Guardian Cathedral of Pain Trials
Team Composition
A few things seem to be working well in the attempts Ive run in so I will stick with the composition other raid leaders have come up with, with only slight modifications.
Team 1:
1) Main Assist (for now my Mercs/FF MM blueside, my Huntsman redside)
2) Main Tank/Brute (Stone seems to fare well, reports of Willpower faring well also)
3) Tank Assist (Corruptor or Defender with directed heal [Empathy, Thermal, Pain])
4) Buffer 1 (Corruptor or Defender with Defense or Resistance buffs [FF, Cold, Sonic, Pain])
5) Buffer 2 (Corruptor or Defender with similar buffs to Buffer 1)
6) Debuffer 1 (Corruptor or Defender with Regen debuffs [Rad, Dark, Cold])
7) Debuffer 2 (Corruptor or Defender with Regen debuffs [Rad, Dark, Cold])
8) Damage/Badger (Preferably a high-DPS AT)
Team 2:
1) Team Tank/Brute (any powerset)
2) Buffer 1 (Corruptor or Defender with Defense or Resistance buffs [FF, Cold, Sonic, Pain])
3) Buffer 2 (Corruptor or Defender with similar buffs to Buffer 1)
4) Debuffer 1 (Corruptor or Defender with Regen debuffs [Rad, Dark, Cold])
5) Debuffer 2 (Corruptor or Defender with Regen debuffs [Rad, Dark, Cold])
6) Damage 1 (Brute, VEAT, Scrapper, Stalker, Blaster)
7) Damage 2 (Brute, VEAT, Scrapper, Stalker, Blaster)
8) Damage/Badger (Any AT)
Team 3:
1) Team Tank/Brute (any powerset)
2) Buffer 1 (Corruptor or Defender with Defense or Resistance buffs [FF, Cold, Sonic, Pain])
3) Buffer 2 (Corruptor or Defender with similar buffs to Buffer 1)
4) Debuffer 1 (Corruptor or Defender with Regen debuffs [Rad, Dark, Cold])
5) Debuffer 2 (Corruptor or Defender with Regen debuffs [Rad, Dark, Cold])
6) Damage 1 (Brute, VEAT, Scrapper, Stalker, Blaster)
7) Damage 2 (Brute, VEAT, Scrapper, Stalker, Blaster)
8) Damage/Badger (Any AT)
Some reasonings:
Buffers: One Bubbler does eff-all to a teams overall defense (Ive learned this the hard way). However 2 Buffers using the same or similar powersets (2x FF, FF+Cold, 2x Cold) are able to greatly increase team survival. Cold Domination brings typed Defense shields and a Def/Res aura along with a huge advantage: -500% regen in Benumb. If you have a /Cold corruptor, I want it in this raid.
Debuffers: Debuffing in this raid means one thing: -Regen. To that effect the best debuffers are Rads (Lingering Radiation -500%), Colds (Benumb -500%), Darks (Howling Twilight -500%), Thermals (Heat Exhaustion -500%) and Trick Arrow (EMP Arrow, -1000%). Traps has Poison Gas Trap (-1000% regen), however I do not recommend using traps because it requires putting a very squishy character in melee range of Rularuu.
Tanking: The main tanks job is to keep Rularuu off everyone else. Team 1 also has a Tank Supporter whose job is to make sure the Main Tank stays alive. The Team Tanks however, are there to control aggro from Cube spawns and help keep his team of squishies alive. The 4 buff/debuff characters should provide more than ample survival buffs to the Team Tank to keep him alive. Rule #1 is stay together, buffs multiply when everyone is close by.
Damage: Damage is balanced by survivability. You dont do any if youre dead, so Blasters are unfortunately at the bottom of the barrel, despite having highest DPS. Damage slots are best taken by melee characters, simply since they have their own mez protection and survival tools and allow the buffers and debuffers to contribute maximum damage instead of buffing and rezzing during the blitz on Rularuu.
The Game Plan:
Phase 1: The Obelisks
1) 30 minutes prior to start, everyone assembles in Pocket D and reports their AT and powersets in the Guardian CoP Trial channel. They will then be assigned a position on one of the 3 teams or on standy.
2) Once all 3 teams are full, the game plan will be briefed to all players by the Main Assist in the Guardian CoP Trial channel.
3) Once the briefing is completed, everyone enters the starting base for the raid and groups around the Raid Teleporter. Team leads meet at the Mission Computer to begin the Trial.
