My First Thoughts on Reichsman Strikeforce
Screw Hero Side Taskforce.
Im talking about the REDSIDE STRIKEFORCE.
Blueside gets it easy as usual, red does not & broken to boot!
JJ
I delete more 50s, then you'll ever have.
http://www.pandora.com/people/jjdemon
Ran the Hero TF tonight with PUG, finished it in a 1:05 and we ran it on Heroic. We had a few death but we had fun.
I have a question for you guys that ran the Villain SF and got all those ambushes, what difficulty level were you guys running at?
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Screw Hero Side Taskforce.
Im talking about the REDSIDE STRIKEFORCE.
Blueside gets it easy as usual, red does not & broken to boot!
JJ
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you need a hug
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2 Stalkers? Why?
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Oh lovely, so yet another piece of content that Stalkers are not welcome to participate in. Besides, aren't Stalkers supposed get a temp power that makes certain machines in the SF useable?
Diff 1, made sure of that.
JJ
I delete more 50s, then you'll ever have.
http://www.pandora.com/people/jjdemon
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Diff 1, made sure of that.
JJ
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Seriously, stop whining. Just because you can't do it on your first try doesn't mean it is broken. (excepting the MM temp, which may in fact be broken. It didn't stop Test teams from completing, though)
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2 Stalkers? Why?
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Oh lovely, so yet another piece of content that Stalkers are not welcome to participate in. Besides, aren't Stalkers supposed get a temp power that makes certain machines in the SF useable?
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Its pretty awesome actually. There are these little doors at the back of Reichsman's room with these forcefields that oneshot anyone without the power who tries to go through them. Stalkers can zip through them and click a glowie that wipes every single 5th column spawn in the room.
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The perfect team would have 2 or 3 Mind/Rad Trollers, a bunch of scrappers/blasters, and a good tank I think.
[/ QUOTE ] I ran the TF today with 5 Scrappers(one quit in third mish though), 2 blasters, and a rad defender and we didn't have any problems. Personally, I don't see a need for a tank on this TF.
Also, does anybody think this TF could be soloed? Is ten shots of the gun enough time for a high DPS build to take Reischman down?
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Screw Hero Side Taskforce.
Im talking about the REDSIDE STRIKEFORCE.
Blueside gets it easy as usual, red does not & broken to boot!
JJ
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You whine a lot.
I agree, no need to get bent out of shape the first time round O.O . I don't even remember how many STF's I was a part of that failed until I finally got one that succeeded. 9 times out of 10 it was ghostwidow that halted the team, not even lord recluse.
Try it again, see what teams succeeded, build up a different team based on the info. They may tweak it as well.
Sometimes you can be lucky, sometimes not.
/e shrug
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
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I agree, no need to get bent out of shape the first time round O.O . I don't even remember how many STF's I was a part of that failed until I finally got one that succeeded. 9 times out of 10 it was ghostwidow that halted the team, not even lord recluse.
Try it again, see what teams succeeded, build up a different team based on the info. They may tweak it as well.
Sometimes you can be lucky, sometimes not.
/e shrug
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Although I try not to go hyperbolic, I can see why people are kind of angry, unlike the LRSF where it's just really hard, a lot of people here are doing it correctly, it's just broken... which is annoying...
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The perfect team would have 2 or 3 Mind/Rad Trollers, a bunch of scrappers/blasters, and a good tank I think.
[/ QUOTE ] I ran the TF today with 5 Scrappers(one quit in third mish though), 2 blasters, and a rad defender and we didn't have any problems. Personally, I don't see a need for a tank on this TF.
Also, does anybody think this TF could be soloed? Is ten shots of the gun enough time for a high DPS build to take Reischman down?
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I don't know which Reichsman you got, but the one we got had 226k HP, 70% resists to the type of damage scrappers do (which gives him effectively 767k HP, and a version of unstoppable that cycles on and off when he's less than 10% and a Dull Pain power he uses somewhat randomly when below 60% (or so).
