Cysts and stuff


Burning_Seraph_EU

 

Posted

Ok, Im just trying to make sure I understand what I think Ive heard on the forums before- khelds take more damage from voids/quants I know, but Im sure I read somewhere they take less damage from cysts, novas and dwarfs? Is that true or was it part of some amazing daydream I was having? :P


 

Posted

Think that might have been a daydream......

TBH once you get to a reasonable level you should have no trouble with any of them. Cysts can be an issue if a team blunders into one and it spawns a [censored] load of nictus. Otherwise tream like any other mob.


 

Posted

There was something along the lines of that written in one of the Kheldian AT descriptions. As far as I know it was referring to the Kheldian level one defensive ability which gives minor resistances to Energy/Negative.

Voids and Quantums do added "Nictus Damage" on Kheldians, which effectively bypasses resistances completely. The Boss Novas/Dwarfs and Cysts do Energy/Negative damage, which you have hefty resist to when in Dwarf form. A Kheldian can usually colo Cysts fairly easily at higher levels, the only real danger comes from having too many teammates nearby (since the Cyst generates a certain number of "unbound nictus" pets for every toon nearby- too many toons nearby and their numbers get overwhelming!!).

Boss "Novas" can be nasty for teams to deal with as well due to their very-high-damage Cone/AoE. If the tanker is decent, they can be pointed away from the squishier toons and then taken care of like any other mob.


 

Posted

I would assume that the unbound nictus do Nictus Damage, hence the issue with lots really putting the hurt on.


 

Posted

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I would assume that the unbound nictus do Nictus Damage, hence the issue with lots really putting the hurt on.

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You'd assume wrong... They do Negative damage, plus a -slow and -recharge debuff. No "Nictus Damage".

The major "hurt" with multiple swarms of them is the insane amounts of stacked -slow and -recharge. With a one-person spawn of Unbound Nictus, running hasten will easily overcome their recharge debuff.

The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper. The Unbound Nictus are also hurt by the explosion. Since the (still fairly recent) introduction of the "one shot code", Cysts have become considerably less deadly.

I remember soloing two Cysts plus a +2 Elite Boss, all at the same time on my PB. The last few missions of the final Kheldian story arc each contain more than 2 Cysts- the very last mission holds 6 of them + an EB!!


 

Posted

Ah right cheers guys, nice to know this before I charge headlong into cysts shouting "you cant hurt me!"....what am I talking about, I do that anyway :S

And maelwys, that sounds painful >_<


 

Posted

Nah... One Shivan + Light form = no deaths, 2 dead cysts and a faceplanted EB...

They're not bad at all providing you take them carefully, and SOLO!!


 

Posted

I say a fine example of how not to take a cyst the other night.

7 man team, two fire trollers, 2 offenders (ran + kin),ice tank, BS/regen scrapper, my PB.

I suggest bs scrapper goes in with a shivan a takes it out. Tank ignores and ploughs in followed by his pet offenders, firepimps and scrapper.

They agro two mobs of Nemesis and the cyst. All die within 3 secs apart from me because I was proceeding rapidly in the other direction as soon as I saw them pile in....


So the main lesson is either listen and solo or
go in the other direction.


 

Posted

Hehe, I remember a mission where a cyst was sitting right next to Adamastor. Fortunately we had a good team.




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

I've been hearing this "cysts dont hurt kheldians" story a lot recently, I was in a team and pointed out that with a full team on invinc we might start seeing some cysts and was told not to worry they dont hurt Khelds...glad we never found any


 

Posted

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The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper.

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You don't need Dull Pain. My /dark scrapper can take the explosion from a Cyst. I generally use dark regen just before it goes to ensure I'm at full health, and I've seen other scrappers take the blast. Blasters and defenders nearby, on the other hand, fall like flies.


 

Posted

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The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper.

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You don't need Dull Pain. My /dark scrapper can take the explosion from a Cyst. I generally use dark regen just before it goes to ensure I'm at full health, and I've seen other scrappers take the blast. Blasters and defenders nearby, on the other hand, fall like flies.

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Well Dark Scrappers have near 40% res to neg energy whilst dullpained regens might need 40% more health. All of this is saying stuff without much reference to level and luck. Has anyone truly worked out the damage of these things? All I know is in seeing for example Crey and a Cyst with Nictuses you can pull the Crey leaving the Nictus to do seperately or you can have a Tank head on in if numbers are low enough. What people don't do is allow enough time for the Tank to select and gain the right aggro for others to survive or stay in the most obvious place for survivability...away from the cyst.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Tank? What tank?


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

Posted

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The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper.

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You don't need Dull Pain. My /dark scrapper can take the explosion from a Cyst. I generally use dark regen just before it goes to ensure I'm at full health, and I've seen other scrappers take the blast. Blasters and defenders nearby, on the other hand, fall like flies.

[/ QUOTE ]

Well Dark Scrappers have near 40% res to neg energy whilst dullpained regens might need 40% more health. All of this is saying stuff without much reference to level and luck. Has anyone truly worked out the damage of these things?

