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Posts
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Joined
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- Where: Rikti Warzone
- Who: Heroes and Villains 35-50
- Raid Leaders: @M2 is Deadly/@Its Me Matt
- Date: Every Friday at 8pm eastern (2-3runs a night)
- Starting Friday the 8th
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10/3/10, AV had to go, and steele was absent. I took the lead, and it was a successful raid! GJ liberty!!!
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Second CoP sametime...
Will run through Ops Base from Pocket D
Team 4 (Team Leader @M2 Is Deadly)
1. Melee: @Sweet Vengeance
2. Heal Source @Mr Mac Jolene Healer
3. Debuffs @M2 is Deadly Sick Minded (Mind/Cold)
4. Scrapper @Pagen-Steel Ket/Regen
5. Ranged Damage: @Major Jolt - Elec blaster
6. Ranged Damage: @Bloodstar
7. Shield Buffs or Debuffs: @Geo Glo - Ill/rad
8. Any AT
Team 5 (Team Leader: @Hellion Angel)
1. Melee (Tank/Brute/Scrapper)
2. Heal Source
3. Debuffs
4. Debuffs
5. Ranged Damage (Blaster/Dominator/Corruptor/etc.)
6. Ranged Damage @DevilYouKnow Shadows Ghost (DP/Mental)
7. Shield Buffs (Force Field/Sonic/Cold/Thermal)
8. Scrapper @Hellion Angel (Dark/Dark)
Team 6 (Team Leader: @Big Bud)
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
7. Shield Buffs (Force Field/Sonic/Cold/Thermal)
8. Scrapper: @Big Bud - MA/Regen -
I would consider doing this. I have fun building bases. Heck I built all 15 ops bases.
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You are welcome Amy! I think Draygos said we have maybe 3 teams full? But we're moving people around to fit in badgers etc. I'll put you on my team for now though.
Team 2 (Team Leader @M2 is Deadly)
1. Melee: @Sweet Vengeance
2. Heal Source @Mr Mac Jolene Healer
3. Debuffs @M2 is Deadly Sick Minded (Mind/Cold)
4. Debuffs: @Amygdala - Rad/elec defender
5. Ranged Damage: @Major Jolt - Elec blaster
6. Ranged Damage: @Bloodstar
7A. Shield Buffs: @M2 is Deadly - Sick Minded (Mind/Cold)
7B. Shield Buffs or Debuffs: @Geo Glo - Ill/rad
8. Scrapper @Big Bud (MA/Regen) -
This is from Omega Shockwave from Guardian.Quote:So here's some new strategy we'll use for the inside of the Cathedral of Pain Trial along with some data analysis...
This is what we're up against (some number crunching here), for some min/max values.
Aspect of Rularuu's max HP: 76692.89
Aspect of Rularuu's regen: 597.58 HP/sec
The numbers below have been modified so we can compare them to what is listed at level 50 in Mid's Hero Designer.
If we don't touch his regen rate (and use only dmg he's 10% resistant to):
Time Aspect is Vulnerable______ DPS needed to defeat
60 sec________________________ 181.112
50 sec________________________ 205.7949
40 sec________________________ 242.8192
30 sec________________________ 304.5264
If we don't touch his regen rate (and use only dmg he's 40% resistant to):
Time Aspect is Vulnerable______ DPS needed to defeat
60 sec________________________ 271.668
50 sec________________________ 308.692
40 sec________________________ 364.228
30 sec________________________ 456.789
I think a 40 second window is more realistic, so I'll use this when playing around with his regen rate being debuffed.
This represents what it'd look like if we had 40 seconds (using only dmg he's 10% resistant to):
Regeneration Rate______DPS needed to defeat
597.58 HP/sec____________242.819
501.96 HP/sec____________233.587
400.37 HP/sec____________223.779
298.79 HP/sec____________213.970
197.20 HP/sec____________204.161
101.58 HP/sec____________194.930
0.00 HP/sec______________185.121
This represents what it'd look like if we had 40 seconds (using only dmg he's 40% resistant to):
Regeneration Rate______DPS needed to defeat
597.58 HP/sec____________364.228
501.96 HP/sec____________350.381
400.37 HP/sec____________335.668
298.79 HP/sec____________320.995
197.20 HP/sec____________306.242
101.58 HP/sec____________292.395
0.00 HP/sec______________277.682
Update: Values for 45 seconds will be added tonight (based on the Alpha One's post about multiple sources confirming the timer value)
Obviously there are still things not taken into account here (like damage buffs and resistance debuffs), but this sets a good baseline to benchmark against.
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TEAM MAKEUP
Before we fill out CoP roster, let's gear our damage dealers toward the Rularuu Aspect's weaknesses as best we can. Using the Power Analyzer Mk III, we learned that he has no defense to any of the damage types. He has 40% resistance to Smashing, Lethal, Energy, and Toxic damage, but only 10% resistance to Fire, Cold, Negative Energy, and Psionic damage. If you've got multiple damage dealers, try to bring one that falls in the 10% resistance bucket. See the numbers above for proof this matters.
