Cathedral of Pain - A Guide
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?
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Castle has also remarked that he was asked the Rewards Committee to look into increasing the rewards for the Cathedral of Pain.
We did a follow up raid that was completed in 18 minutes. I think the key points (as MP stated) was:
3 Team Leaders were on Vent- It helped to coordinate when to take the obelisks.
2 'shielders' per team- FF/Colds.
Lots of debuffers (again here is where colds are nice).
Tanks that are WP/stone(maybe shield)- we ended up with 4 tanks all WP iirc.
Scrappers are great as damage dealers because they have mez protection.
As far as nukes/shivans/Heavies- When all was said and done only 4 bio-nukes were dropped and 1 or 2 chems. We did have a lot of Vanugard Heavies out, I counted at least 10 when we were done, and a few shivans shuffling around.
We dropped pets(most of us) then stacked team aura buffs at the door (RAs/AM) then split into 3 groups once the shields were down we converged on Ru' and spawned the rest of the pets and dropped 3 Bio nukes and the chem(s). We were not able to get him the 1st go around so we cleared the cubes again and the second time we converged we dropped 1 bio nuke and he was finished off rather fast.
18 minutes- 2 badges, 6 merits and a temp power.
We did a follow up raid that was completed in 18 minutes. I think the key points (as MP stated) was:
3 Team Leaders were on Vent- It helped to coordinate when to take the obelisks. 2 'shielders' per team- FF/Colds. Lots of debuffers (again here is where colds are nice). Tanks that are WP/stone(maybe shield)- we ended up with 4 tanks all WP iirc. Scrappers are great as damage dealers because they have mez protection. As far as nukes/shivans/Heavies- When all was said and done only 4 bio-nukes were dropped and 1 or 2 chems. We did have a lot of Vanugard Heavies out, I counted at least 10 when we were done, and a few shivans shuffling around. We dropped pets(most of us) then stacked team aura buffs at the door (RAs/AM) then split into 3 groups once the shields were down we converged on Ru' and spawned the rest of the pets and dropped 3 Bio nukes and the chem(s). We were not able to get him the 1st go around so we cleared the cubes again and the second time we converged we dropped 1 bio nuke and he was finished off rather fast. 18 minutes- 2 badges, 6 merits and a temp power. |
They were random, I got Monument of Iron:
Stun/Hold/Sleep/Immob Protection +1
Stun/Hold/Immob Resist 33%
Sleep Resist (help text says 75%) clicking on the icon in my buff tray says 42.86%
Someone else got The True Furnance- no ideas what the buffs were from it.
Damn RNG.
Thank you for the responses re: the SG/VG membership thing. That was a big concern of mine in regards to the CoP. I've got a solo SG that my main hero created in '04. I'd hate to have to join another SG just to try the CoP.
You just wouldn't be able to lead a team with that toon Unless you were running it with your SG
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Plus, I don't want to invite others into my SG & VG. I'd have to go and reset the permissions on all my bins and the overall permissions to make sure stuff doesn't walk off.
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.
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The second time, we were unable to enter the second part. We could not see the progress of the other two teams at the obelisks.
I was reminded why Warburg nukes are off limits to me as well. No mezz protection in PvP zones, and I am unable to approach the scientists on any character with an aggro aura, which includes my chief badge characters and any character I'll be interested in doing this with.
I fear that by the time this is fixed, no one will want to run it any more. Frustration with highly choreographed, easy-to-fail endgame raids has led me to quit more than one game.
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I failed this twice last night on Victory. First time, we were able to enter Part Two, but Ruladak's shields kept reforming and the cube spawns returned. By the time we were able to defeat them and regroup, Rulakdak's health was back up to full.
The second time, we were unable to enter the second part. We could not see the progress of the other two teams at the obelisks. I was reminded why Warburg nukes are off limits to me as well. No mezz protection in PvP zones, and I am unable to approach the scientists on any character with an aggro aura, which includes my chief badge characters and any character I'll be interested in doing this with. I fear that by the time this is fixed, no one will want to run it any more. Frustration with highly choreographed, easy-to-fail endgame raids has led me to quit more than one game. |
0/4 attempts Blueside here. We do have the coordination down on the Obelisks but still have a heck of a time on the Aspect. So having 2 buffers (1 an FF), 2 debuffers, 1 tank leaves 3 strictly damage dealears? Doesn't seem like enough DoT for the Aspect?