4) Once the Trial is initiated, everyone enters thru the Raid Teleporter and groups in a safe position near an Obelisk. Team 1 goes Center, Team 2 Left, Team 3 Right. Once in position team leads will call Team X in position.
5) Once all 3 teams have reported in position, Main Assist will call Buff up. All team members with buffs will buff their teammates, using only powerset buffs, no Temporary Powers. Once a team has completed buffing team leads will report Team X ready.
6) Main Assist will call Go! Team tanks take point and all 3 teams charge and defeat their respective spawns. Once the barrier shatters teams will attack the Obelisks and reduce them to 30% and hold and wait. If the barrier returns Team lead will report Barrier X up.
7) Once the slowest team brings their obelisk down to 30% all teams continue attacking until all 3 obelisks are destroyed. If any teams barrier returns all teams are to stop attacking and hold until NPCs respawn. Once NPCs have respawned defeated all but one and hold. Try to keep that NPC alive. Team leads report Team X ready. Main Assist will call Go and the final NPC is killed and each Obelisk is attacked and destroyed.
Phase 2: The Cathedral
1) Everyone enters the Cathedral and remains at the door. Once all teammates are inside team leads will report Team X ready. (Shield buffers [FF, Cold, Sonic] can start applying shields now).
2) Main Assist will call Summon pets. All pets, including temporary, are summoned. Once all pets are summoned team leads will report Team X ready. (If possible, purchase a Vanguard Heavy Power Cell (250 Vanguard Merits) and acquire a Shivan Shard (Bloody Bay) before the trial.)
3) Main Assist will call Buff up. All AOE and ST buffs are to be applied. Team leads will call Team X ready.
4) Main Assist will call Nukes. Anyone who currently has a Biological Mutagens temporary power (acquired in Warburg) applies it.
5) Main Assist will call Go. From this point on speed is of the essence. Main Tank runs for Rularuu and taunts, with Tank Support for assistance. Teams 1 and 2 go left and attack the left Cube spawn. Team 3 goes right and attacks the right Cube spawn. Once those are clear each team proceeds immediately to the Center cube spawn.
6) The moment Barrier Shattered is displayed everyone is to attack Rularuu. It is imperative that any Regen debuffs are applied as quickly as possible. Damage buffs should be reapplied as soon as possible. All three teams must remain close together to overlap buffs as much as possible.
7) Rularuu dies, we all get a shiny badge and a random temporary power. In the event he does not and his shield returns, Teams 1 and 2 will once again attack the left Cube spawn, Team 3 attacks the right Cube spawn and both meet at the Center. Main Tank continues tanking Rularuu.
8) Same as #6. If Rularuu fails to die on this 2nd attempt, the raid is considered a failure. Hopefully this does not happen.
That concludes my analysis and plan for the Cathedral of Pain Trial. Please feel free to discuss things and bring forth suggestions and criticism.
Semper Fi and Good Hunting
While I am Blueside I am baseless, so Vixen has volunteered The Arbitrators base along with Slacker who has volunteered The Junior League of Sidekicks'. They will be providing Team Leads for our attempts.
Next attempts are slated for Saturday 4-Sep @ 7:30pm EST (assemble for 8pm start) and Sunday 5-Sep @ 11:30am EST (assemble for Noon start).
The kink for this weekend is the approach of Hurricane Earl, who will be visiting my house sometime Saturday morning, so with any luck my power won't be down too long. If the s**t hits the fan then we'll reschedule for the following weekend.
Sign me up Ladywillow-empathy dark
OBSERVATIONS
I make no secret of the fact that I thought the last CoP I went on was severely hampered by zero communication before the TF. I learnt with my MoLGs that you need an overview before the TF and the ability to give reminders at each stage.
Here are my views:
1) My first thought at that wall of text was "far too complex".
Don't expect anyone to know the plan in advance; not everyone uses the forum and you are likely to require at least one filler for whatever reason.
"Main assist" is a pointless role. Phrase "Back seat driver" sprung to mind. You have team leade 1, 2 and 3. Your Raid leader is Team leader 1. End of. No crossed wires, no confusion. If they aren't a fast typist, get someone who is or set up binds. Copy/paste from notepad - anything - but get the information to everyone at the start.
2) Your Observation 4 about Brutes having the tanking ability of Tanks.
