas', and even one of the lowbie Resistance arcs has you smuggling people out of the city to -somewhere-.
It's pretty much just that the wilderness = Devouring Earth. -
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Quote:It's not an argument. It's the devs stance. They've gone on record multiple times to say that new content is either equal (both sides get something) or co-op.I'm not buying this argument that everything has to be for both sides or nobody.
Quote:And for those of you self-righteous hero lovers, you're honestly going to sit there and tell me that if a new redside SF were added with wicked cool badges and worth 42 merits, you'd not play it because it's against your code of ethics? -
The Praetorian starting content and the continuation starts out as a 'several shades of grey' rather than the moral black and white seen in the Maria Jenkins arc.
However, that's about where the grey ends. By the time of the iTrials, it's back to pretty much black and white. Tyrant and praetorians evil, we good. smash. As has been noted before, all paths pretty much lead to siding with the Resistance, as morally reprehensible as Calvin Scott was in his 'freedom fighting'. Hoping that comes up eventually but not banking on it.
There have been some reprecussions, but none with any tangible effect (so far). Breaking the deal with Hamidon has yet to provoke the Devouring Earth into action so far and has just been used as more fuel for why Tyrant is bad. Given the evacuation effort, might not see any blowback in terms of civilian casualties, though I'm still hoping/expecting the Praetorian Devouring Earth to become an issue. -
Actually they've been doing that since the SSAs started (Or at least since SSA4 when I noticed it). I kind of like it more, it certainly beats sitting there and waiting for the leader to finish while the rest of the team sits in silence.
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Quote:yeah the furies are just kind of jerks. ;pThe Furies don't care one way or another about how morally bankrupt Primal Earth may have become. They're only concerned with oath breakers as explained in First Ward. That is to say, if I swear to steal candy from a thousand babies by the end of the month, they'll only be gunning for me if I don't hold to that promise. Likewise if I swear to save a thousand kittens from burning trees.
They came pursuing Diabolique and happen to stay when they found DA was full of unkept promises. There presence had the unfortunate side-effect of feeding Mot. -
Quote:Valid -to you-. It can go both ways and it's more reasonable that we should be allowed to for mechanical purposes. First Ward is a dead zone, anything that gives it an uptick in traffic should be seen as a good thing. Trying to handwave it behind lore is ridiculous when there are plenty of ways for it to be handwaved the other way.I've run a few non-Praetorians through content in Praetoria back when I was still teaming.
Being a co-op zone isn't a valid argument.
Being on a different Earth is a valid argument.
The TUNNEL system doesn't even go to all zones in the game. It's a small subset of zones. Not all Praetorian zones are accessible, not all Paragon City zones are available and not all Rogue Isle's zones are available.
EDIT: Also, Praetorian characters must have chosen a Primal alignment to be able to use the system.
Simple fix. Portal Corp (or the Carnival of Light. Or The Midnighters. Pick your flavor) has stabilized the link between Primal and Praetorian Earth so now supergroups are able to support beacons between the two worlds.
Done.
Quote:Last time I checked, it wasn't.
It's in a Pocket Universe that DJ Zero created from nothing. He sets the rules in that Pocket Universe and one rule he's apparently set is that he allows base portals OUT of Pocket D.
Similar to how he's set rules such as being a no-fire zone and disabling teleportation powers within the club. He's also created links to the Vault Reserve system and the Arena system. -
Quote:They make a convenient boogeyman, but running through the Praetorian content you do actually get, as corrupt as the loyalists are, that they really do want to protect the people (even if it's from themselves).The existence of the DE is very useful for Tyrant and the loyalists
Quote:I suppose maybe you can grind your way to 50 without leaving Praetoria, but it would be horrible. And can you even unlock your incarnate slots or queue for iTrials as a praetorian?
I know you're just being snarky, but the issue is that the original Praetorian story arcs make a really big deal about avoiding the kind of murderous outcome that the so-called "heroic" iTrials later does everything to promote. While that's fine in itself, it just goes counter to the motivations that the Going Rogue content was trying to instil in your characters (unless, I guess, you're a Crusader in which case it fits right in).
My responsibility loyalist had to take down a close friend in order to prevent exactly what the TPN trial is trying to accomplish, and, with his dying breath, he made me promise that Mother would pay for her crimes against Praetoria. It was a powerful, emotional moment, that is being completely invalidated by later content.
If I wanted to stay true to what happened in Going Rogue, I couldn't take part of most of the iTrials. At least not on Primal Earth's side (although, as much as I dislike the trials, my loyalist totally have to be there for the MoM trial. Mother needs a boot to the brain).
