Head of the Hydra


Fleeting Whisper

 

Posted

I'm going to try the Abandoned Sewer Trial soon and I'm all ears if you have any advice. One thing I'm especially curious about: is the actual Big Giant Head subject to debuffs? Can a tar patch reduce its damage resistance and speed things along? Do the particle cannons obey the usual rules about damage buffs? Can you speed things along with fulcrum shift?

I've only tried this trial once before and it did not go well, so I'd be happy to get some advice.


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

The Hydra Head is immune to resistance debuff (because it has 100% resistance), as well as having 100% defense debuff resistance. You also can't really mez it: half mez duration from 100% mez resistance, and mag 100 protection to several mezzes, and mag 20 protection to others. I believe it also has PToD on top of those protections. You can't debuff its RechargeTime, Accuracy, Endurance, ToHit, PerceptionRadius, Regeneration, or Recovery, either.

On the other hand, it's auto-immobilized and it can't regenerate.

I believe the temp powers can have their damage buffed, but I'm not 100% sure on that one.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
I believe the temp powers can have their damage buffed, but I'm not 100% sure on that one.
They cannot. Way back, when this was a mission and didn't act like a taskforce, I tested it by dropping a bio nuke on myself, and a chemical nuke on the hydra. There was no change to the damage.


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Posted

The trial is all about timing and coordination. A team that can work together getting the temps, and work together clearing around the Force Fields, and Tentacles. Then they need the ability to split off into pairs to simul kill the generators, then get back together to work on the head, and deal with ambushes.

Works best if you're methodical. Unless you're practiced, when you rush, you lose time, not gain.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by peterpeter View Post
I'm going to try the Abandoned Sewer Trial soon and I'm all ears if you have any advice. One thing I'm especially curious about: is the actual Big Giant Head subject to debuffs? Can a tar patch reduce its damage resistance and speed things along? Do the particle cannons obey the usual rules about damage buffs? Can you speed things along with fulcrum shift?

I've only tried this trial once before and it did not go well, so I'd be happy to get some advice.
I just ran this recently after hearing all the doom and gloom about how hard is. We had a very fun run honestly and it wasn't to hard so here is the advice I can offer.

If you can bring along a WP or DA tank. They have resist to Psi and they can keep the hydra busy while you work on the other areas.

Bring someone with recall and a rez. Make sure you bring someone for team buffs and a troller or two wouldn't hurt.

Keep everyone organized. Know who got what temp power and make sure everyone knows what their role will be for that temp. Also make sure they know NOT to click on more then one glowie.

Explain everything ahead of time, before you even enter the silo. The wiki entry on the Sewer Trial has everything you need to know.

But here is what we did:
- Take your time descending down the silo, get all glowies and don't let anyone leave the platforms. If they do and die this is when having a tper with a rez comes in handy. Kill all of the Rikti, keep an eye out for baby krakens, it will take a team effort to take them out.
- Clear out the tentacles with the Thermite cannon while your tank keeps the hydra occupied. Once tentacles are down clear out the baby Krakens guarding the entrances to the force field generators.
- Clear the force field generators but don't take down the generators themselves. Have everyone keep to the sides and out of LoS of the Hydra as they can.
- Once the Rikti are cleared from the generators split your team into groups of two, then on the count of three from the team leader take down the generators. One person in each group of two should announce their generator is down.
- Attack the Hydra Immediately. Anyone with the particle Canon should be hammering away at the Hydra at all times.
- Make sure you have a scrapper or a second tank ready to intercept the Rikti Ambush. This will happen as soon as the force field comes back up.

Once that ambush is defeated then rinse and repeat from clearing the generators. For us it took three times, it can take up to 5 if the generators aren't coordinated well. But overall I found it fun and not too hard.

Just make sure everyone knows the gameplan and you keep them aware of whats going on.


 

Posted

First time we did it was a deathfest. Like, "couldn't get some of my friends to try it for three years" deathfest. Second time I had a plan for the vertical shaft, but not really for the bottom part. And that worked OK, after we got past the panic with not knowing where to go or what to do and there being no map. I felt like I was giving wall of text in realtime, but it pretty much paid off.

Now we went in with a ridiculously high powered team. We had kin, rad, empathy, force fields and maybe a dark. Having said that, this is what we did:

Before starting the cooking process, assemble your ingredients. The only thing I would say you NEED is someone with either good stealth or personal force field, plus Recall Friend. (vet teamports are not up enough.) Also someone tough enough to herd rikti (or "tough enough when buffed") who has either flight or a jetpack (hello, shadowshard!) and enough firepower to handily defeat hatchlings. I liked having a Force Fielder, because that's my personal security blanket, and having two people in the vertical shaft herding was faster than one.

VERTICAL SHAFT: Clear the whole thing. The old days when you could invis and teleport and grab glowies ... that doesn't work any more. At least not reliably. And then people die and fall to the bottom and everyone freaks out.

