Cathedral of Pain - A Guide


abnormal_joe

 

Posted

The Cathedral of Pain
Please consider this guide a suggestion and not a definitive solution to completing the Cathedral of Pain with any degree of success.

Strategy
Preparation:

Base Requirements
  • A raid teleporter
  • A mission computer (tech or arcane)
  • Enough control & energy to cover the functioning costs of both.

Team Preparation

Prepare your teams ahead of time - you'll need all twenty-four (24) players possible. You will need to have three teams of eight, and it is best to coordinate ahead of time who is leading what team. It is best to assign each team the name of one of the particular obelisks (Gloom, Woe, Despair).

It is also suggested to meet in Pocket D and enter the SG base there, due to convenience of the medical rez units and insp vendors in Pocket D.


Part One
  • 1. Assemble at respective obelisks for team (Woe/Gloom/Despair).
  • 2. Team Leaders only communicate in the Request channel.
  • 3.Teams attack Judgment Cube spawns simultaneously (it is suggested MM's/tanks/brutes head in first to buffer squishies from insta-death). When the cube's spawns are defeated, the Obelisk's shields will go down.[/i]
  • 3A. The first time a team's obelisk's shield goes down, beat it's health down to 10-15hp. The second time the shield goes down, the team should defeat the obelisk, beginning the 35 second respawn window.
  • 4. Team Leaders, when your obelisk's shield is down, in the Request channel, shout "Exposed."
  • 5. Teams attack obelisks (it is suggested MM's/tanks/brutes head in first to buffer squishies from insta-death). Bring the Obelisk's health down to 30%. Forcing the Natterlings away from the obelisks reduces its regeneration.
  • 6 Go to step 3 and repeat until all teams's Obelisks are at 30%. When your team's obelisk is down to 30%, do NOT defeat it until the others are all exposed. Beat it down some, but the defense will come back and the Rularuu will respawn. So it's a matter of maintenance and timing.
  • 6A Team leaders try to slow down or speed up attacks to try to match other teams. If it looks like all three groups are at the same pace, you might try to finish the obelisks without holding at 30%. Leave that decision in the hands of the raid leader.
  • 7 Once everyone is ready and all obelisks are exposed to 30%, then attack and defeat. The Obelisks will be restored 30 seconds after being defeated, so it is critical for all three to come down within the 30 second window of the first one coming down.

Part Two
  • 1. Assemble at the central access point and buff up. You will encounter one of two possible Aspects of Rularuu - Ruladak (big red) or Lanaru (big eggplant)
  • 2. Everyone enter the access point. Each team should take a respective cube mob- i.e. Gloom takes left, Woe takes center, Despair takes right. When teams are ready, they should attack and focus on their cube and their cube only. Begin attacking cubes promptly.
  • 3 & 4 To be filled in
  • 5. Expect the Aspect's shields to go up, and when it does, retreat to the edge of the circle defeating all the cube spawns quickly. Do NOT stay in the center as you will get attack by spawns from all three cubes AND the Aspect (while it has its shields up).
  • 6 To be filled in
  • 7. Repeat as needed or until time runs out.

Tips

*In case of team wipes in Part Two, exit the Cathedral entirely and wait for all 3 teams to regroup outside the crystal before heading back in.

*When the AV's shield comes back up - stop attacking. Immediately. Refocus on your team's respective cube.

Addendum

Here is a suggested roster to use the forum to announce and coordinate teams:
-----

Team Gloom
Team Leader:
2.
3.
4.
5.
6.
7.
8.

Team Woe
Team Leader:
2.
3.
4.
5.
6.
7.
8.

Team Despair
Team Leader:
2.
3.
4.
5.
6.
7.
8.

See Also:
(1)Human Being's Guide to the Cathedral of Pain
(2)Blazing Tiger's Guide to the Cathedral of Pain

Thanks To:
Snow Globe
Human Being
Ketch
Bionic_Flea
Vile Terror
Ransim
Blazing Tiger


 

Posted

I would suggest expanding this guide. It includes nothing about the base requirements to even run the raid.

Base Requirements:
8 rooms (including a vault)
6 dimensional anchors
Mission Computer or Oracle
Raid Teleporter
A base/mount for the Item of Power

I don't personally know how much of that is still required. But that information should be included.

It would also be helpful to include any and all rewards for the trial including the buff temp powers.


 

Posted

Quote:
Originally Posted by ransim View Post
I would suggest expanding this guide. It includes nothing about the base requirements to even run the raid.

Base Requirements:
8 rooms (including a vault)
6 dimensional anchors
Mission Computer or Oracle
Raid Teleporter
A base/mount for the Item of Power

I don't personally know how much of that is still required. But that information should be included.

