Cathedral of Pain - A Guide
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.
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.
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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.
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.
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:
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. |
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. |
Thanks for the info Voodoo. Perhaps you should add the base requirements at the top of the OP as a COP Requirements to Start section?
I'll take a look at getting the Paragonwiki entry updated.
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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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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The trial does not provide a way to do it besides going to Warburg.
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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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.
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. |
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.
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. |
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.
Thanks ransim. That give me much more hope on this trial.
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.
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. |
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Right, except for the part where Ransim forgets to mention that the trails are barely if ever run.
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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.
I also created a global channel "Cathedral of Pain" on live for anybody that wants to discuss and/or organize CoP runs.
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.
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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Is it necessary for all 24 (or however many) players to be in the same SG/VG?
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?
"Can play" is not a binary. It's a float.
There are some pretty low values of "can play" out there.
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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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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.
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
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
Part Two
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