Anyway, he regens 113 HP/sec.
Assuming his unstoppable power is on 50% of the time (this is a rough guess based on the fight), you'll have to do a base DPS of greater than 753 HP/sec sustained to take him down for that last 10%. You can drop this if you have procs that drop RES or reduce regen, but it would still require some sort of godly build to do it.
The number of charges on the temp power doesn't seem to matter much because it doesn't seem do anything except draw pretty swirlys on the screen.
Assuming your build could sustain 800 DPS of Smash/Lethal but you had no debuffs, and used his Dull Pain power only once, but for the full 40% heal, it would take you 2313 seconds (38 and a half minutes) to knock off the first 90% of his health, and then 3229 seconds (54 minutes) to get the last 10%.
For the record, the best scrapper DPS values typically fall somewhere in the 200-250DPS range. Liberal use of debuff procs could account for some extra damage, but it's still an arguably insurmountable challenge for a solo player.
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Villain SF>>>>Hero SF
The villains SF is just soo much more enjoyable. If you can't beat it the first time, don't write it off. Just like teams were failing the ITF left and right when it came out, it will take awhile for a stable strategy to develop before this SF can be completed regularly.
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As it stands my only attempt so far had 3 VEATs, 2 Brutes, a Stalker, a Dom and a Therm corruptor, all played by people who knew what they were doing. Nothing else in the SF posed a serious challenge to us, but we worked on Reichsman for over 30 minutes, and while we cleared the ambushes and kept up a steady steam of damage, it was never enough to actually kill him. His "unbreakable" ability always kicked in, and restored him to 75%ish health. Possibly it would have been different if we'd had a Mastermind to use the temp power intended to shut off Unbreakable, but as I understand it, that temp power doesn't even work correctly at present.
I haven't written the SF off at this point, but I am feeling some frustration. It may be fair to say that we should have brought more debuffs. I'll have to see how things go in future runs.
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I was on that team with my VEAT. Have to say, it was pretty frustrating, to say the least. It was a good team, with people who know what they are doing, yet we had no chance to beat him. I checked his regen with Surveillance, and during his untouchable phase, it showed 1700hps/s
We tried to work with what we had, and made a tiny bit of headway while we poured every temp we had on him. Once we ran out of Shivans, we lost ground quickly, and every damage we did was regened back during his untouchable phase.
It's not that it was too hard (it was not), we were in no danger of wiping (we defeated the ambushes), and it turned to a very very boring bag of hitpoints we pounded on, only to see our efforts being negated during his unotuchable phase.
Only speaking for myself, I didn't enjoy the final fight at all. It was boring once the ambushes stopped spawning, and a highly unfun encounter. *Shrug* Don't think I bother with it again. I play to have fun, and this SF isn't as it is now
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I don't know which Reichsman you got, but the one we got had 226k HP, 70% resists to the type of damage scrappers do (which gives him effectively 767k HP, and a version of unstoppable that cycles on and off when he's less than 10% and a Dull Pain power he uses somewhat randomly when below 60% (or so).
Anyway, he regens 113 HP/sec.
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I was wondering what the final numbers Castle went with were. That puts Reichman at 12% regen. So all it should take is ~150% worth of regen debuffs (before resistance) to floor his regen as a +3. That's trivial. That also means that the time between his regen ticks is 100s.
Thanks for the info, Kong.
Anyone know where I can find out how many HP The Honoree has? I'm trying to work out a comparison and didn't have much luck on the Wiki.
SAVE CoX info:
Titan Network efforts
Saving CoX events/FB info
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Anyone know where I can find out how many HP The Honoree has? I'm trying to work out a comparison and didn't have much luck on the Wiki.
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Make a quick AE mission and place him as a boss objective then scan him with a Power Analyzer and voila! I believe he's a standard AV; his hp will be in the 28k-30k range, regenerating ~93.3 to ~100 hp/sec.