Both times we did manage to get the Aspect's shield down, he was up to full health by the next time also.
I also hear that doing it Redside is ridiculously easy. Scourge is the key I guess.
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We tried a run on Protector last night.
The resonators were no problem at all. Having all of their health status displayed meant coordination wasn't a big deal, everyone just had to know the plan.
Rularuu was what stopped us. We were unable to keep him unphased long enough to do any real damage. Our group tried several strategies for dealing with spawns, pulling behind the pillars, pulling to the entrance, rushing them, none got the job done. The best we were able to do is knock a few percent off his health before he went unaffected again. Does anyone have any idea what triggers his unaffected state ?
My best guess as to what causes the shields to go back up is a timer started when the first cube's spawns are defeated. This timer also seems to affect the respawn rate. So even if you are able to defeat all the spawns around your cube, if your partner teams can't defeat theirs fast enough, the shield doesn't drop and your cube will respawn. Sometimes you get a full minute or two to beat on Rularuu, other times you get a few seconds. I think coordination is key.
Liberty has completed a hero-side and a villain-side CoP in the last two days. The key to everything is to nullify the Aspect's regen rate. Liberal use of Shivans and Envenomed Daggers is very helpful, along with Lingering Radiation and Benumb. If you can keep his regen debuffed when the respawn happens, you should have enough time to clear the cubes before the Aspect regens back to full.
When it comes to nukes/Shivans/daggers, I would suggest as many people on the team have them as possible. For each raid, we spent two hours prepping for buffs ahead of time. As for finding a way to do the CoP without nukes, it's going to be a tough strategy to figure out. The buff from a bio nuke or 3 is what it takes to survive the initial onslaught from the cubes and the Aspect. You might be able to replicate that with 1-2 Empaths per team, but that would cut down on your damage/debuff potential. Likewise, overloading the teams with Kinetic/Radiation/Cold debuffers cuts into your survivability/damage output.
0/4 attempts Blueside here. We do have the coordination down on the Obelisks but still have a heck of a time on the Aspect. So having 2 buffers (1 an FF), 2 debuffers, 1 tank leaves 3 strictly damage dealears? Doesn't seem like enough DoT for the Aspect?
Both times we did manage to get the Aspect's shield down, he was up to full health by the next time also. I also hear that doing it Redside is ridiculously easy. Scourge is the key I guess. |
This is what we have been running for teams:
1) Well built tank- High HP and Psi resist/def is good for this. So we have been trying to get WP, stone with minerals, I've also seen invulns do well on this.
2) Buffers- Colds are good for this because they offer both buffs and debuffs. FFs are good because they offer a visual reference for the team (stay in the bubble!) for healing auras.
1) 'Healer'- Emps and therms- Emps are good for group aura buffs and Therms offer shields and debuffs so both are good.
2) Damage- We have been trying to focus on scrappers just because they usually have mez protection so the 'healer' can just focus on passing out heals/buffs/ and cm types of powers to the people who need them.
This leaves two spots open per team: which we have usually tried to get a mix of Rads, hopefully 1 dark (for group rez), sonics, and spots open for just anything.
I would think that redside may have an easier time because:
Brutes are filling the tank role (but bringing a little more damage), the scrapper roles (maybe bringing a little more survivability and damage since the fightin is almost non-stop).
Corrs are filling the buff/debuff/heal/blaster roles.
As far as the AV, I think someone else said it but it looks like his shield is on the same type of timer as the Obelisks, so once the cubes are cleared (I think the timer starts after all the cubes are cleared not the 1st one, but I may be wrong), his shield goes down and the timer starts.
I think one of the keys to defeating him is -regen debuffs. So stacking things like benumb or Lingering radiation (non-toggle) may help to keep him from compeletely regen-ing when he is in his bubble.
The strategy we use for the indoor map is:
All three teams gather at the door, we use all aura types of buffs then split and attack the 3 cubes. The team that was performing the best outside on the obelisks (or if a team has 2 tanks) gets the cube with the AV. Once the cubes are clear gather around the AV (we usually drop pets/nukes) and attack him. Once his shield goes up (we usually only get him to 30-60% the 1st go around) split back up clear cubes and go back to finish him off.