No. I don't care how well they are put together - and I've seen some awesome ones - but they are NOT tanks. Their HP is lower, many of them won't have taunt. You nailed it when you said Brutes could damage as Scrappers. Some Brutes may fill a Tanking role but not all; some can and some can't. However, if the build is borderline, I think the tank has a better chance of staying up because of the extra HP wiggle room. *awaits Brute hate mail*
The important thing is a team member with taunt/long range aoe who can stand against these mobs; that may be a brute it may not. But you need whoever fills the 'tanking role' to be realistic whether their char can fill that role or not. If not, get someone else or get them help.
The tanker (tank-role not necesarily Tank) needs to KNOW WHAT THE GAME PLAN IS IN DETAIL because the sensible thing is each team follows their tanker.
Tanker being team leader would be perfect because it would keep the team together. I certainly found it easier when tanking my MoLGs because the team was following me rather than giving instructions to the tank/team while playing my corruptor who was obviously not in the lead. I also knew I could do an instructions round up with much less risk of dying.
3) Buffers
Do Shields help against Rularuu damage? I didn't think anything except Mez protection helped? I'll leave someone else to answer this while I go and check the Wiki.
4) "Damage balanced by survivability"
Fair point but saying "Blasters ... bottom of the barrel" is wrong. A well built Blaster won't out Tank the Tank but generally it won't be in melee range. As for not-having Mez protection, that's why CM, Clarity, ID (and the one from Thermal I always forget) are useful. I liked two per run on the MoLGs and any sensible player without in-built Mez protection won't rely on the Thermal/Emp etc they will carry/combine Breakfrees.
If you are going to ban Blasters for squishyness, then take out the Corruptors because they aren't known for standing up either.
You want people who know how to play their character, not a specific "non-squishy" AT or one with a load of sets. This is a badge TF, I doubt anyone will do it except for the badge; it's a PITA and has lousy rewards. So people will want to bring their badgers and some of them will be ATs you don't like. Look at the player not the AT; I have MoLG on a Blaster and a Corr with 1123 HP.
Here's a re-write of your game plan so that it can be given before the TF and at each stage:
GAME PLAN BEFORE THE TF
Arranging the TF
By all means get sign ups on the forum but I'd also broadcast in advance in the Guardian/50 etc channels that the Raid is happening and time. Make a note of who wants to join and with what; add that to the forum list. Make sure everyone knows the kick off time is "TF start time", they need to be in zone 15 mins before for the instructions. You often won't hit it but it won't hurt to give people a deadline; at the least you can get your alts arranged and going.
Ideally you should know who is coming and on what a day before the TF. Any "I'll fill what the team needs" should have a message sent to them so they know what to bring.
Reason:
1) Standing around while people alt, not show and find replacements is dull and people don't pay attention; they make drinks, feed cats or read the news.
2) By get team make up organized beforehand. You can cover gaps and ensure an even coverage of Mez prot/damage etc.
Team Leaders who should be in zone, on the right AT at least 30 mins before kick off.
Team Leaders invite their team as they log in. Report any missing members and RL should start calling the pre-arranged alts 10 minutes before the start time. Get alts to come to zone on the understanding they're in ONLY if the scheduled player doesn't show. Tell the alts to get request/CoP channels visible in their window. (Whichever you will be using.)
Give those scheduled a max of 10 mins after the scheduled start time then pick up the alts and go. These 10 minutes can be spent giving everyone an overview of the TF in request/CoP.
It's a judgement call whether anyone logging in on the dot who misses the instructions, gets a spot. I'd say no but I'm mean.
Overview Given Before the TF
TL = Team Leader. RL = Raid Leader
Please keep the Request channel/CoP channel in your window and visible.
Please leave the channel free for TL's from this point.
Please remove other channels from view; you can nom people later
All instructions from RL.
"TL 1 = me/RL"
"TL 2 = x"
"TL 3 = y"
TF is in two Parts: Obelisk and Cathedral.
Part 1 - each team takes an Obelisk. Obelisks have to drop within 30 seconds of each other to go to next part. So coordination and following instructions means success. This is why the instructions will be detailed. Please try and stay awake.
Once in mission each team takes one Obelisk:
T1 goes towards Left Obelisk, T2 goes towards Centre and Team 3 Right.
Teams hold at 200 yards out from their target and buff. AoE buffers make sure all team mates there before AM etc
TL 2 and TL 3 gives Ready in channel when in position and buffed.
