A Virtue Guide to the CoP


Amily

 

Posted

HVAs are better than shivans for this because they stay at range and have their own -regen attack. You should have enough vanguard merits to buy one after doing a ship raid.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
HVAs are better than shivans for this because they stay at range and have their own -regen attack. You should have enough vanguard merits to buy one after doing a ship raid.
True that, i personnaly dont do a lot of those, tho. i Get bored pretty fast once Ukon is dead. But yep, if ppl do those often, they could bring HVAS.

The 1 issue with HVAS compared to shivans, its only 1 charge, on the other hand, once its casted it stay, unless you zone or die, compared to shivans, they unspawn after x seconds. So dont die and bring both?, :P

And my point about shivan is , take 10min solo a run way before the CoP start.

The other week i had a CoP planned i went to get shivan, then i ended up with shivans, 3 nukes, and an HVAS. Later that week i refilled shivans cause its that easy. was sick of getting nukes already so i did not. and was not in the mood for a msraid at all.

Bottom line, bring nukes, shivans, HVAS, Venom nades, etc.. if you cant have em all, bring what is easy for you to fetch!


Global Co VG's/SG's | xeaon plot
LRSF Mission 4, Get the code with no Agroo at all , Guide | Speed SMSF Guide | Speedy LGTF Guide |Post your Mids Build in game Guide

 

Posted

I was monitoring recycle times on the AV shield against the stormer (to time my Howling Twilight through the shield up if possible). Bringing the shield down took between 35 (best) and 50 secs normally (a couple were longer). Faster cube-mob kill times would be essential to getting the stormer down.

Player ability can only go so far on kill speed. It would likely be right on the edge to get the shield down again consistently within the 30 second debuff timer, assuming they are successfully applied just before shield up.

As you pointed out near the beginning, heavily setted/purpled characters would be the obvious solution to increasing performance on this. Certainly there's no objection to running a cherry-picked raid with the goal of defeating the stormer, but these would likely not be general public raids. However, as with the use of temps and temp-pets, relying on people who have maxed out their builds isn't the preferred direction to go ultimately for general public raids. A strat that allows anyone with a generic build and utilizing few (if any) temp/pets would be the ultimate goal.

I believe that the red AV, even with the shoot-through-shield bug, is balanced enough for a pug-level public raid. It's likely he'd become less of a challenge when the bug is fixed (I hesitate to say 'too easy').

Also, I believe that when the shoot-through bug is fixed, the stormer AV will become doable and balanced. From observing several attempts against him, the slowness in getting the shield back down seems to come from his debuffing the raid groups through the shield. Add in the increased deaths from increased player vulnerability, and the stormer becomes 'broken' hard. If the stormer no longer can debuff the raid while the shield is up, the effectiveness of the raid is restored, and we've already seen that he can be handled at least down to 50% during shield-down.

So essentially, my position is:

1. Red is balanced for a public raid even with the bug; might be too easy if fixed.
2. Stormer is likely balanced once the bug is fixed, but only min/max characters and teams with temps are going to take him consistently.

It will be interesting to see how this develops in time. For now, to maintain the fun and interest of doing the trial for the most number of people, I agree with BT that the stormer should be skipped and only the red done.

(although, raid willing, I'll be more than happy to attempt against the stormer to learn more about the encounter/weaknesses/tactics).


"When heroes fail, the Angels will save you."

MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE

 

Posted

Quote:
Originally Posted by Sandolphan View Post
For now, to maintain the fun and interest of doing the trial for the most number of people, I agree with BT that the stormer should be skipped and only the red done.

(although, raid willing, I'll be more than happy to attempt against the stormer to learn more about the encounter/weaknesses/tactics).
People should do whatever they feel is best for themselves. But it seems to me that you might as well at least try to take out "Stormin' Norman" since you have to wait out the clock anyway. So you aren't really saving anytime by skipping him.

But you do potentially "waste" any temp powers you throw at him, especially one shot powers like nukes and HVAs. That's going to have to be a judgment call. Even though those are fairly easy and quick to obtain (with 23 friends backing you up) it does take some time.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

All valid points. My worry on the Storm AV is more putting in the effort and hitting that brick wall will be a major turn off for people joining the CoP for the first time. The complete lack of rewards unless you win is already quite a turn off to doing more than one pass at it. Right now people want to go in get the badge and thats all. Getting people interested in doing it for the unique factor is much more a problem. While some people hit a brick wall and thats what will push them to retrying I find most people want the satisfaction of winning and that is part of the draw.


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

Posted

That make me think. Last friday i helped a friend on the 2nd try. They had called the first when facing the purple AV. I logged about right after they called it. They lost a few ppl at that moment and i was happy to join. The issue he had at that point, he was lacking a 3rd captain from his sg.