We did a follow up raid that was completed in 18 minutes. I think the key points (as MP stated) was:
3 Team Leaders were on Vent- It helped to coordinate when to take the obelisks. 2 'shielders' per team- FF/Colds. Lots of debuffers (again here is where colds are nice). Tanks that are WP/stone(maybe shield)- we ended up with 4 tanks all WP iirc. Scrappers are great as damage dealers because they have mez protection. As far as nukes/shivans/Heavies- When all was said and done only 4 bio-nukes were dropped and 1 or 2 chems. We did have a lot of Vanugard Heavies out, I counted at least 10 when we were done, and a few shivans shuffling around. We dropped pets(most of us) then stacked team aura buffs at the door (RAs/AM) then split into 3 groups once the shields were down we converged on Ru' and spawned the rest of the pets and dropped 3 Bio nukes and the chem(s). We were not able to get him the 1st go around so we cleared the cubes again and the second time we converged we dropped 1 bio nuke and he was finished off rather fast. 18 minutes- 2 badges, 6 merits and a temp power. |
One problem we had was character tool being down thus giving us liited access to toons.
I can see your teams fairly balanced.
I think that was the second biggest issue on test team balance was hard to do.
Gratz to completing it
BTW Voodoo girl my Globals same on live if you every looking for another person to fill a team, Freedom i have 1 of almost everything and virtue i have alot diff toons.
Got a 50 on every server anyways but enjoyed teaming with you
Gratz again Masque
Just a quick note. If your main concern is -regen try for darks. Howling Twilight (the aoe rez) also happens to be a monster regen debuff 500% iirc. If memory serves it is the strongest such debuff in the game. They also get a little more -regen from their targetted heal.
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Protector succeeded on villains tonight.
Edit - You can also get the Master Thief (and presumably Power Liberator) badges as well. You need to choose the option that grants the Item of Power option + merits, as opposed to the Merit only reward. No longer, apparently, are those badges off-limits to anyone who didn't do the bugged base raids.
Just a quick note. If your main concern is -regen try for darks. Howling Twilight (the aoe rez) also happens to be a monster regen debuff 500% iirc. If memory serves it is the strongest such debuff in the game. They also get a little more -regen from their targetted heal.
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Edit: Maybe I'm taking your meaning out of context.
@MARTy McFly
Still have to try this.. but thinking about the remarks hero and/or villain side...
Remember that (I guess) in 2 or 3 weeks all AT's will be everywhere.
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The link to Human Being's guide doesn't work. It takes me to a page that says I don't have access. Either it's in the closed beta forum which I'm not sure if I have any access to anymore or it's a lost link.
If you're having difficulty with the Obelisks in part one, something's been working pretty well for us on Virtue: Send 7 of your team to one obelisk, then send the eighth to the next obelisk, clockwise. Everyone take them all down at the same time, and when your obelisk is done, the eighth teammate uses Assemble the Team to bring the whole group over to the Obelisk that isn't done yet. They should all drop within the window, and coordination is a lot easier. (You just need a group porter who knows which Obelisk their group is at so they don't drag them over before theirs are done.)
If you're having difficulty with the Obelisks in part one, something's been working pretty well for us on Virtue: Send 7 of your team to one obelisk, then send the eighth to the next obelisk, clockwise. Everyone take them all down at the same time, and when your obelisk is done, the eighth teammate uses Assemble the Team to bring the whole group over to the Obelisk that isn't done yet. They should all drop within the window, and coordination is a lot easier. (You just need a group porter who knows which Obelisk their group is at so they don't drag them over before theirs are done.)
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Ah, but then you're dependent on teammates who have that Vet Reward. Or that 8th teammate, whatever their AT is, has to sit out and wait by the obelisk that needs extra teammates.
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If you're doing this trial a lot, it might be worth picking up Group Port from the pool powers if you don't have Assemble The Team. (But on a group of 24, is it really that unlikely that you don't have three people who have it?)
We tried running it once with a team leader in a coalitioned SG and it caused the missions to spawn multiple instances that people were randomly assigned to.