When T2 & T3 have given ready and T1 is in position and buffed, RL will signal to attack the Obelisks
Tanks should go in first and get aggro.
Teams take out the spawns and barrier drops.
When barrier down; hit the Obelisk until it's 20% health(Like Abandoned Sewer Trial) and hold (clear any remaining mobs but leave the obelisk at 20%)
When all Obelisks at 20% RL will give the go to defeat your target ASAP
If a Barrier goes back up on an Obelisk, other teams hold their Obelisk at 20% while the team with the Barrier up, kills the spawn and takes the Obelisk back to 20%. Then RL will instruct another assault and hope to get the Obelisk down within 30s.
Buffing members; Keep CM/ID etc UP.
If you die and aren't rez'd quickly or TPd to somewhere safe where you can wakie; go to hospital please
Part 2 - Cathedral
Enter Cathdral and start buffing your team with ST buffs and summoning MM pets. If your team is fully buffed, buff other people.
When whole team is in and ST buffs applied each TL calls "ready".
When all three teams are in and buffed, RL calls "Pets and AoEs": Summon shivs and nukes and use all AoE buffs
RL will give enough time for the AoE buffs to fire then call for the main attack
Tank and a support member from T1 taunts AV
(RL should tell the two people in their team in Team Chat that they are the ones doing this)
The rest of T1 and T2 go left and attack Cube spawn
T3 goes right and attacks Cube spawn
Once both spawns are down, hit the centre spawn - stick together. Do not run into the third spawn solo.
On "Barrier Shattered" message - everyone hits Rularuu. Get debuffs on asap. Stick tight together. Reapply debuffs ASAP; just like Honoree or Reichsman. Use Howling Twilight as a debuff not a Rez.
If Rularuu's shield goes up T1 tank stays with AV while the rest of T1 and T2 re-attack left, T3 goes rght. Hit the centre once both cubes down.
Keep an eye on the Team/Request channel for updates during the TF; please close other channels from view as they will not be needed and can be distracting.
Any questions, PST or ask in Request, NOW.
Answer any questions.
Let's go get a badge. Please enter <base>
DURING THE TF
Obelisks
RL: Hold at 200 yards off your target please and buff.
TL 2 = Ready
TL 3 = Ready
RL "Attack your target and hold it at 20% health"
RL "Destroy targets completely. Once in the Cathedral hold at door"
Team leaders should remind everyone to ST buff and call MM pets inside and they should do this as soon as the Obelisks drop.
RL in Team Tanker X and Support Y to AV, RL in Request "after buffs and on my go T1 and T2 to left cube, T3 to right"
TL 2 = Ready
Tl 3 = Ready
RL "Nukes, Shivs and Aoe's now" and after a count of five "Attack your target"
RL should keep an eye on the guys on the AV, send help if necessary.
RL "Centre target no then the AV on Shield down message, remember to keep buffs up"
RL "All on AV; debuff NOW"
Obviously if steps need to be repeated, this will have be communicated. Words of encouragement won't go amiss either if you're a fast enough typist.
AFTER THE TF
Win or lose; good going, good effort, thanks for coming. I'll be arranging another one, will let you know when on the forum/in guardian/50.
EDIT:
Feel free to print out and make a paper aeroplane out of the above suggestions.
SAVE CoX info:
Titan Network efforts
Saving CoX events/FB info
Well, sign me up then. Armeros (fire x 3 blaster)
See you all Saturday.
Global: @Armeros
City Info Terminal - Armeros
City Of Heroes - Guardian Server page on Facebook
"Official Park Ranger of the Shadow Shard"
Observation #3: Rularuus barrier appears to rise based on the Cubes respawning. The timing mechanic still isnt quite understood. There are reports of a flat 30, 45 or 60 seconds from barrier drop, and also of 1 to 2 minutes from first Cube spawn killed. More observation is needed at this point to identify the underlying mechanic. Suffice to say the downtime of the barrier is very short and inordinately large amounts of debuffage and damage must be done. |
The shield for Rularuu is slaved off the Willforges directly. Each Willforge has a set number of defenders, multiplied by 3 gives the total number of opponents to defeat.
When the last defender of the First Willforge is defeated, a 45 second timer starts, if all the defenders of a second Willforge are defeated in less than that 45 seconds, the timer resets. Again this continues with Willforge 3, with the exception that if the enemies are defeated within the 45 seconds, the shields show as shattered.
