I posted on the old hamidon thread so people can see what players have done in the times before. That was mostly pre ED that I can see and it's last post was Jan. 16th
Here is what I posted in the Freedom Forum on how we've been running raids more or less:
Hamidon raids are now daily here on Freedom so I thought I should throw some raid guidelines done here as Cliff Notes for any first timers.
Raids are 8 p.m. EST daily now btw. You can reach the Hive by going through Founders Falls, then Eden, followed by the Hive on the far side of Eden. You may not enter the Hive unless you are level 45.
The Hive has numerous devouring earth monsters that kill any blaster in about two hits even with epic armor on. There are even swarm spawns that fly over head that sting with anti-fly venom.
A few tips: have a team with recall friend or a Super Group base with a hospital. If you leave your base after dying in the Hive you will end up back exactly where you died. The hamidon spot is in the middle of the map about 45 degrees straight out from the lower left hand corner of the map (i think it's about 600-700 yards from the door). Most players huddle on a large rock where monster spawns don't wonder near.
The Hamidon is a sight to behold. Nothing else in the CoH universe can top it. It's essentially a large planet-sized single-cell organisim surrounded by 32 or so smaller moons or mitochondria in a large jello-like mass. The jello-mass will mess with interruptable powers and anyone in it will add to the hamidon's defenses like a tank's invincibility power.
The hamidon can kill any toon save maybe a toon using dull pain-type powers in about two or three hits and the AoE effect of the hit can effect scores of heroes. I've seen 80 players killed in at two-shot volley.
The energy fired by the mitos and hamidon is UNTYPED. This means it always hits players and is not stopped by any type of defense. The only defensive powers that should be used are the ones that offer hold/knockback protection like acrobatics or Unyielding.
Only single-target attacks should be used. Mitochondria attacked by area of effect attacks (or better said as hits more than one, and this includes melee attacks like Shadow Maul and Flashing Steel) will cause them to split. This means you have to fight another mitochrondria at full hit points in the same spot after you finish off the original mitochondria. They can split forever... and this really slows things down. Using AoEs such as Fulcrum Shift can also cause the main Hamidon to aggro you and may wipe out your entire team. So single-target attacks only.
Lag is also a serious issue. Considering turning off all armors and using non-cape, non-aura constumes (you may want to make one just for raids). Turning graphics option down to safe mode helps as well (Options/graphics and audio).
That's enough of the primer, on to the attack phases:
(NOTE: YOU USUALLY HAVE RAID LEADERS WHO WILL SPEAK THROUGH THE REQUEST CHANNEL. MAKE SURE YOU HAVE THAT PURPLE CHAT CHANNEL VIEWABLE AT ALL TIMES FOR UP TO DATE INSTRUCTIONS. NO OTHER PLAYER SHOULD SPEAK ON IT)
Phase One Groups:
Aggro Team: Consists of a Tank for taking damage and a number of empath healers.
Drop Team: Illusion Controllers and at least one group fly having toon.
Damage team: Like it says. One toon per damage team with group fly is usually needed and a healer or two per team works as well. Healers will have Aura heals on autofire.
Phase One Battle Plan:
The opening phase will see the drop team sending in numerous illusion decoys to draw the mitochondria's fire. The aggro team's tank will then run in and taunt the hamidon's fire. Empaths will be directly healing the tank or else he'll be killed quick.
The damage teams, who will try to avoid getting near the aggro tank, will all focus fire through one player called the Targeter. The Targeter is best put on your firend's list so he/she will be easy to track in case things get to hairy for your PC to track.
The Targeter will not fight, therefore avoid as much aggro as possible. You can move freely once you've got the Targeter on follow but be sure to stop attacking if he dies as to not accidentally target a mito the mass of the dmg team is actually attacking.
The mitos will split, heal each other, hold players and attack with massive, 750-damage attacks that only heals will save you from. You may die a few times or none at all. I've had raids where I've died a dozen times, but can go the next half-dozen raids and maybe die one or two times total.
The nice part is occasionally you will get lvl 53 single origin drops of your Origin. You need to be on the highest damage team and even then the drops tend to be random on whether you get them.