Even if Praetoria eventually reaches a point where it's possible to go from 1-50 and remain a loyalist/resistance I still expect that in the end you'll be forced to go to a Primal alignment. Especially with the Praetorian story coming to a close the alignments are becoming kind of meaningless. With Cole's empire gone and the safety of Praetoria compromised it's going to become like First Ward where loyalty matters less and survival matters more. -
Actually, that's something I was thinking about the other day.
If Cole was truly the Well's Champion and had amassed all this power and all this tech what exactly was stopping him from turning it onto the Hamidon and the Devouring Earth? The praetorians can create massive plans to neutralize super powers and sterilize Primal earth but can't do anything against the Devouring Earth?
My -hope- is that future Praetorian content will show just how dead to rights scary the Devouring Earth and the Praetorian Hamidon are, but then that also presents a further question of why, if the Hamidon has tapped into the powers of an Incarnate in his transformation, why -he- wasn't made the Champion of the Well since he clearly is still more powerful than Cole.
Edit: And I do get that Cole was made the Champion from his brokering of the deal between Hamidon and Praetoria. But that still seems like a flimsy excuse if, this entire time, the Hamidon is still -smash you into paste- stronger than Cole. -
Dark Astoria shouldn't be any surprise. The tables are -heavily- weighted towards common.
As for trials, ya, just bad luck I'm afraid. If you're looking for higher components, underground is definitely your best bet as it rewards a guaranteed rare/very rare for completion, next would be Keyes which has a higher chance for a rare. -
Redside can get all that, it just means when they do, they'll be giving blueside the same thing. So when villains get a new strike force, heroes will be getting a new task force.
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I'd count them as magic. The individual members may have different origins, so some may in fact be Mutant psychics, but most of their powers come from their Harlequinn masks binding them to Vanessa DeVore, who is a pretty decidedly magical psychic.
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Hm. Then why is Malaise there already? That'd imply MoM has already happened.
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Since the Praetorian zones are starting areas, don't expect to see them updated with everything that's going on. They can't really update stuff everytime some new big event changes things, otherwise we'd see stuff like Steel Canyon wrecked up from battle Maiden's attack.
And, really, the DA arc pretty much just sums up the trials. The big points in every trial is pretty much we're taking down one or more praetors.
BAF - We beat up Siege and Nightstar, at the least disabling them, and wrecking the Empire's mind control facility
Lamnda - We take down Marauder and the Empire's biggest Weapons Depot.
Keyes - We take down Anti-matter (Though it's explicitly revealed in MoM we do not -kill- him, as we have Metronome lamenting we didn't) and stop the Keyes Island Reactors from going nuclear.
Underground Trial - Vanessa DeVore has uncovered -extremely- important information and is being hunted down by IDF and Devouring Earth. Taking Desdemona, we find DeVore's battered and lifeless body next to the avatar of Hamidon, an agent sent by the Hamidon to monitor the empire and ensure that Cole was keeping his deal.
TPN - Given the revelation from the Underground, we now seek to broadcast the news to Praetoria and alert the citizenship that Cole never stopped the Hamidon, merely brokered a deal with it. Maelstrom is put down.
Minds of Mayhem - The TPN broadcast is actually unsuccessful because Mother Mayhem turns on the seer network and basically mind controls all but a handful of -every living person in Praetoria-. Desdemona aids us in opening portals into the network where we pull out Penelope Yin, the conciousness of the real Aurora Borealis, kill Malaise (explicitly revealed in night Ward) and seal Mother Mayhem inside the network, effectively killing her.
So, ya, most of the Praetors, dead or missing. The populace aware of Cole's indiscretions and lies and in a panic. basically we've been systematically disabling a lot of the empire's key personnel and facilities. And then Dark Astoria happens. And then Dilemma Diabolique happens. Followed up by an upcoming incarnate arc in I23 that sets up the finale trial against Cole.
Edit: Oh and we can't forget the Apex and Tin mage task forces, which set up that we incarcerate Battle Maiden. No known word about whether Neuron and Boobcat were killed or arrested yet. -
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Yup, pretty much.
Tina Macintyre fits in there before Maria, as Anti-Matter's invasion attempt was the initial kickoff. -
Quote:Because it's a co-op zone where there's actual content to be done, unlike Praetoria where it's strictly praetorians only. Trying to handwave the inconvenience as lore is ridiculous, especially now with the TUNNEL system being implemented.We can't put base portals to any zones on Praetorian Earth, so why should First Ward be any different?
Can you name any other Earths where we can put a base portal? No. All of the ones we can access are by using Portal Corp. technology.
We also can't put SG base portals to any villain zones or VG base portals to any hero zones.