After this message, a further 45 second timer starts, when this is over, the Willforges will glow (approx 1-2 seconds) and the Rularuu will respawn at all 3 Willforges at the same time.
This means teams attacking all 3 at once, or sequentially will have the same amount of time with the shield down.
The biggest obstacle is overcoming that monster regen and holding it within 45 seconds, or taking out the defenders when the shield is restored quickly enough for debuffs to still be applied on the second shield drop.
In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide
The kink for this weekend is the approach of Hurricane Earl, who will be visiting my house sometime Saturday morning, so with any luck my power won't be down too long. If the s**t hits the fan then we'll reschedule for the following weekend.
|
Thanks to the subtropical high, Earl will continue a slight turn to the right as it moves around the subtropical high. Then when a trough in the jet stream comes out on Thursday, Earl will accelerate quickly to the northeast. The timing of the trough's arrival will determine Earl's impact on the East Coast. The current forecast still holds that Earl's center will stay out to sea.
There are a few websites I go to for tracking/computer models, etc. Hopefully, these will help you keep an eye out on Earl. I hope you don't receive anything more than some brisk winds from this system.
The South Florida Water Management website has a computer model page:
http://www.sfwmd.gov/portal/page/por...0model%20plots
Stormpulse is a nice graphic interactive site:
http://www.stormpulse.com/
NOAA - National Hurricane Center:
http://www.nhc.noaa.gov/
You may already be aware of these, but if not hopefully this will help you plan and keep a better eye out on this and any future storms.
We now return to the Guardian Cathedral of Pain trials
Global: @Armeros
City Info Terminal - Armeros
City Of Heroes - Guardian Server page on Facebook
"Official Park Ranger of the Shadow Shard"
Sign me up. I have Dragun Merc/Dark MM. I usually spam attack, heal, attack, heal, etc. My heal is -Regen.
@Blood Beret(2)Twitter
I am a bad speeler, use poorer grammar, and am a frequent typoist.
MA ArcID: 1197
You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill
Been keeping an eye on Earl for a bit now and as of the 8AM computer models, only 1 show a hit on NC outer banks. The remaining models do show the system brushing the coastline and pulling away from the US East Coast.
Thanks to the subtropical high, Earl will continue a slight turn to the right as it moves around the subtropical high. Then when a trough in the jet stream comes out on Thursday, Earl will accelerate quickly to the northeast. The timing of the trough's arrival will determine Earl's impact on the East Coast. The current forecast still holds that Earl's center will stay out to sea. There are a few websites I go to for tracking/computer models, etc. Hopefully, these will help you keep an eye out on Earl. I hope you don't receive anything more than some brisk winds from this system. The South Florida Water Management website has a computer model page: http://www.sfwmd.gov/portal/page/por...0model%20plots Stormpulse is a nice graphic interactive site: http://www.stormpulse.com/ NOAA - National Hurricane Center: http://www.nhc.noaa.gov/ You may already be aware of these, but if not hopefully this will help you plan and keep a better eye out on this and any future storms. We now return to the Guardian Cathedral of Pain trials |
@MrsAlphaOne
Member of the [url="http://www.guildportal.com/Guild.aspx?GuildID=171543&TabID=1451954"]RIMC[/url]
[url="http://www.freewebs.com/mrsalphaone"]DA![/url]
[color=red]Official Beer Wench of PWNZ[/color] Arc 452196 When Madness Reigns over Reason. Play it and PM me your constructive criticism on what I can tweak before Oct 20th. <3 U all
A quick reply to Capa,
First off, I'm not banning any AT or powersets, I've just listed off how I would prefer the teams look like. I'll take what I get and fill roles appropriately, and maybe ask for some to alt if I see things are unbalanced. Also, the "Main Assist" being a pointless role (ZING! gotcha) I've had two raid leaders ASK that I take on this role and I volunteered to do this for them. The team leads are provided by the SGs that will be hosting the raids. When I start them on redside it will be 3 members of RIMC leading the teams, at which point the MA (me) will also be a team lead.
As for your plan, thanks for the suggestions, I'll be writing up binds to explain things and give orders beforehand. I don't expect everyone to read these forums, but I do expect them to read instructions given to them right before the trial starts. I'd like to suggest you run your own raids too, I'd actually prefer someone else run these raids simply because of my military duties and the obvious chance that I am unavailable for a raid.