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They don't do Negative damage on a BOOM, it's Fire and Smashing damage. A Dark or INV Scrapper with a bit of +HP from Accolades/Set Bonuses should be OK, a Normal unbuffed Regen without Dull Pain up will faceplant.

The damage will scale by level. Haven't tested it in ages, but even on a +3 Cyst it could never get anywhere close to killing my PB in Dwarfie (59% Resists to Fire/Smashing, 1870 ish HP).


 

Posted

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The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper.

[/ QUOTE ]

You don't need Dull Pain. My /dark scrapper can take the explosion from a Cyst. I generally use dark regen just before it goes to ensure I'm at full health, and I've seen other scrappers take the blast. Blasters and defenders nearby, on the other hand, fall like flies.

[/ QUOTE ]

Well Dark Scrappers have near 40% res to neg energy whilst dullpained regens might need 40% more health. All of this is saying stuff without much reference to level and luck. Has anyone truly worked out the damage of these things? All I know is in seeing for example Crey and a Cyst with Nictuses you can pull the Crey leaving the Nictus to do seperately or you can have a Tank head on in if numbers are low enough. What people don't do is allow enough time for the Tank to select and gain the right aggro for others to survive or stay in the most obvious place for survivability...away from the cyst.

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If you bothered to read what was written, rather than just trying to write all the time, its fire/smashing damage that come from the explosion.

I think most people know who play the game well and pay attention know this though.


@Sweet Chilli

 

Posted

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The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper.

[/ QUOTE ]

You don't need Dull Pain. My /dark scrapper can take the explosion from a Cyst. I generally use dark regen just before it goes to ensure I'm at full health, and I've seen other scrappers take the blast. Blasters and defenders nearby, on the other hand, fall like flies.

[/ QUOTE ]

Well Dark Scrappers have near 40% res to neg energy whilst dullpained regens might need 40% more health. All of this is saying stuff without much reference to level and luck. Has anyone truly worked out the damage of these things? All I know is in seeing for example Crey and a Cyst with Nictuses you can pull the Crey leaving the Nictus to do seperately or you can have a Tank head on in if numbers are low enough. What people don't do is allow enough time for the Tank to select and gain the right aggro for others to survive or stay in the most obvious place for survivability...away from the cyst.

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If you bothered to read what was written, rather than just trying to write all the time, its fire/smashing damage that come from the explosion.

I think most people know who play the game well and pay attention know this though.

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Kheldians have been of the least interest to me I have said many times before. As to what I do all the time you wouldn't know. I made no reference to the explosion btw I pretty much only read what Spidermonster said without reading what he was quoting and remembered the last time I came across these things the surrounding nictus + groups were enough. Nictus damage is negative and it effectively stacks with any type of damage to drop anyone which doesn't help. It helps to have enough of a healthbar left before the explosion.

I always word things in ways that people may decide to add or take things away and if they tarnish me with anything they tarnish me with their own expectations and from that I can see if they are have a positive or negative character. Negative can mean bitter. My way of getting to know people.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

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"cysts dont hurt kheldians"

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This is actually based on fact, apart from the cyst dying, all of it's (and Dwarf & Nova's) damage is Neg (or NRG) which, as mentioned before, Khelds have a natural resistance to (their level 1 auto shield), combined with the fact that Dwarf form has high resistance and Nova has some (15%) built-in Neg/NRG res, a Kheld will take less damage then most of their team mates, even with out their toggle shields.


 

Posted

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The other thing is that the Cyst itself blows up when you kill it, with enough force (Fire + Smashing damage) to kill anything short of a Tank or a Dull Pained Scrapper.

[/ QUOTE ]

You don't need Dull Pain. My /dark scrapper can take the explosion from a Cyst. I generally use dark regen just before it goes to ensure I'm at full health, and I've seen other scrappers take the blast. Blasters and defenders nearby, on the other hand, fall like flies.

[/ QUOTE ]

Well Dark Scrappers have near 40% res to neg energy whilst dullpained regens might need 40% more health. All of this is saying stuff without much reference to level and luck. Has anyone truly worked out the damage of these things? All I know is in seeing for example Crey and a Cyst with Nictuses you can pull the Crey leaving the Nictus to do seperately or you can have a Tank head on in if numbers are low enough. What people don't do is allow enough time for the Tank to select and gain the right aggro for others to survive or stay in the most obvious place for survivability...away from the cyst.

[/ QUOTE ]

If you bothered to read what was written, rather than just trying to write all the time, its fire/smashing damage that come from the explosion.

I think most people know who play the game well and pay attention know this though.

[/ QUOTE ]

Kheldians have been of the least interest to me I have said many times before. As to what I do all the time you wouldn't know. I made no reference to the explosion btw I pretty much only read what Spidermonster said without reading what he was quoting and remembered the last time I came across these things the surrounding nictus + groups were enough. Nictus damage is negative and it effectively stacks with any type of damage to drop anyone which doesn't help. It helps to have enough of a healthbar left before the explosion.

