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As suggested in this announcement there will be a Mod Attended Halloween costume event on Friday, October 29th, 2010 - 11:00 a.m. Pacific / 7:00 p.m. British / 20:00 Central European Time in Pocket D.
Strangely this is also around the usual time that we kick off Union's weekly attempt at the Cathedral of Pain!
So I hope you will all join me, as quite a few people did tonight, in not only trying to kick Rularuu's backside around the trial, but in a little underhanded hijacking of the attendees to make it a successful run!
Bring your best debuffs, HVAS and Halloween costumes!!! -
Defence powers modify the chance of avoiding the attack by the amount of the modifier.
As an example:
A controller uses brawl at level 1 with no enhancements against a blaster standing still with again no enhancements, that should be an even 50/50 chance of a hit or miss (excluding the beginners luck modifier, we're talking examples here)
if that blaster had an extra 50% defence however, then it would be 25/75 (or a 75% chance to miss) as the 50/100 chance the blaster had, was increased by a further 50% (50+(50/2)) to give 75/100
Hope that makes sense!!! -
Tip Mission Feedback:
I picked up the Tip mission itself using RWZ as my usual trick or treat stomping ground. The Tip dropped relatively quickly which is always nice when you are only able to get in short gameplay stints most days.
Usual issues noted for the ambushes turning up early and there being no reward table. I have to ask though, from a design perspective, whats with the clockwork ambushes? I didn't really see or understand why we're fighting the clockwork, who I can only imagine are there to repair the changes made using the Malleus Mundi. So rather than fight the invading thorns, they decide to beat down on player characters?
Anyways, apart from that (confusing) issue, it was quite a good mission, although given the tools that are availiable, I would have expected to see more "Halloween" enemy groups.
The lighting changes made during the map for those that have them enabled are great, nice use of the flame torches but again I felt the map customisations could have more of a "blend" to them from one theme to another. -
Another 2 notches on Union's belt tonight!
My thanks for everyone that attended, was hoping to see Avatea as well tonight, but sadly that seems to be a no show -
Thought I'd have a go, although my intended finale won't work, so I've had to has together a much less impressive finale mission
Still, 458169 for those that want to have a peek! -
Vangaurd back details
Aforementioned Rikti Armor
Longbow belt with leg straps...
I think it would be nice to see a few "New" pieces every issue, as well as a few NPC parts and a few old parts updated every issue, its probably the nicest balance of the three although new parts are always nice to have a look through at least and they ALWAYS cause a stir on the forums when spotted in preview vids etc... -
have been doing several updates of recent, will be posting some new pictures soon!
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given the 1-20 thing, its entirely plausable for someone to reach 20 as a Preatorian and unlock the Epic AT, then do 1-20 again as the new AT in Praetoria (having new mission tracks as SoA / Peacebringers do) that integrate current missions as well as branching off towards the level 15 mark the give an alternate method of learning of Primal Earth and subsequently heading there.
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I think the key was that we:
- Had a strategy in mind based on previous encounters, and used the right tactics to carry it out.
- Had everyone waiting for the attack and buffing before each phase.
- Approached the Cathedral interior sensibly (i.e attacking the left Willforge and drawing in the reinforcements) and placing a battery of ranged and debuff in the centre of the room.
- were sensible in how the respawns were dealt with (taunting the respawns immediately into large amounts of firepower is always nice) and dealt with them efficiently in terms of speed.
- Applied sufficient debuffs between shield passes to make the job easier.
- Pounded the cheap little swine into submission with plenty of HVAS and player firepower.
Additionally we wern't too fussy with team makeup, however we did seem to make an unconcious effort to have at least 4 ranged.
I had 2 Controllers, my Stalker (whilst being able to observe and attack respawns, the Storm AV can make short work of stalkers, so I'll level something more.... appropriate) a Mastermind, 2 blasters a Tank and a Scrapper. Damage rich still but that was for the better! -
I found it a more secure insertion method and it made a bigger dent in the AV's hp first round. Feel free to experiment with it, I found it easier to insert the groups into position that way (with a co-ordinated and fixed position group of ranged attackers) with melee toons breaking off for the willforges.
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I'm pleased to make a triple announcement!