I ran a series of tests over the weekend to work out the timing data for the shields, we are working out how we are going to do this EU side given the regen issue, but I hope this data helps.
The shield for Rularuu is slaved off the Willforges directly. Each Willforge has a set number of defenders, multiplied by 3 gives the total number of opponents to defeat. When the last defender of the First Willforge is defeated, a 45 second timer starts, if all the defenders of a second Willforge are defeated in less than that 45 seconds, the timer resets. Again this continues with Willforge 3, with the exception that if the enemies are defeated within the 45 seconds, the shields show as shattered. After this message, a further 45 second timer starts, when this is over, the Willforges will glow (approx 1-2 seconds) and the Rularuu will respawn at all 3 Willforges at the same time. This means teams attacking all 3 at once, or sequentially will have the same amount of time with the shield down. The biggest obstacle is overcoming that monster regen and holding it within 45 seconds, or taking out the defenders when the shield is restored quickly enough for debuffs to still be applied on the second shield drop. |
I'm ready to give this another shot. Thanks to Alpha and Capa for their work on a game plan. We will get this done.
" I've said it before, I'll say it again, some of those "Recipe found" messages should be brown." Ullikummis
w00t! TY to the mod who stickied this!
@MrsAlphaOne
Member of the [url="http://www.guildportal.com/Guild.aspx?GuildID=171543&TabID=1451954"]RIMC[/url]
[url="http://www.freewebs.com/mrsalphaone"]DA![/url]
[color=red]Official Beer Wench of PWNZ[/color] Arc 452196 When Madness Reigns over Reason. Play it and PM me your constructive criticism on what I can tweak before Oct 20th. <3 U all
Hope my post didn't come off brusque. I've a fairly dry writing style (legal background) and sometimes that can get misinterpreted.
Perhaps the Main Assist was a disconnect then. I initially read it as TL 1, TL 2, TL 3 and then MA because TL 1, 2 and 3 couldn't be bothered to type. I like simplicity; follow the star.*If I now read you right, you define that role as someone who has joined a SG/VG to lead a team because the SG/VG doesn't have enough members? *If I still don't understand you then no I don't understand the MA role except as someone who isn't a tank, doesn't have the star but is giving instructions. Er that to me is an added role which (IMO) should be covered by TL 1, 2 or 3. (YMMV and it's your raid so do whatever, frankly it would confuse me if I was on the team and I'd be likely to ignore the gobby team member and follow either the tank or the star.)
Can't wait to see someone require a Personal Assistant on a *Hami Raid. Anyway, I trundle off the point ...
SAVE CoX info:
Titan Network efforts
Saving CoX events/FB info
Alpha is a great leader and a good fella to volunteer for this unwanted spot. Why capa are you jumping all over Vixen? At least she tried to put something together and always has a sunshiney attitude. If you don't like the way something is going then lead your own.
As to kickin the regen... thats what chem nukes are for. Just time them appropriately. Hope you guys do this soon because I am getting sick of the server on which Hottie and Femme originated always being last in line to complete ANY new content when compared to other servers. Don't you all have any competitive pride?
I'm sure someone will make the obligatory" gtfo,Ditzy" remark. I think it might be in the best interest of people to pm the people that lead this one:http://boards.cityofheroes.com/showthread.php?t=233930
or maybe even this other one:http://boards.cityofheroes.com/showthread.php?t=235897
Get some pointers and go from there. People from other servers are not gonna bite you and they also dont have cooties( at least most don't).
On the off chance that one of these raids does get canceled, Earthclan Elite has been running raids as well and will be running one again on 9/4/2010 at 7PM EST. The raids I've been on with EE have come closer to succeeding each time. Alpha-One has a solid strategy. I know that for a fact, because we held a 2+ hour meeting after our last failed trial and came up with essentially the same strategy, that being prior to Alpha posting his strategy on the boards I believe.
One note I'd like to add is that if you fail to take down Rularuu on the first pass, the spawn from the cubes will probably overwhelm your squishes before the tanks can do anything about it. That was the main source of our second failure. That, and the laughable amount of damage we were dealing. We had essentially no -Regen.
Another point that you did not mention is the possibility (or so I've heard), that a different aspect might spawn each time, meaning different powers and possibly different attributes. Correct me if I am wrong, but I believe the aspect is not always a buffed up Lanaru clone is it? Because that's the aspect we faced. (Also, it not only was a Lanaru clone, it had his description.) The only affect this may have on strategy is if one of the aspects has really high resistance or defense instead of really high regeneration. Again, that is only something I have heard, I have yet to be able to verify it.
