Flavorice

Apprentice
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  1. Curses! I am planning a themed run this weekend with the SG (all defender and corruptor) and that may put a kink in the plans. With any luck we can find a qualifying toon in range.

    Thanks for the answer!
  2. Last I knew, the Eden Trial was not start-able by a level 50 character, but rather needed someone in range to do so. Can anyone confirm if this is still the case? Has anyone tried starting it on an in-level-range rogue?
  3. Flavorice

    /Storm info

    I have an Arch/Storm that I love. The nuke doesn't crash end so it goes very well with the toggles -- Steamy Mist is always on, and Hurricane often is. Also, I primarily lead with the storm powers (Lightning Storm, Freezing Rain, Snowstorm if you're into that kind of thing) so redraw is not a serious issue for me.

    I do agree that it is a set that can be tough to play well. Hurricane tends to be the main culprit and requires some practice, but when you manage to simultaneously debuff and gather all of the robots around the computer during the ITF and then hit em with RoA you will feel like a god.
  4. I actually noticed this when testing it in the beta before it went live and it DOES scourge, just not in any useful way. Here is roughly how it works:

    0. Fire the power
    1. Do the scourge check against targets' health
    2. Execute all of the damage ticks
    3. Apply the scourge damage

    Because of this mechanism, you need a target to be low enough in health at step 1 to pass the scourge check but still standing by step 3 to take the damage. I have seen it scourge on bosses and higher, but it's pretty rare.
  5. I ran my Team TP test last night, and results were mostly good. The trick is to keep participation in the team TPing close to 100%, so there is less area covered by BPoD. Once a few folks started dodging on their own, it got much harder to find landing zones. We were all corruptors and defenders (it was a theme thing) and having everyone ranged made that a lot easier.

    Some things to keep in mind when attempting this approach:
    - The BPoD are slightly larger than they look.
    - After Team Teleporting a large group, they spread (like after an Assemble the Team.) This means that you need more room than you think for a landing zone.
    - If you get an invalid target red reticle, you are in way more trouble than usual.

    The first and second points lead to me getting a few folks ganked when I would TP too close to the warning patch and then we'd spread after landing. This is part of why I think having close to 100% participation is necessary for the Team TP approach to really work. Point three lead me to getting 7/8 of the team killed once -- Sorry guys.
  6. I have had partial success with the Team TP approach.

    I ran this on Sunday on my Fire/Dark cor with coalition folks; It was the first run of it for six of the eight of us, myself included. We had a tank, a blaster, and a mix of defs, cors, and controllers.

    For the first portion of the BM fight, I successfully Team TP'd the ranged people around the map. I was pretty aggressive with the Team TP and moved us every few attacks. With TPs this frequent, it seemed to me that not that many patches got spawned. I will need more experiments with this to actually report that as fact, but maybe with us shifting positions so often the patches couldn't spawn?

    Sadly, we hadn't read any guides on the thing and once BM ran off we lost some focus and had much more trouble. Once most people got the hang of the death patches, we did end up getting organized enough to finish it in 1:14 with 96 deaths. Once BM returned, I used Team TP to jump myself and random nearby teammates out of the patches several times, but it wasn't nearly as organized as with the first portion of the fight.

    I have another coalition run planned for this coming weekend, and I plan on attempting to use the TP approach for the whole fight. I'll report back here how it goes.
  7. I ended up filling this from coalition, and we had a fun time with it. We clocked in at 2:16 with 54 deaths (which was fine by me -- more Fallout!)

    For anyone curious, here are the outcomes of the experiments:
    Can we confuse the good doctor into being defeated by his own clone summon?
    Yes. He has standard PToD protection, which is only 50 mag. Once he's confused, his spawn comes out confused and remains confused as long as he does. Sadly, they tend to wander off and kill each other rather than focusing on him.

    Can any Patron stand up to Ghost Widow?
    No-ish. We got fancy and tried confusing two (Widow and Scir.) She was on hew way to kicking his butt with nary a scratch on her when we lost confuse on Scir and ended up in a battle with all four Patrons. We ended up regrouping with them reset. We pulled three on the second try and with some coordination (and more deaths) we got them down.

    If I do another run of this, I'll focus on keeping one confused or outlaw plant so we can have four confusers on each.

    Can we confuse the towers? Do we get any buffs from doing so?
    Yes, no. They have higher protection, but nothing we couldn't overcome. Confusing them just turned them off.

    Can we make Recluse take out some towers? Can we get his bane spawn to attack him upon summon?
    Sadly, no. Recluse has unique mez protection that drops the duration of mezzes hugely. The Power Analyzer window was a bit cryptic about this, but the confuses decayed quicker than I have seen on anything else out there.

    Can the flier be confused? Will its spawn attack it, or does it follow ambush logic?
    Yes, no. The flier was nothing special confuse-wise, but the spawns are treated like ambushes and thus not born confused.

    Overall it was an enjoyable experiment, but I would probably suggest the All Confuse ITF over this one. There was nothing here that beat the joy of seeing Rommy take out all three Nicti for us.
  8. This Saturday (4/24) at 11:00 PM Eastern (10:00 Central, 8:00 Pacific) I plan to run a Statesman Task Force focused on playing with stacked confuses. All level 45+ Mind controllers with Confuse, Illusion controllers with Deceive, and Plant controllers with Seeds of Confusion(*) are welcome to join. (*) Note that some experiments may demand only aggro-less confuses be used, so Plants may have to sit those out.

    Having run all confuse ITFs and Lady Grays, I expect this will largely be a steamroll (eight controllers usually is,) with a few random breaks for fun experiments. Experiments I have in mind are:
    • Can we confuse the good doctor into being defeated by his own clone summon?
    • Can any Patron stand up to Ghost Widow?
    • Can we confuse the towers? Do we get any buffs from doing so?
    • Can we make Recluse take out some towers? Can we get his bane spawn to attack him upon summon?
    • Can the flier be confused? Will its spawn attack it, or does it follow ambush logic?
    (My guesses are yes, no, maybe, no, yes, maybe, no, and n/a.)

    I have four slots filled from Coalition, and am looking for four more brave and curious souls to join us. Respond here or PM me with your character name and sets if you are interested.

    Current Roster:
    1. @Flavorice - Addler - Level 50 Mind/Rad
    2. Level 50 ILL/Kin
    3. Level 50 Mind/Rad or Mind/Kin
    4. Level 50 Ill/Rad or Mind/Emp
    5. Level 50 Ill/Storm
    6.
    7.
    8.


    ETA - I snagged another Ill from coalition, so only three slots remain.
  9. Awesome guide. It makes me want to exemp down for all of the TFs and Trials. Even Posi!

    [ QUOTE ]
    The final mission takes place within the Storm Palace fortress itself. Keep in mind that this is over two miles away from the entrance to the Storm Palace, so you likely will not be able to use Recall Friend directly from there.

    [/ QUOTE ]

    Something that I thought was particularily rude is that you can not use TP or RC friend within the Storm Palace fortress (presumably the force field prevents it.)

    This makes landing on the entrance to it a challenge for TPers (there's a shallow lip that is outside the force field) and makes grant invis/group invis useful, since you will have to get past a fair number of lvl50+ mobs to get to the entrance to lunaru's chamber. Team wipes are extra irritating if you have nobody that can grant invis, since these lovely mobs respawn.

    -- Edited to make sense.