1. Tonights Redside CoP run went successfully, my thanks to everyone that took part and executed their orders to the letter!
2. We completed a raid against the PURPLE AV, something that Union, until tonight had yet to do!
3. With my friday nights for a while being availiable, I intend to run a raid each and EVERY friday where possible!
Good work Union!!! -
Quote:I find for the initial insertion taking and holding the left cube works nicely, then on the first raising of the AV's shields and subsequent passes, one team per cube is definately more effective.
The reason that we had decided to assign each team to a cube was not to affect the window of time the shield was down, but to clear the spawns faster so those intervals were closer together, allowing less time for the AV to regenerate.
Whilst there has been some heated discussion about CoP in general, I'm keen to gather as much data as possible and hopefully as offered earlier, willing to share any data we measure here EU side to assist! There must me a mathmatical lynchpin for this trial, and I hope we'll find it! -
dependant on the design you wanted i'd do it, but alas I'm not on virtue
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try changing to another blade in the weapons list, then change its colors and then reselect the vanguard katana. I havn't had this particular issue but I hope the suggestion helps.
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I would like to add some additional measurements if I may that could assist for the initial attack against the Aspect of Rularuu.
When entering the Cathedral it is important to note that the Willforge spawns are co-aware. That is; that an attack on one immediately draws reinforcement from the others.
There is also no noted difference across several measurements between the shield down time when spawns are defeated by 1 team per spawn (with the intention of bringing them down at once) or by defeating them sequentially.
I would suggest that when the first assault is made, attack the left spawn when entering as a group and holding that position until the shields go down, that way any AoE buffs that are cast, will effect the majority of teams rather than just the individuals, giving a higher change of causing additional damage during the first phase of the shield coming down.
Several raids were attempted on Union last night (We got the Purple AV twice) and these measurements and observations were also consistent there. -
I think the issue with a base builder pack is that ONLY the SG base builder needs it for every member of the SG to benefit.
What would be a more sensible option in my opinion would be to add the aforementioned personal space, but have it accessible from the existing base portals on the list.
I mean who wouldn't want a personal base, whose features could include- wardrobe that acts as a tailor.
- per person storage (limited to perhaps 5 items to still discourage hoarding)
- Story arc souveniers as placeable items etc.
The idea being that players purchasing the pack get all the little things people have wanted for ages, those purchasing the pack that are SG base builders get new tools to add to bases, but those who don't still get to enjoy making their own personal space. -
We had a few goes tonight at the Purple AV redside. Now whilst we didn't get a win, we did learn about dealing with the multiple instance bug!!
I'm also sad to report we had a few issues with potential griefing, and we had to compensate on the fly for some unintented attacks on the pillars! but on each occasion, the great majority did union proud in working to try and overcome those problems, and for that you have my admiration!
Special thanks tonight to @Flints, @Tancred and @Li Sensei for their support and VG base! -
Thats the spirit guys!
I'll be happy to take some teams in again this week and perhaps get a redside attempt going via one of the offered bases!
Immobilisation of the Purple AV is a possibility, however I've found him difficult to move given the number of people involved. However it would theoreticially be possible to use the first occasion on which the shields go down for a tank with healing backup to try and move him then, as once the AV is fully engaged the Willforge spawns will pretty much automaticially go for the raid party and at that point controlling the situation will be difficult.
Question from last night though (apologies I couldn't attend) was the attack initiated against a single Willforge like the one on Saturday (just checking the strategy behind that still applies) and when encountering the Purple AV did the entire raid party engage at melee range or was a melee and range formation used? -
speaking of bases, was the additional space in the main room and the balcony setup ok? did it look rubbish/work well etc? It was noted it was too cosy in the base first time, so I made some more room!
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I was wondering where you were Arete!!! Will be doing another one very soon!
As for Villainside base use, thats appreciated Tame, we'll get both red and blueside attempts up soon! -
Quote:To be honest once Flints and I moved across to the pillar that was struggling and noted the immediate improvement I though to myself "damn if we could have done the pillars faster even if we got the Purple AV we'd be allright" but when I saw the Red version had spawned I went all tingly as I knew it was looking good!Yeah not to mention we had someone rage quit our team while we were getting the double + triple spawns
If im honest, once we got to about 20 minute mark i thought it was a no go and was just going to stick it out for more data to be collected. However seeing Rularuu's health drop that fast did make me go WE CAN DO THIS!