@Rorn ---- Blue Baron ---- Guardian
I ran a series of tests over the weekend to work out the timing data for the shields, we are working out how we are going to do this EU side given the regen issue, but I hope this data helps.
The shield for Rularuu is slaved off the Willforges directly. Each Willforge has a set number of defenders, multiplied by 3 gives the total number of opponents to defeat. When the last defender of the First Willforge is defeated, a 45 second timer starts, if all the defenders of a second Willforge are defeated in less than that 45 seconds, the timer resets. Again this continues with Willforge 3, with the exception that if the enemies are defeated within the 45 seconds, the shields show as shattered. After this message, a further 45 second timer starts, when this is over, the Willforges will glow (approx 1-2 seconds) and the Rularuu will respawn at all 3 Willforges at the same time. This means teams attacking all 3 at once, or sequentially will have the same amount of time with the shield down. The biggest obstacle is overcoming that monster regen and holding it within 45 seconds, or taking out the defenders when the shield is restored quickly enough for debuffs to still be applied on the second shield drop. |
@Rorn ---- Blue Baron ---- Guardian
Alpha is a great player and while I can only speak for myself, it's good to have folks volunteer to run events/trials/TF. Vixen is also a great player and I thought she did an admirable job in getting the trial organized and run. Were there hiccups, sure. It was a 1st run of a new trial (I call it new, even though it was around for a brief time several issues ago for a limited time due to issues with the trial). I have been on many Master runs with Capa who I also consider a great player and they have always been well run and I have earned 2 of my master badges with my badge toon thanks to Capa.
With respect, Ditzy but I don't feel that Capa was jumping all over Vixen. Capa just made observations and suggestions for consideration for any future CoP runs. Considering it was the first try (if I recall correctly) it went better than expected (in my humble opinion). Personally, whenever I run a TF or anything of that nature, I like to have feedback (whether it be positive, negative or neutral). That feedback helps me for any future runs and helps me be a better player and team leader.
In closing, even though that first run was not successful, lessons were learned in regards to the failure of the trial that will be incorporated into any future CoP runs and in turn it will fine tune the walkthrough that has been put together. I look forward to future runs for my badge toon and once he gets the badge, I'll be bringing my dark defender for some -debuff assistance so that I can help others get the badge as well. Thank you for providing those links, I can only assume that Alpha and/or anyone else that will be running these trials will take a look at those and possibly use the information to further fine tune the walkthrough.
Global: @Armeros
City Info Terminal - Armeros
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"Official Park Ranger of the Shadow Shard"
Hey there Alpha, if you still have a slot open for a blaster, I'd li9ke to bring mine. Thanks.
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Nobody else commented, so I will. These numbers play an important role because it could change the strategy slightly. If the idea is to take Rularuu down in one pass, then it would be better to take out the cubes sequentially as one giant group. It might take slightly longer, but chances are nobody will die. That means you'll be at full strength to bring down Rularuu as soon as the shield drops.
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In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
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B.A.F. Trial Guide
My current thinking on this is to attack one Willforge closest to the Portal and just hold position, drawing the enemies in from the other Willforges. As the last few Rularuu are closing in, the Raid Leader calls a pre-shield down buff stage (call to justice being a handy one that scrappers, tanks etc can fire as well) with Bio nukes as well, then the moment the last defender falls, hit the AV with -regen and the remaining firepower.
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If there is room for the 11:30 AM Team.. count me in. Will be bringing my Dark/Dark Defender again (Dark Encounter). Thanks for all the work to make it happen.
Next attempts are slated for Saturday 4-Sep @ 7:30pm EST (assemble for 8pm start) and Sunday 5-Sep @ 11:30am EST (assemble for Noon start).
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I'd like to be there, but 7:30 PM is usually still dinner time. I guess I'll just show up, and if there's an empty spot, I'll take it, and if not, well, Ariel' is running one Sunday, so big loss.
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Greetings Guardianites! Ive taken on the mantle of Main Assist for Cathedral of Pain trials on Guardian. Not all of them, but at least two of them. Ive sat in on a few failed ones now but have been doing lots of observing, analyzing and formulating, and Im going to present my findings in the form of a plan of attack and am open to discussing with others who have attempted to see if we can find a winning solution.