It would also be helpful to include any and all rewards for the trial including the buff temp powers.
It used to be Vault with IoP stand in it, 6 anchors, the raid TP unit, and the mission computer. I don't recall 8 rooms minimum in the base as a stipulation.


 

Posted

Quote:
Originally Posted by Nericus View Post
It used to be Vault with IoP stand in it, 6 anchors, the raid TP unit, and the mission computer. I don't recall 8 rooms minimum in the base as a stipulation.
8 rooms was a stipulation for having a raid enabled base. Which was required in order to do the CoP. Once you got an item of power from the CoP your base joined the raiding cycle, thus you needed to be raid enabled.

Cathedral of Pain Requirements

Thus why I asked. These -were- the requirements, but may not be the requirements anymore. The guide really should also go into the requirements needed of a base in order to run the trial. Along with levels and rewards.


 

Posted

To run the CoP you just need a raid teleporter and a mission computer and adequate Control/Energy. Back in the day, with Items of Power, you need 8 rooms, the vault, all that stuff. Now you simply need the Mission Computer and the raid teleporter.

As far as rewards - as far as I know there has only been one successful run of the CoP. We've been running it a lot on Beta and still haven't completed it. I will get a link to the rewards and include them.


 

Posted

This, tentatively, is the list of rewards, all temp buffs, from what I gather.

From MTS
The Perfect Eye:
+50% Perception
+15% Accuracy

The True Furnace:
+10 Max End
+33% Endurance drain resist

Heart of a Storm Elemental:
+5% HP
+40% Regen

Anger Monument:
+25% Smashing/Lethal Damage
+20% Damage (all other types)

Monument of Iron (BUG: calls itself Crystal of Resilience in the power description):
+1 Mag Stun, Hold, Sleep, Immob protection
+50% Stun, Hold, Immob resist
+75% Sleep resist

...and, from Human_Being:

Quote:
Once the Aspect is defeated, you will get a Reward Window popup offering you several rewards. You can select from: 10 Reward Merits, 6 Reward Merits plus a random 7-real-day duration Item of Power temporary power, or a Penumbra of Rularuu Incarnate Salvage. The Items of Power are not Base Items anymore, but personal Temporary Power buffs with bonuses similar to the old base-items.


 

Posted

Quote:
Originally Posted by ransim View Post
8 rooms was a stipulation for having a raid enabled base. Which was required in order to do the CoP. Once you got an item of power from the CoP your base joined the raiding cycle, thus you needed to be raid enabled.

Cathedral of Pain Requirements

Thus why I asked. These -were- the requirements, but may not be the requirements anymore. The guide really should also go into the requirements needed of a base in order to run the trial. Along with levels and rewards.
Agreed. I've been converting my bases back to raid ability. I had one setup with the anchors, Raid TP and mish comp. I checked the mish comp and got the message that the dimensions were not in alignment, CoP not available. Didn't say anything about missing any rooms, but who knows.


 

Posted

Are the Warburg missiles required for success? and if they are, does the task force itself provide a second way to acquire them besides going to Warburg?



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Posted

Quote:
Originally Posted by Heraclea View Post
Are the Warburg missiles required for success? and if they are, does the task force itself provide a second way to acquire them besides going to Warburg?
I don't think they've managed to successfully complete it more then once on test. So I can imagine that much like the LRSF and Hamidon before it, people will eventually develop techniques to doing this that don't require crutches.

The trial does not provide a way to do it besides going to Warburg.


 

Posted

Quote:
Originally Posted by Heraclea View Post
Are the Warburg missiles required for success? and if they are, does the task force itself provide a second way to acquire them besides going to Warburg?
We suggest it right now, since the mammoth task of organizing 24 players to work cohesively and uniformly only behooves the overall agenda. The more firepower in the hands of 24 people, the greater chances of success there are.

Now, if we had a level bump on Test where we could form "ideal" teams, we could better judge what sort of team balancing would be needed.


 

Posted

Quote:
Originally Posted by ransim View Post
I don't think they've managed to successfully complete it more then once on test. So I can imagine that much like the LRSF and Hamidon before it, people will eventually develop techniques to doing this that don't require crutches.

The trial does not provide a way to do it besides going to Warburg.
Wow, IMO, I consider that really poor design and will wait to later on to see if there are changes to the CoP.

I love to see more challenge in this game since I consider it too easy. And zero issue with going to PvP zones to get temps, but to know you have to do all this before even attempting? I guess I am believer in flexible content that players should be able to do things and not require X,Y,Z ATs and/or have A,B,C powers.


 

Posted

Quote:
Originally Posted by PennyPA View Post
Wow, IMO, I consider that really poor design and will wait to later on to see if there are changes to the CoP.