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I agree, no need to get bent out of shape the first time round O.O . I don't even remember how many STF's I was a part of that failed until I finally got one that succeeded. 9 times out of 10 it was ghostwidow that halted the team, not even lord recluse.
Try it again, see what teams succeeded, build up a different team based on the info. They may tweak it as well.
Sometimes you can be lucky, sometimes not.
/e shrug
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Although I try not to go hyperbolic, I can see why people are kind of angry, unlike the LRSF where it's just really hard, a lot of people here are doing it correctly, it's just broken... which is annoying...
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I can agree.
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
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I don't know which Reichsman you got, but the one we got had 226k HP, 70% resists to the type of damage scrappers do (which gives him effectively 767k HP, and a version of unstoppable that cycles on and off when he's less than 10% and a Dull Pain power he uses somewhat randomly when below 60% (or so).
Anyway, he regens 113 HP/sec.
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I was wondering what the final numbers Castle went with were. That puts Reichman at 12% regen. So all it should take is ~150% worth of regen debuffs (before resistance) to floor his regen as a +3. That's trivial. That also means that the time between his regen ticks is 100s.
Thanks for the info, Kong.
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I believe that Reichsman is actually set to have 100% base regen with the exception that his base regen level is simply lower. You would still need 715% -regen in order to completely negate his regeneration (just like with any other lvl 50 AV), it's just that each percent of regeneration counts for less. Pretty much, he's got roughly ten times the hit points of a normal AV but only roughly one tenth of their base regeneration, making him regen just as much as a normal AV from an hp/sec perspective.
Although there may be some merit behind the complaining, I can't help but think that people usually complain that AV's are nothing more then "whack 'em down". However once they encounter an AV where that doesn't work and you might have to use some kind of stratergy, they chalk it up to a stupid and broken encounter because they can't auto win. Amazing. ;-)
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Screw Hero Side Taskforce.
Im talking about the REDSIDE STRIKEFORCE.
Blueside gets it easy as usual, red does not & broken to boot!
JJ
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You whine a lot.
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Why is it any time some one expresses their frustration some smart [censored] on the forum has to call them a whiner?
I'm going to keep you in mind for next time you complain about something or express frustration.
Honestly, for all the talk about "Oh this SF isn't that bad." There are a lot of team struggling with this, this isn't the first thread on it. There is another thread in the 15 Open discussion area where lots of people have talked about having a very similar issue.
Too hard to damage, too quick to recharge, Unstoppable is a pain and the MM power doesn't work right.
Honestly, I get that SFs are supposed to be challenging, I know they aren't all perfect when they are released, but come on this is what Beta is for. I went into open beta the first one, (the last time I really had time to play this game.) And I tried this SF out and the first thing me and several of my team mates complained about was, this guy is too damned hard to fight. This was back before the temp powers worked and all that, which is fine, but now they supposedly work and he is just as bad if not worse.
From the other thread it seems that the MM power is just broken, so you need enough damage and enough -regen to over come his unstoppable.
However that means getting a very specialized team which really isn't what this game is supposed to be about. I'm sorry but it's gimmicky, and requiring a stalker to use the machines or an MM to get past the unstoppable isn't a great design choice.
What's worse is, if you don't have an MM, you need a truck load of damage. My team of 8 and many other teams have pounded on this guy for an hour or more and never got him past 50%.
Talk all you want about "Lrn 2 play n00b." Or "Wait for the strategy guides" but if you have that many teams who can't do enough damage to him, then it's just not done right.
Good job to all the people who managed to beat it. Just because it is beatable, doesn't mean its not rediculous.
To put this into context. I am not going to quit the game, I don't hate the Devs, in fact I am still a big red name fan boy, and I don't hate the game. All I am saying is this Strike Force needs serious work, and since this was an issue from the beginning , I feel like it really should have been better than this by now.
