Baphomet and Faultline - am I hallucinating?
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
The zone "monster" in Faultline used to be hunting Vahzilok for the Numina TF...it's been tamed now, and is just a fluffy puppy.
|
Hunting down the Vahz in old Faultline was a piece of cake. Dang zombies were everywhere and in huge groups. Turn a corner and you're done.
Now you're limited to small groups in a small section.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Not only at night any more. There are daytime spawns due to the Numina TF issue.
(In Parking garage and in the NE corner are two good spots)
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Sorry for some ignorance on this question.
I was wondering do we have any info on the Faultline Trial anywhere? I have tried a quick look around and found nothing on it, so is all we know there was suppose to be one and never got put in place?
The original Prima strategy guide had a little bit of info on it. I'll see if I can't dig that puppy up when I get home from work this afternoon.
Edit: Got the info posted for you below!
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
-----
Sorry for some ignorance on this question.
I was wondering do we have any info on the Faultline Trial anywhere? I have tried a quick look around and found nothing on it, so is all we know there was suppose to be one and never got put in place? |
Teams of heroes would have to defend 4 Generator thingies from waves of enemies. Y'know those 4 pillar like things that are in that back area behind the dam? That's them.
It's a bit like the Terra Volta Respec Trials, but bigger.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
It was intended to be a multi-team SG Trial.
Teams of heroes would have to defend 4 Generator thingies from waves of enemies. Y'know those 4 pillar like things that are in that back area behind the dam? That's them. It's a bit like the Terra Volta Respec Trials, but bigger. |
The other word is that Positron TF is actually an amalgimation of his own TF and the Faultline Trial hence why it's so ruddy long...
*tries to stop her eyes from doing the boingy-boingy-boingy thing from following Super Leap*
Michelle
aka
Samuraiko/Dark_Respite
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)
Straight from the Prima Official Game Guide from 2004:
The Faultline Trial is initiated by accessing the terminal in the dam at the far end of the zone from the entrance. To be able to participate in this trial, you must be at least Level 14 and you and your teammates must all be in the same Super Group. This trial is designed for twenty-five Level 19 Heroes or thirty-five Level 18 or fifty level 17 Heroes. [Chad's Note: Back in the day, TFs and Trials didn't auto-exemp you. For a while, if you were above the level of the task in question, you simply couldn't do it with that character, and then for a much longer time, you could participate only if you were being exemplared by another character--if they crashed or quit, you would be automatically kicked. If you ever get the chance, thank the devs profusely for changing this.] The trial room is vast -- and mostly water. Four pylons stand toward the front of the trial, connected by a pathway that zig-zags between each. A building stands on a narrow strip of land to one side of the feeder river at the far end of the trial. This building and the four pylons are subject to attacks from villains. Each structure has a set amount of hit points; at 0, they begin to smoke, and are considered "destroyed." Waves of minions and lieutenants attack the pylons; a boss-level villain lies in wait at the far building. Depending on the size of the Super Group, the attacks will progress from one pylon to another -- until eventually the building is targeted -- or the attacks will occur simultaneously, so that the group has to spread itself thinly in order to defend each location. You must successfully defend 3 of the 5 structures (that is, prevent them from being "destroyed") for 45 minutes. Defeated Heroes appear at the entrance of the trial and can immediately join back in the fighting, without having to run back from the hospital. The reward for this trial is a medal on your ID card, a large Experience Point bonus, and a special enhancement that modifies two or more powers/effects and is valid at +/- 5 levels instead of the normal 3. [Chad's Note: This guide predates the addition of badges to CoH by several months.] |
For the tiral, go for a good mix of melee archetypes and don't focus on the size of the group as much because the villain spawn will match the group size based on a pre-determined balance... to a point. So, if you're a level 17 Hero, you need to plan on bringing 49 Level 17 friends because the trial will be spawning enough to deal with 50 of you. You can certainly bring less, but expect the fight to be a lot rougher. Load up on Inspirations and bring folks who can fight for long periods of time on low Endurance because 45 minutes is a long time to be constantly fighting. Don't burn Inspirations or Endurance on resurrecting people, both because there's no need to do so (as they respawn just down the hall) and more importantly if you resurrect someone (or yourself) in the midst of the fighting, you're very likely to be quickly defeated again and just add more debt. Click "OK," take the free Heal and Endurance recharge, and run down the hall to rejoin the fight. |
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
-----
I'm torn between whether or not I'd like to see this as maybe some sort of Ouroboros or raid-style event, but I think overall they made the right decision to not actually implement this trial in the game. 45 minutes of straight fighting, suggested for melee ATs, at a level with no ability to have Stamina or half your defensive powers... no thank you!
|
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
That could have been awesome, but capped at levle 19? No way.
Isn't that backwards?
Hunting down the Vahz in old Faultline was a piece of cake. Dang zombies were everywhere and in huge groups. Turn a corner and you're done. Now you're limited to small groups in a small section. |
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
My Deviant Art page link-link
CoH/V Fan Videos
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
|
@Golden Girl
City of Heroes comics and artwork
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
|
So I guess you were referring to Old New Faultline, whereas I was referring to Original Flavor Faultline?
Oh well.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
|
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
After hunting around some I found the hydra. This was definitely what I was talking about and far from being a GM...
The other word is that Positron TF is actually an amalgamation of his own TF and the Faultline Trial hence why it's so ruddy long...
|
To my eyes, the Posi TF seems like an encapsulation of 3 unpublished Faultline arcs that could have resulted in the trial.
Faultline was populated with Vahz, Circle, and Clocks ... the same mobs that are in Posi.
Each group had its own agenda regarding the dam.
But in the Posi TF I don't think the story works.
If you're in Faultline, and you find there are 3 villain groups in the zone that have designs on the zone and the dam, it seems fairly logical. The villains must be there for a reason, right?
Unfortunately, when you encounter the same stories and foes in the Posi TF, it comes off as an outrageous coincidence. We're supposed to believe that the Circle, Vahz, and Clockwork all plan to destroy the same dam at the same time for their separate reasons? And they're tripping over each other in the attempt? lol
It was a weak story concept to start with. It's good that they changed things up when they revamped the zone and presented us with a more complex story that not only reached into the past of the zone, but also had tentacles extending into RWZ.
The storyline changes I can definately see, but as for the physical changes to the zone, well, personally after watching the video I think the old look was way more dynamic and definately looked more like a ravaged zone instead of just another city neighborhood. I think it would have been far more fun to explore.
The storyline changes I can definately see, but as for the physical changes to the zone, well, personally after watching the video I think the old look was way more dynamic and definately looked more like a ravaged zone instead of just another city neighborhood. I think it would have been far more fun to explore.
|
If they'd left Faultline as it was and just added new content, that would have been cool with me.
The old Faultline WAS a zone monster... if you couldn't fly! I do wish we could revisit it via Ouroboros, though.
|
Oh, and that's JUST super speed. No Swift, no Hurdle, no Combat Jumping. MA/Inv Scrapper with only two pool powers - Hasten and Super Speed, doing this at 16 when she was first allowed to enter.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
The zone "monster" in Faultline used to be hunting Vahzilok for the Numina TF...it's been tamed now, and is just a fluffy puppy.
My Deviant Art page link-link
CoH/V Fan Videos