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Things everyone should bring/take time to do:
1. A full complement of Envenomed Daggers (this baby has a quick activation time, deals decent damage and has a 10 sec regen debuff of 250%)
2. 7 to 10 damage inspirations (as large as you can get)
3. 3 to 5 defense inspirations (as large as you can get)
4. (optional) 1 or 2 Tier 3 awakens.
5. Shivans. Please get them if you don't have them.
6. The HVAS heavy. If you've got the vanguard merits to get it, please do so.
7. The Backup Radio temp power.
8. Find 3 or 4 powers that have a high Damage per activation time. These will probably be single target attacks. They should also have a quick recharge because of the high DPS needed to take the Aspect of Rularuu down. These attack cannot cripple your ability to attack again either (sorry, nukes are a bad idea here)
9. Set a monitor on your Damage Bonus. Melee, Range, and AoE defense wouldn't be bad to monitor as well.
10. Patience. There are a lot of us that would like to have a successful run. This trial involves TONS of high level coordination, we need everyone to be patient and stick to the plan. This isn't easy, nor should we expect it to be.
Update: 11. Get on the Ravenwolf vent server (see ShadowRavens post below). Even if you don't have a microphone it is helpful to hear what it going on and this is the quickest way to get directions. No typing in game = more fighting time.
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Once we've gotten into the Cathedral from the Shadow Shard all of the teams should line up in a "U" formation at the entrance. This will help buffers that have long lasting buff cycle through more than just their respective teams more easily. This will probably need to be a tight formation for the AoE buffs. See below for diagram. If one team seems to have done better than the rest at killing mobs, they should take the Team 3 spot.
Team 1
X X X X X X X X
Team 3
X
X
X
X........O
X
X
X
X
Team 2
X X X X X X X X
We'll buff up in this formation. Furthermore, Team Leaders will assign a direction for their members to head if done early with their mob. Facing in toward the middle of the room, half should go left, and half should go right.
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Updated - The buff order:
1. Drop pets that are not timer based. This will probably be only those from primary/secondary powersets. Don't drop the others yet (they are only available for a certain length of time).
2. We identify someone as vengeance bait and someone as the vengeance casters. Ideally, our vengeance bait will be a non-tank, non-buffer, low damage dealer. A self rez is worth bonus points here because you won't be getting any buffs.
3. The vengeance bait (with no buffs) dives into the group by the cube and takes a fall. Right in the middle here, we don't want any unnecessary aggro coming toward the rest of the group. Our vengeance bait is then teleported back to the group (marked as "O" in the formation). DO NOT REZ THIS PERSON YET.
4. Single target buffs are applied. Fortitudes, Forges, Cold Dom or FF shields, Sonic shields, Speed Boost, Adrenaline Boost, Clear Mind, Increase Density, etc. If you can get the pets too, that's awesome.
5. Drop timer based pets. Looking for Shivans, HVAS, Backup Radio, pets from mastery pools. (don't drop the useless ones like Snowbeast, Clockwork, etc.) Make sure they are not going to be close enough to aggro the surrounding enemy mobs.
6. The Group Leader calls a "Huddle". Get in close around our vengeance bait.
These next steps need to be carried out quickly. Steps 6 through 8 should be done in about 8-10 seconds, quicker is better. Everyone will need to move quickly and precisely from here on out.
6. The Group Leader will call out for any Mind Link, Recovery Aura, Regeneration Aura, Accelerate Metabolism, and World of Pain buffs.
7. The Group Leader will call out "Final Buff". At this time anyone with Call to Justice should use it. The vengeance caster will cast vengeance 2 seconds after the "Final Buff" order is given.
8. The Group Leader will call out "Go!" and we'll attack the mobs surrounding the cubes.
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MOB STRATEGY
Team 1 heads to the left.
Team 2 heads to the right.
Team 3 heads to the group in the middle at the back of the room. Since they kill quicker, we're offsetting this by making them travel just a little further.
Notes:
- Do not stay dead on the floor, ask for a rez or use Large Awaken to get back in the fight. You're no good dead on the floor. (except the vengeance bait guy)
- The Aspect of Rularuu can no longer attack while in his shield, so ignore him for now.
- Sprint to your group quickly. Time is of the essence here, make the most of your buffs.
- We should be pretty buffed up at this point in time, so everyone should be attacking.
- If anyone has an AoE -Fly to get the mob out of the air, use it.
- If anyone has fulcrum shift, use it while we have multiple enemies to get a larger buff.
- When your team's mob is almost done, crack 3-4 damage inspirations and 1 defense inspiration. We're doing this before the fight with the Aspect so we can maximize our damage and not waste valuable time buffing while he is vulnerable.
- If your group gets done early with its mob, split and help out the others.