There are side corridors off the vertical shaft. Clear the top part, herding (or pulling groups if you prefer to think of it that way) rikti up to you, then stealth and port to the first side corridor. Herd the rikti to there in waves, slaughtering them as they enter. Then stealth and port to the second side corridor, herd and slaughter. I think we were using a force fielded spine scrapper and Kheld in this part. At some point someone's going to die and fall to the bottom, maybe more than once. This is why Recall Friend, single serving, is important. Once you've pretty much cleared, you set up to get the boxes. I don't remember if it matters who has the guns, but your tough taunty person (if any) should probably NOT have a gun. Also, if you have the sort of friend who cannot resist clicking the glowies, do not invite them or the friendship may suffer.

For the bottom part, if I recall there are 3 or 4 hatchlings and 4 force field generators. We eventually started referring to them by compass direction - I think they're roughly northeast, southeast, northwest and southwest. The classic trick on the force field generators, which works great, is to beat them MOST of the way down and then drop them all at almost the same time. Traditionally people split into four pairs but two 4-packs seemed to be more doable with my limited management skills. North side and south side, or whatever. We had a lot of panic at this point. Panic is your enemy.

Tentacles are easy. You don't even really need tentacle guns. I think you can do tentacles before the force field generators.

Once the generators are all down and you're shooting the head, there are two separate sets of events:
1) Rikti Repairmen come fix the generators. You need to beat the repairmen, beat down the generators, get back to the hydra. Something like 5 minutes between "first gen goes down" and "repairmen show up", but I don't know the actual timing.
2) Rikti ambushes- I think at 50% and 25% head health.

So it would go something like this:
1) Clear vertical shaft in waves.
2) Beat hatchlings and local rikti at bottom, avoiding psi head of death.
3) Two teams each take down two generators.
4) Teams get back together for safety, blast psi head of death and any incoming rikti ambushes.
5) Force Field generators come up. Teams split up and wipe out repairaliens and generators.
6) Repeat 4 & 5 till victory.

The side corridors are very useful. If you fight in the vertical, rikti fall off. Players fall off. It's a big mess and people die all over.

Good hunting!


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Key item to note: there are only 4 Particle Cannons and these are the *ONLY* weapon that can hurt the head. You want these to go to the 4 toughest people you have because they need to stand right in the head's face (?) and survive multiple excruciatingly long firing animations.

You can identify exactly what each glowie contains (particle or thermite cannon) by 'clicking on it' from far away. The type of weapon will show up in your targeting window.


P.S. What server? I consistently run this in under 45 minutes but I only have characters high enough level on Infinity. I'd be happy to tag along, offer advice, run the show, whatever.

P.P.S. I have a massive set of keybinds I set up with explanations and instructions for various points during the trial. I'll post them here when I'm at my gaming system.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Not necessary, but helpful: Someone with a good strong Confuse turns Hatchlings from dangerous nuisences to extremely handy death-dealing pets.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by Ironblade View Post
Key item to note: there are only 4 Particle Cannons and these are the *ONLY* weapon that can hurt the head. You want these to go to the 4 toughest people you have because they need to stand right in the head's face (?) and survive multiple excruciatingly long firing animations.

You can identify exactly what each glowie contains (particle or thermite cannon) by 'clicking on it' from far away. The type of weapon will show up in your targeting window.


P.S. What server? I consistently run this in under 45 minutes but I only have characters high enough level on Infinity. I'd be happy to tag along, offer advice, run the show, whatever.

P.P.S. I have a massive set of keybinds I set up with explanations and instructions for various points during the trial. I'll post them here when I'm at my gaming system.
We did it in about an hour I think so yeah it went fast and was actually fun.

I had a particle cannon on my Mind/Emp troller without a problem, but again we had a really good Dark Armor tank and a Invuln Tank.


 

Posted

Are the thermite cannons the only thing that can hurt the tentacles?


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

Quote:
Originally Posted by peterpeter View Post
Are the thermite cannons the only thing that can hurt the tentacles?
No, anything can hurt them, though they have high resistances. The thermite cannons do additional damage against Hydra other than the Hydra Head (Tentacles, Hatched Kraken, Protean, etc)

http://paragonwiki.com/wiki/Thermite_Cannon

A couple more items. The force field generators have extremely high resistance to Psi attacks, something like 85% to 90%, so make sure anyone with such attacks is paired with a high damage character. Also, the base recycle (animation+recharge) of the Particle cannons is about 30 seconds and the generators will drop for only 90 seconds, so unless a person has high recharge (from sets, hasten, speed boost, etc) it's best to only try for 3 shots each time the generators are taken down. Finally, when the hydra head reaches 50% and 25% (or was it 10%?) hit points, Rikti reinforcements will port in to the center area, so watch for those. These reinforcements must be also be defeated before the will mission end. The ones that port in by the generators do not have to be defeated to end the mission.