I did note your cry of "WE CAN DO THIS" though hehe, I have to apologise for putting doubt in your mind in the first place
all in all though I was VERY pleased it went well and amusingly I learned just as much in terms of attack data as I did for the last two raids combined! So I'm hoping subsequent attacks will be just as successful!!! -
Quote:Phew!!! With all the text going past I didn't see that and thought he hadn't got it!!!!Flints reported in [sals badgehunters] that he got the reward, IIRC, Tsumiju.
Code:09-23-2010 20:59:52 [sals badgehunters]Flints: Just a shame I d/c'd just as we started the AV kill. 09-23-2010 21:00:19 [sals badgehunters]Flints: And "Pain Killer" badge and "power Liberator" badge 09-23-2010 21:01:19 [sals badgehunters]Flints: Yeah I got Power Liberator (a pvp badge o.O) for selecting the IoP as a reward
Panic over -
Well we had a successful run tonight guys which marks the first in hopefully a long line of raids against Rularuu in all his cheapness.
We really struggled with the pillars, which was far from normal, however moving people across really seemed to help with the situation we were in and once we adjusted for the pillar shields going out of sync, we nailed it.
We then went damage heavy against the Red version of the AV and were successful against him with less than 5 minutes to go!
My thanks to @Soul Storm and Tame Dragon for bridging in the teams, as well as everyone that took part.
I am sad to report however that flints got disconnected at the vital moment and an effort to reinvite went with the error " @Flints does not exist, is hidden, or is not online at the moment."
Gutted about that given all your effort, however all the more reason to kick that fat cheap broken AV's backside AGAIN! -
Quick Update:
Next attempt will be Thursday 23rd September
Suggested equipment / checklist for all attendees are:- Vanguard HVAS
- Envenomed Dagger (optional)
- Characters with -Regen or resistance debuffs.
- High damage characters such as scrappers/blasters
- A couple of tanks with some real determination and a few empaths that make Jesus jealous in the healing stakes.
This WILL be a tough fight, as you know some temporary powers are to be disabled in a future patch and as such our Strategy remains but will have to change tactics during the AV fight. -
Quote:Apologies if you read that as directed at you personally, however the links referenced suggested only a redside trial with no mention of anything other than one redside attempt. Even with side switching I would say statisticially that there would be more Villains in a Redside attempt and vice versa so I would still factor in that information when discussing strategy as what works for one team makeup won't work for another.Like I said, it has been done on Champion (on both blueside and redside). So it hasn't been done 'just once' or 'just with villain ATs'. (Not that it matters much, since people are able to switch sides). I used Virtue as an example only because they have a good break down of the strat and the progress they made during the trial. You had asked for constructive information on how to succeed, and theirs was readily available. I'm sure more information will be available as other groups start to write up their experiences.
My impression from reading it was that things didn't go so great at first and consequently, people quit or what have you. They had to regroup and recruit more. That is why it took the full hour. The promising part about this recap is that once they did regroup, modified their strat and tried again, they were successful.
It's nice to get a reply that actually discusses said strategy etc.
I'm putting together an attempt this week, basing whats being discussed here I have a suggestion for consideration. Alongside HVAS use, would it be plausable to arrange all the ranged toons with -regen etc into a single formation between the willforges with a strategy thus:
The raid leader when assembling takes minimum 4 close in characters, and say 2 blasters + debuffs / support.
When attacking the AV, the 4 melee characters alternate between the AV and Rularuu spawns dependant on shield status, with the ranged characters holding the central area attacking the AV and spawns from that position. This would keep a buffed group, able to observe shield status and effect fire as required whilst also staying out of range of the nasty storm debuff the AV has.
Now this does mean that the strategy relies on the close range players being able to engage rularuu spawns quickly, and the ranged characters to be sensible enough to fire from position and choose targets wisely, however I do believe that the Storm powers of the AV are hindering a lot of the damage inflicted against the AV directly.