I love to see more challenge in this game since I consider it too easy. And zero issue with going to PvP zones to get temps, but to know you have to do all this before even attempting? I guess I am believer in flexible content that players should be able to do things and not require X,Y,Z ATs and/or have A,B,C powers.
Its more an issue of a broken character transfer to test. People can't port over their more powerful/slotted characters and are instead generally relying on more poorly slotted characters they had on test.

Personally from what I've seen of this trial I expect it will be doable without nukes/shivans or any other temps. Much like how Hamidon raids are done now and the LRSF. The hardest part, like a LRSF and a Hamidon raid is that it requires a lot of coordination.

A lot of people scream the sewer trial is hard, but its really not, you just need good players who listen and leaders who know what they're doing. Its a challenge, its not impossible.


 

Posted

Thanks ransim. That give me much more hope on this trial.


 

Posted

Quote:
Originally Posted by PennyPA View Post
Thanks ransim. That give me much more hope on this trial.
I'm looking forward myself to giving it a go again, I haven't since right after CoV launched. But I'm just waiting till it hits live next week to really start beating the drum to get a group rolling with trying it out.

I just wish we could allow members of the opposing faction in the base to do it. As it stands right now a vigilante can only do hero group CoP runs and a rogue can only do villain group CoP runs. Which sucks.


 

Posted

Quote:
Originally Posted by ransim View Post
Its more an issue of a broken character transfer to test. People can't port over their more powerful/slotted characters and are instead generally relying on more poorly slotted characters they had on test.

Personally from what I've seen of this trial I expect it will be doable without nukes/shivans or any other temps. Much like how Hamidon raids are done now and the LRSF. The hardest part, like a LRSF and a Hamidon raid is that it requires a lot of coordination.

A lot of people scream the sewer trial is hard, but its really not, you just need good players who listen and leaders who know what they're doing. Its a challenge, its not impossible.
I agree with this 100%, well stated Ransim....


It's better to save the Mystery, than surrender to the secret...

 

Posted

Quote:
Originally Posted by Nitra View Post
I agree with this 100%, well stated Ransim....
Right, except for the part where Ransim forgets to mention that the trails are barely if ever run.


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Posted

Quote:
Originally Posted by Aura_Familia View Post
Right, except for the part where Ransim forgets to mention that the trails are barely if ever run.
We could debate on why that is.

I run the sewer trial periodically myself, but I don't bother with the other two hero side.

Primarily because its low rewards for the effort because of exploits people use to do them quickly.

I do think the sewer trial is a blast though, and the thorn tree trials are fun as well.


 

Posted

I also created a global channel "Cathedral of Pain" on live for anybody that wants to discuss and/or organize CoP runs.


 

Posted

Ran this tonight, Blueside on Victory. It worked having each team beat their obelisks down to around 15 hp on the first shield down, and then defeating on the second shield down. We were into the Cathedral within 20 minutes.

Once inside, rather than moving around in one giant group, we split up and each team took a cube. That also helped get the barrier down quickly.

But Ruladak regens WAY TOO FAST.


 

Posted

I tried this tonight with three full teams. We defeated the Rularuu just fine, got our obelisks exposed just fine, but then found that they weren't synced well. One of them always got it's shield back up much faster than the others, and no matter what we did, they were never in sync. It was frustrating and unfun. We never even got into the Cathedral.


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Posted

Is it necessary for all 24 (or however many) players to be in the same SG/VG?



 

Posted

What are the end rewards? Do you get Hero Merits from this or just normal merits or what? Can you include a list in the OP at the end of the post?


 

Posted

Quote:
Originally Posted by Dark One View Post
Is it necessary for all 24 (or however many) players to be in the same SG/VG?
No it is not, we made a run at this last night. The three team leads were in the same vg, so the rest of the teams were able to access the base, but that was all that was necessary.


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Posted

Quote:
Originally Posted by ArwenDarkblade View Post
I tried this tonight with three full teams. We defeated the Rularuu just fine, got our obelisks exposed just fine, but then found that they weren't synced well. One of them always got it's shield back up much faster than the others, and no matter what we did, they were never in sync. It was frustrating and unfun. We never even got into the Cathedral.
That's why I suggest on the first time the shield goes down for an obelisk for a team to beat it down to 10hp or so and maintain that until the other two obelisk are within the same health range. The next time the shield is down to defeat it, giving the other two a 35 second window to defeat theirs as well.

You want to wait until you see something approximately like this:

Gloom: 17hp
Woe: 23hp
Despair: 8hp

Once all three obelisks are within that health range, it is worth to take your obelisk down, giving the other two to expose and defeat theirs within that 35 second window.