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Posted

Quote:
Originally Posted by Ironblade View Post
P.P.S. I have a massive set of keybinds I set up with explanations and instructions for various points during the trial. I'll post them here when I'm at my gaming system.
Code:
ctrl+numpad0 "say Okay, before we start the timer on this I want to go over a couple of things. There are a few points in the trial where some coordination is needed."
ctrl+decimal "say On the ramps going down, there are crates with two kinds of weapons - Thermite Cannons and Particle Cannons."
ctrl+numpad1 "say The Particle Cannons are the ONLY ATTACK that can hurt the Hydra head and they must go to tough heroes."
ctrl+numpad2 "say The people with the Particle guns have to stand there during a long animation while the Hydra head tries to kill them."

ctrl+numpad3 "say The Thermite guns are useful against the tentacles or Krakens (NOT the head) and anyone without a powerful attack can take one."
ctrl+numpad4 "say You can tell what is in a crate by clicking on it FROM FAR AWAY and your targeting window will tell you what it is."

ctrl+numpad5 "say Once we get to the bottom, we have to clear EVERY CRITTER EXCEPT THE HEAD but do NOT damage the four force field generators."
ctrl+numpad6 "say Then we split up into 4 teams for the generators.  We need to damage each down to about 10% HP, then wait for everyone to be ready."
ctrl+numpad7 "say Then we take out the generators FAST and charge the Hydra head and shoot with the Particle guns only."
ctrl+numpad8 "say We do this until the force field goes back up. SOMEONE WITH A PARTICLE CANNON needs to be monitoring their combat tab to see when the damage stops."
ctrl+numpad9 "say Then we go back to the generators, clear the Rikti repair teams and damage them down to 10% again."
ctrl+divide  "say We should have to do that about four times total to take down the head (which does NOT regenerate between our attacks)."

ctrl+multiply "say Any questions?"
ctrl+subtract "say Okay then.  I have more keybinds for the important steps as we go through the trial.  Here we go."

alt+numpad1 "say Remember, click on a crate from far away to tell what's in it.  Tough heroes should get the Particle guns."
alt+numpad2 "say Okay, now we clear everything, working as a group since there are Krakens.  Do NOT damage the generators yet."
alt+numpad3 "say Now split into 4 groups and damage the generators down to about 10% hit points. Say when yours is ready."
alt+numpad4 "say Okay, trash the generators FAST and announce as soon as yours is down!"
alt+numpad5 "say All generators are down!  ATTACK THE HEAD WITH PARTICLE GUNS!"
alt+numpad6 "say FORCE FIELD IS BACK UP. STOP FIRING."
alt+numpad7 "say Okay, back to the generators and get them down to 10% and say when ready."

alt+subtract "bindloadfile c:\CoH\binds_ClearNumpad.txt"
All the last bind does is load another set that clears all the other binds. Like alt+subtract nop. Setting a key to nop clears it.

I also have a summary page that I use to tell me which binds to use when.

Feel free to use any or all of them.


Paragon City Search And Rescue
The Mentor Project

 

Posted

In my experience, you can usually tell what's inside the crates:
Orange tinted crates are usually Particle Cannon.
Green tinted crates are usually Thermite Cannon.

This is not 100% though, but if you are looking for a certain weapon, it's worth a shot. Out of the last 4 runs I did, only 1 person's crate was wrong.

I recommend that the Scrappers and Tanks take the Particles when they can because they will be less likely to die from the ambushes. The idea is to keep the 4 people with Particle Cannons focused on the head the whole time the generators are down. If they ignore everything else at that time, and can withstand the ambushes, the Head can be defeated in only 2 waves. The other tactic is just the opposite.. let the tanks and scrappers keep agro of the ambushes while the squishies use the Particles on the head.. but I've found my first suggestion to work more often. Bringing a couple Purples along never hurts either.


 

Posted

Quote:
Originally Posted by Master-Blade View Post
In my experience, you can usually tell what's inside the crates:
Orange tinted crates are usually Particle Cannon.
Green tinted crates are usually Thermite Cannon.

This is not 100% though, but if you are looking for a certain weapon, it's worth a shot. Out of the last 4 runs I did, only 1 person's crate was wrong.
If you target the crate from too far away to click it, you can tell with 100% accuracy what is in it.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Wow, you really have that down to a science, Ironblade.

I really want to run this trial at some point, but haven't had much of a chnace.



 

Posted

Quote:
Originally Posted by Ironblade View Post
If you target the crate from too far away to click it, you can tell with 100% accuracy what is in it.
I realize the crates each have names, but it seems to be bugged once in a while. Our 8th crate on our last run was green and said Thermite, but the person who clicked it was awarded the Particle cannon anyway. That's the only reason I say it's not 100% accurate, but pretty close.


 

Posted

Quote:
Originally Posted by Ironblade View Post
Also, the base recycle (animation+recharge) of the Particle cannons is about 30 seconds
CoD lists the Particle Cannon at 15.67s cast, 4s recharge. That's more like 20s cycle time than 30s.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
CoD lists the Particle Cannon at 15.67s cast, 4s recharge. That's more like 20s cycle time than 30s.
Ah, my bad. [Particle Cannon] shows 15.67s recharge, 4s cast, 9.1 seconds of blasting animation (-0.42% unique for 9.10s on target after 1.00s delay). I was going from memory when I timed it with a watch back before real numbers.


Global @StarGeek
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My Hero Merit rolls
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