"Where does he get those wonderful toys?" - The Joker
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I don't know which Reichsman you got, but the one we got had 226k HP, 70% resists to the type of damage scrappers do (which gives him effectively 767k HP, and a version of unstoppable that cycles on and off when he's less than 10% and a Dull Pain power he uses somewhat randomly when below 60% (or so).
Anyway, he regens 113 HP/sec.
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I was wondering what the final numbers Castle went with were. That puts Reichman at 12% regen. So all it should take is ~150% worth of regen debuffs (before resistance) to floor his regen as a +3. That's trivial. That also means that the time between his regen ticks is 100s.
Thanks for the info, Kong.
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I believe that Reichsman is actually set to have 100% base regen with the exception that his base regen level is simply lower. You would still need 715% -regen in order to completely negate his regeneration (just like with any other lvl 50 AV), it's just that each percent of regeneration counts for less. Pretty much, he's got roughly ten times the hit points of a normal AV but only roughly one tenth of their base regeneration, making him regen just as much as a normal AV from an hp/sec perspective.
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Wow, well what do you know. I never realized that's how it worked under the hood. I thought the 12s base tick rate was static for every entity, not that it could be changed on a per case basis.
Heh, I both love and hate it when I learn something like this. Love it because, well, I find this stuff fascinating. Hate it because I can't help but think of all the calculations I've done in the past off faulty info. Gah!
I am, however, curious where you're getting 715% regen. That would match up with an AV resisting 86% of regen debuffs, but they still only resist 85% of the debuff at lvl50. I have a screenshot of regen numbers off my tests this morning from Marauder which are consistent with 85% at lvl50. That means it'd take 666.67% regen debuffs to floor a lvl50. If Reichman was lvl53, however, that'd bloat to 1098%. At lvl52, that'd be 892%. (Last two include the purple patch.)
I suggest dividing Reichsman's HP by two. I did the SF blueside yesterday and took 30 min to drop him - that seems TOO long to me. 15-20 minutes seems reasonable.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
I enjoyed the redside SF. We got wiped by the ambushes at first. But once we cleared them, it became the usual tank and spank.
@Deadedge and @Dead Edge
Peace through power! Freedom is slavery!
Any sufficiently advanced technology is indistinguishable from a yo-yo
*shrug*
Just finished trying the redside SF. Four Masterminds and a Brute- Bots/FF, Bots/Pain, Bots/Dark, Merc/Poison?, and Fire/Fire.
Managed to wade through the ambushes (lots and lots and lots and lots of ambushes >.<, and proceeded to pound on Reichsie. For more than an hour. With no visible results other than his health yo-yoing between 50 and 75%. Oh- and currently, the MM power whacks a great chunk out of his resists- apparently knocks them down to about 6%. Didn't help much, though, he just kept on phasing :/
*sigh*
"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates
MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"
Just finished the Hero TF: 2:04 with exactly 200 deaths. Granted, our only debuffer really liked hanging out in footstomp range of M.Bison and was faceplanted a lot.
I had the Power Analyzer Mk III, and watching the real number system I can say that the guns do nothing to him that shows up in the real number system. Even when the rest of the team was dead and I was soloing him and just zapping him once to see what changed I could see nothing.
It looks like the trick to the Hero Side TF is just: bring two competent debuffers and decent DPS. Also useful: A confuser to make use of Vanessa's excessive PSI damage (Psi is the only thing that doesn't go up when he uses unstoppable).
The perfect team would have 2 or 3 Mind/Rad Trollers, a bunch of scrappers/blasters, and a good tank I think. It can be beaten with less, but you'll be taking a long time chipping away at his massive HP and annoyingly high 60-70% resistance (70% to Smash/Lethal/Negative Energy and 60% to Fire/Cold/Energy/Psi/Tox). My guess is you could blast through it in 30 minutes easy if your scrappers had stealth and everybody was competent. Highly optimized teams might even drop it to 20 minutes.