Phase Two:
One-hit phase. If you do any damage to the hamidon and he dies later on ( you must stay in the hive for his death), you will get your dual-purpose Hamidon. Hamidons are lvl 50 max, b ut if you're a lvl 45-48 you might get a hamidon lvl 48 or 49. I'll explain what they do later on.
Tanks and controllers whose holds do no damage should get there hits in at least. Follow request channel to see how the leader wants to do this phase. Some leaders skip one-hit, but seeing as tanks won't be needed after this (save for the Aggro tank), you'd be best to remind him/her.
Phase Three: HOLD!
Phase Three Teams - Aggro team, hold team.
Hold Team: Any toon with at least one holding power in the zone combined with at least 10 Radiation defenders/controllers. Healing is no longer required outside of the Aggro Team.
Congrats! You've just helped kill about 3 dozen archvillian-strength bad guys. The experience stinks, but it's a little better now with double what we used to get for them. You've likely just spent 45 minutes to two hours (depending on raid size) fighting mitos, so know this should be the less-dangerous, but more patience-trying phase ahead.
Now it's on to the hamidon. The Aggro team will still draw fire for what we will now call the HOLD phase. The hamidon has about 47k hit points. If it hits 23.6k hit points (half) and is not held, he spawns a mitochondria for every player in the Hive (100 players = 100 mitos). Each mito can kill any player in two or three hits. If this happens, the raid is over and you have to wait for a respawn to try this again.
Also, the hamidon hits hard even without calling for mito support. This means no attacks of any sort will be done at this stage. Not even debuffs. Any power that says hold will be used at this point.
The hold phase is one of the most trying moments in City of Heroes. You essentially huddle up with several dozen players and use holds for 30 minutes to an hour or more until the raid leaders tell you otherwise. You can judge how well the hold is going by how often Hamidon fires on the Aggro tank.
The Radiation toon will cast Accelerated Metabolism on the tightly packed together hold team. About 10 to 12 are needed before you really start seeing the hold take shape. The raid leaders will start the next phase when a good number of minutes go by between hamidon shots.
Note: Immoblizes like Crey Pistol, Electric Fence, etc. will do no good. Holds only. Also Tanks are made to aggro, so any attack they use (even epic holds or Knockout blow, which is listed a hold) may cause the hamidon to fire on the hold team. It is wise if tanks stay out of the jello to avoid helping the hamidon's hold resistance or drawing unwanted aggro.
Also, slicks and rains do nothing to mitos and hamidon. They do cause lag, so they are not to be used.
Lag can kill a raid. The Hamidon will literally disappear at times. Pets, however, never lose sight of the Hamidon. Select the pet and you will automatically be targeting the Hamidon.
Pets that can be used: Jack Frost and Singularity. Dark Servants have been used, but they automatically heal, causing even more lag, so it's wise to not use them unless the raid leader asks. Fire Imps are major aggro and should not be used. Sigh, yeah, I hate the no monkeys thing too.
Phase Three: Debuffing.
Following leaders on Request channel, debuffs will be called for but not damage. Players who have been holding will continue to hold. Dark Servants may be called in for use at this point, but at raid leader's call.
Debuffs alone with the small damage some holds do can be enough to kill the Hamidon. However, raid leaders may call for damage dealers to enter the goo and attack. Players that run in MAY BE HELPING THE HAMIDON RESIST THE HOLD BETTER, so if you're not asked to help kill the Hamidon understand why. This is why we have the one-hit phase before things begin.
Someone usually counts off his hit points. If you have the Vanguard Medal or Power Boost be sure to use it during the home stretch (they help hold power). If the pet you are targeting with goes away, be sure to know where other pets are if you can't see the hamidon still.
NOTE: Be sure you have a slot open for hamidon enhancement. If you have 10 enhancements (remember Mitos drop SOs), you won't get a Hamidon! Make space.
Phase Four: Aftermath.
When the Hamidon dies he blows up, knocking anyone with no knockback protection over but no one takes damage. The Hamidon spits out about 2-3 dozen Hamidon buds (small glowing tennis ball-sized things) that will scatter wildly. Kill them and they will drop even more high-level enhancments, but they will be more in line with killing a regular boss (lvl 49-51 SOs, DOs, generics).
Congrats! You've just rid the world of its greatest threat, until 8 pm est the next day that is....