I always word things in ways that people may decide to add or take things away and if they tarnish me with anything they tarnish me with their own expectations and from that I can see if they are have a positive or negative character. Negative can mean bitter. My way of getting to know people.

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Ignore him, he's a troll.


UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender

Total Cat: @Officer Cuffz

"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.

 

Posted

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"cysts dont hurt kheldians"

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This is actually based on fact, apart from the cyst dying, all of it's (and Dwarf & Nova's) damage is Neg (or NRG) which, as mentioned before, Khelds have a natural resistance to (their level 1 auto shield), combined with the fact that Dwarf form has high resistance and Nova has some (15%) built-in Neg/NRG res, a Kheld will take less damage then most of their team mates, even with out their toggle shields.

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You mean incandescence (or WS version)? Can tell you for a fact that a puny auto res does little versus these things. It's not that the nictus do huge damage, it's more that there are a fsking lot of them around a cyst. This means that the slow / -recharge element of their power stacks to crazy levels meaning you have to kill the cysts quickly to wipe them out before you run out of attacks, heals etc. A cyst is unlikely to kill a tank or dwarf quickly after the early levels, but it will wear them down over time if their damage doing chums don't kill the cyst.

Hence, whenever I feel a cyst coming up (if I'm that lucky), I cadge as many purples as I can from the team, pop LF and beat the hell out of it in human form, alone. The +def helps avoid the damage (nice), but more importantly the crazy stacked slows, which render the whole thing pointless after the first attack cycle if they hit.


 

Posted

If squiddy and lobster ain't toggles then I confess I dunno what toggles are.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

They're forms, aren't they? They might ACT as toggles, but they disable an awful lot of powers when you turn them on. Bit like Granite Armor, only moreso.

Given that like most bi-form Peacebringers my damage output comes from Human form, merely being able to "survive" a Cyst in Dwarf form is kind of pointless. You might as well simply teleport past it. Nova would be better suited to kill them than Dwarf, but would probably pull more aggro then it can handle with all the AoEs.

Human + Light form (or a double-mired Nova, but will you survive that long?) is probably your best bet. Personally I'll Pop Hasten and Light form, then whomp the Cyst itself and let the explosion deal with the unbound Nictus. If I get too much -recharge (rare with just Hasten, even rarer with Set Bonuses too) use Geas.


 

Posted

Cysts are a walk in the park for post 38 Tri-form Warshades.

Standard OP: TP in, let the thing spawn enough unbounds for a decent Eclipse, then Eclipse, Mire, Mire, Nova form and blast.

Painless and dealt with in seconds, yet on many pugs it was down to said Warshade to bail the team out of trouble *after* said pug team decided to NOT listen and bundle in like lemmings .

Actually, they're not that hard before then either. They tend to only be Kryptonite to bad teams .


 

Posted

The other day on a TF a cyst spawned, and strangely enough in a location we'd already passed. Rest of the team was engaged in a group of freakz, so it was only me and a controller hanging back. The 'troller did something to spawn a lot of unbound (not sure, could have been any of the kinetic drains) so i popped 3 good lucks, and charged.

If I spawned it, its only fair for me to take care of it.

Later on a mission afterwards, it was ME chasing a Void slayer around, not the other way around.

I dont see my binds for "Void spotted" as "please take care of it for me" but rather "please stay out of my way..."


UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender

Total Cat: @Officer Cuffz

"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.

 

Posted

[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
They're forms, aren't they? They might ACT as toggles, but they disable an awful lot of powers when you turn them on. Bit like Granite Armor, only moreso.

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Uhm, it's just the other way round: Kheldians' Dwarf and Nova forms are - just like Granite Armor - toggles. They must be fueled with endurance (although Kheldian forms pay their own cost with +recovery) and can be detoggled and behave just like toggles in any other way imaginable. They have special effects as they change the toon's appearance and disable other powers (or enable otherwise disabled powers), but in the end they are just toggles who act like forms (which is no official term for any power type in CoH/V).




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

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Cysts are a walk in the park for post 38 Tri-form Warshades.

Standard OP: TP in, let the thing spawn enough unbounds for a decent Eclipse, then Eclipse, Mire, Mire, Nova form and blast.

Painless and dealt with in seconds, yet on many pugs it was down to said Warshade to bail the team out of trouble *after* said pug team decided to NOT listen and bundle in like lemmings .

Actually, they're not that hard before then either. They tend to only be Kryptonite to bad teams .

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In most PuGs or SG teams I think there is only ever the bundle in like lemmings and keymash scenario. My last effort on one against a cyst near normal mission foes and a EB and I was a stonetank...and oh yeah thats really going to guzzle up aggro fast with trigger happy squishies in a pug who wont listen and won't wait...not without certain powers ice storm, fireball etc in that teams case.

A toggle is a switch between two settings.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.