First off, a quick description of the trial.
Phase 1: The Obelisks
Three Obelisks stand in our way, named Woe, Gloom and Despair. They each have a spawn attached to them. Once that spawn is clear the barrier protecting the Obelisk is shattered and it becomes vulnerable. At that moment Natterlings will spawn to repair the Obelisk and there is a window of 30 seconds before the barrier returns and the Obelisk becomes invulnerable until the next spawn is cleared. If the Obelisk is destroyed it will instantly return to full health when the barrier is raised. The point of this phase is that all three Obelisks must be destroyed in a 30 second window to open the portal into the Cathedral.
Phase 2: The Cathedral
Once inside the Cathedral there are 3 Forges (aka Cubes) surrounded by a spawn of NPCs, and Rularuu himself waits in the center, protected by his own barrier. Once all three Cube spawns are defeated Rularuus barrier drops and he becomes vulnerable to attack. After a short while the barrier rises again and he becomes invulnerable, and the Cubes summon a spawn each, at which point the process is to be repeated.
Observation #1: A successful team MUST defeat Rularuu on the first pass. If the 3 teams are not able to take him down with combined temp buffs and pets in one pass, each following pass is progressively weaker (less AOE buffs, nukes and pets) and chance of success is nullified. Note: There are a couple reported exceptions: one team on Protector used a slightly different version of my plan and defeated Rularuu in 17 minutes on the 2nd pass.
Observation #2: Communication is key! All three team leaders must have full control of their teammates and knowledge of the plan of attack. Having a Main Assist relieves the burden from the team leaders and allows a single person to give Hold and Go commands. I have volunteered for this role. Vixen created the Guardian CoP Trial channel for this explicit purpose. Everyone participating in an attempt should have joined it and have it visible, but only the Main Assist and Team Leaders should use it for communications.
Observation #3: Rularuus barrier appears to rise based on the Cubes respawning. The timing mechanic still isnt quite understood. There are reports of a flat 30, 45 or 60 seconds from barrier drop, and also of 1 to 2 minutes from first Cube spawn killed. More observation is needed at this point to identify the underlying mechanic. Suffice to say the downtime of the barrier is very short and inordinately large amounts of debuffage and damage must be done.
Observation #4: Villains rule, Heroes drool. With the walls between alignments now shattered, this may sound silly, but Villain ATs have a huge advantage over their heroic counterparts. Brutes have the tanking ability of Tanks, and the potential damage output of Scrappers. Corruptors, long considered weaker than Blasters and Defenders, at both their primary (damage) and secondary (buff/debuff), bring a mathematical multiplier to the game. Because of the limited amount of team space on the trial, 8 Corruptors bring the damage output of 6 Blasters and the buff/debuffage of 6 Defenders, so they hold the value of 12 Heroes. They also bring Scourge, which increases their damage output even more once Rularuus HP is down to less than half. VEATs (aka Banes, Crabs, Widows and Forts) bring the high damage output of Scrappers along with large amounts of Defense, ToHit and Damage buffs applied to their whole team, coupled with regen in their attacks.
Observation #5: Control gets the shaft. The whole point of this trial seems to be kill fast and kill faster. Controllers bring Corruptor level buff/debuffage with very little damage output while Dominators bring more damage than Controllers but the least damage of the Villain ATs. Controls seem to have no effect on Rularuu, though Ive wondered if locking him down might cause his barrier to remain down longer. Input from Controllers and Dominators who have attempted the trial would be greatly appreciated.
Observation #6: Youre not helping if youre dead. One complaint I got from a fellow Rad corr after a trial is that he spent most of his time rezzing fallen teammates and not enough time doing his job: debuffing and attacking. Teams need more survival buffs in the form of Defense and/or Resistance to keep the squishies alive and in the fight.
Observation #7: -Regen is key. Rularuu has an insane amount of HitPoints coupled to an insane amount of Regen. This means once his barrier is back up after the first attack he will most likely regen to full health before his barrier comes back down. This also means his regen must be nullified if we are to apply maximum DPS during barrier downtime.
Observation #8: I want the badge too. Ive noticed a lot of people bring their main or badging characters to the raid, however they are often ATs or powersets that are subpar to whats required to succeed. Some are lucky and have badging characters that are perfect for the raid (a certain Fire/Rad corr comes to mind). However I ask that until weve come up with a successful game-plan, please bring a character thatll fill its role as best as possible.