AS SOON AS WE SEE THE MESSAGE THAT THE ASPECT'S SHIELD IS DOWN, EVERYONE WILL GO TO HIM AND START ATTACKING. No tanks will stay behind for the next spawn because we're throwing the kitchen sink at him. Ideally everything done while the AV is vulnerable should be a High DPS attack, regen debuff, or resistance debuff.
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ATTACKING THE ASPECT OF RULARUU
All: Use the 3 or 4 attacks that are your best DPA (dmg per activation time) and the Envenomed Dagger. Keep an eye on your damage buff and keep cracking inspirations to keep it high. Again, don't stay dead on the floor if you die.
Debuffers: Throw down regen and resistance debuffs. Be very liberal with the Envenomed Dagger. If it's up and you don't have a better DPA attack, use it.
Buffers: Attack as much as the battle allows you. Be quick to rez the dead (if you have the opportunity to use vengeance again, do it quickly). Like the debuffers, be liberal with the Envenomed Dagger.
If we don't take him down before his shield is back up, hurry back to your team's assigned mob. Kill them as quickly as possible using the same plan as before and quickly get back to the Aspect. If we do not defeat the Aspect at this point, the run will mostly likely fail since we should be out of inspirations, temp powers, etc. Hopefully it goes well and we have a successful run. -
If you don't mind Omega, I'm going to use your CoP math etc for the CoP Im co-leading with theOcho(maybe avatea too) on 10/11/10 8pm est on Liberty. Hehe reading up what people say and getting ideas
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Alright, I'm interested in leading a couple MSRs on Liberty. So I'll host back-to-back MSRs every Friday at 8pm EST.
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Ops Team. We have about 4 people that badge on their scrappers. If we can work out a way to shoot a scrapper on a team somewhere let me know, other than that they don't mind switching to a needed toon.
I am still asking my fellow sg mates about their toons. *Badge Scrappers* @Big Bud (MA/Regen) @Hellion Angel(Dark/Dark) @Pagan-Steel(Kat/regen) They are fully slotted and well experienced players. If you can fit one of them on team 1, or team 2 it'd help them with the badge.
Team 2
1. Melee (Tank/Brute/Scrapper)
2. Heal Source: @Mr Mac - Jolene Healer
3. Debuffs: @M2 is Deadly - Sick Minded Mind/cold controller
4. Debuffs (Rad/Dark/Cold/Thermal/Traps/etc.)
5. Ranged Damage (Blaster/Dominator/Corruptor/etc.)
6. Ranged Damage (Blaster/Dominator/Corruptor/etc.)
7AShield Buffs: @M2 is Deadly - Sick Minded (Cold Domination)
7Bb. Shield Buffs (Force Field/Sonic/Cold/Thermal)
8. Any AT -
I am happy, I got to beat TheOcho 6-1 in the arena. It was fun.
Ocho will probably use his ice/storm corruptor that has 22badges L50. :P -
I took the time to read and snip out the important stuff. This is all from Amy's Guide, and I quote.
Quote: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
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 they 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.
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: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.
Using -Regen Effectively
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.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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Also, I will be supplying my ventrilo.
If we have 3 simple teams we can use Dream Weaverz base, with 3 simple leaders.
*Note* If we use Dream Weaverz's base, we'll need 3 DW team leaders so we can access your base and do the CoP.
If you can grab 2 other people for team 2 and 3 so we can access your base.
6 teams, we can either use Ops or Maulers and Medics bases.
Team 1: Draygos + his sg
Team 2: Me + my SG we will have 10 maybe 11 Ops
Team 3: *don't Know*
Ocho, I don't know what team he'll be on, guessing draygos' team. Be cool to get him on vent =)
Also my vent can hold 50people(im not the owner, used to be) @Pagan-Steel probably will set up where only the team leaders can talk and everyone else is muted. (which is 2 raids full) If we can get 48 people for 6 teams is great! Also can fit 48people in the vent server. -
K sold to you.
@its me matt
or
@m2 is deadly -
Sweet! Sweet again!
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Market 1.5-2bill.
Will sell mine at 1.5bill im not greedy (liberty heroes, also its level 50 crafted) first come first serve. -
It's all you, no lag here.
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MoKTF complete in 42minutes.
3scrappers, 1 tank, 2defenders, 2controllers.
Next week is pvp badges and maybe a possible moitf or lg -
I know that, not like the Ouro port in the base. I ment like adding Posi, synapse, kahn, numina etc tfs same for villians (not much a villian player) like rsf,cap sf etc
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If I can remember to post my arch/nrg build later on tonight, at work and don't have my mids file for it.
195recharge and 27/27 s/l def (use a temp def power) and you can soft cap it. RoA is up every 11seconds, popped geas its down to 9seconds. -
I think I seen a couple super hero shows as a kid, and if I remember correctly the Justice League formed teams etc in their base.
I think it would be cool to start TFs or SFs in a SG base as an alternative place. Keep the original contacts in their spots. You can start the tf or sf in a sg/vg base or at the contact(like now).
Start it in the base, and radio in to the contact thru the zone or the phone. -
It's smart to email it to your self then do it in person.