I told him ill see if we have 3 onlines, an interested so we could use my base instead of his, if not, ill drop my sg and join his for the time being. Time we gather 24 ppl again, we had 4 ppl from my sg, so we gived a try with my base. Since it was a funny night, my ISP decided to do a Maintenance..YAY! They still had 3 from my sg so they were able to start, but i think my dc'ing was at the worst moment. My team ended up in there own instance of the trial, a bug we prolly all faced by now.

They tried to fix it, by dismissing the teams, reforming etc. nothing was working, ...and at some point i was back online. Timer was running and i suggested someone from my sg join his. And we apply a hard reset, by starting s new Timer from his base. Yay complete reset. Yay all in same instance... Yay there is 3 ppl that cant go in the instance. "You must complete your current task before... etc." Guess who were the 3 ppl? The 3 that was still in my sg (including me). The previous timer was still running, from our base CoP trial. Strangly that prevent you from joining another CoP trial from another base <.<

So well, we simply dropped our sg and were able to zone in. Its not a solution for ppl that care for there prestige mark. Good thing it was not the case for any of the 4 members, at least not for the alt we were playing.

In the end we faced the purple AV, we decided to give a try after all the trouble we faced it was lame to give up. with little success. I dont recall much from the phase 2, either it was that lame i was sleeping at my kboard, or there is nothign to tell, :P

That Run make me remind 1 point. On phase one I believe there were too many leaders on request channel. I think we pugged a few ppl and some decided we should do stuff there way <.<

Should only have 1 CoP leader, and 3 team leaders or the CoP leader is one of the 3 team leaders as we often see. CoP Leader call the shots, ppl should be attentive to instructions. Team leaders should do there job as instructed by the CoP Leader, and only use the request channel for task under there responsability. etc etc you get the idea. Many ppl telling everyone what to do lead to confusion. On that run, I was happy not to lead the Trial for once, listen and learn from other methods. I ended up leading a team tho, and it was not That bad, but still some ppl self proclamed themself "I know it all", "You should do what I say".
If you have suggestion advise your team leader or use broadcast, and dont use the Imperative.


Global Co VG's/SG's | xeaon plot
LRSF Mission 4, Get the code with no Agroo at all , Guide | Speed SMSF Guide | Speedy LGTF Guide |Post your Mids Build in game Guide

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
People should do whatever they feel is best for themselves. But it seems to me that you might as well at least try to take out "Stormin' Norman" since you have to wait out the clock anyway. So you aren't really saving anytime by skipping him.
That's pretty much my take on it. You're there, so why not try it?

Quote:
Originally Posted by Sandolphan
I was monitoring recycle times on the AV shield against the stormer (to time my Howling Twilight through the shield up if possible). Bringing the shield down took between 35 (best) and 50 secs normally (a couple were longer). Faster cube-mob kill times would be essential to getting the stormer down.

Player ability can only go so far on kill speed. It would likely be right on the edge to get the shield down again consistently within the 30 second debuff timer, assuming they are successfully applied just before shield up.

As you pointed out near the beginning, heavily setted/purpled characters would be the obvious solution to increasing performance on this. Certainly there's no objection to running a cherry-picked raid with the goal of defeating the stormer, but these would likely not be general public raids. However, as with the use of temps and temp-pets, relying on people who have maxed out their builds isn't the preferred direction to go ultimately for general public raids. A strat that allows anyone with a generic build and utilizing few (if any) temp/pets would be the ultimate goal.
I would agree that taking down the cube spawns fast is key. While having IOs in your build helps this, I think the biggest time sink in taking them down is the fact that it's difficult to pin them down. As soon as the shield drops, mobs start to fly around and scatter. That's why it's essential to jump on them as quickly as possible. Rularuu tend to resist a lot of control/mez powers, so I've found it effective to have one of the melee toons jump in as soon as the spawns are up to cause them to aggro on a focal point in order to keep them together. Then each team can go to their assigned cube and take out the spawns without having to chase them around nearly as much.

I'd also hesitate to assume that having IOs or purples necessarily equates to having a good build, or a build that's better suited to the CoP. I've seen lots of builds with these things that aren't nearly as effective as cheap, but well constructed builds. A lot of casual players have IOs these days and have likely incorporated some sets, so I'm not really sure what constitutes a 'generic build' anymore. There's never going to be a practical way to account for each and every build. For this reason, I'd place an emphasis on support toons, toons that debuff, toons that increase recharge and damage out put.

What I've stated above I've stated with the assumption that these are to be done without nukes/temps. I've already heard of successful runs with the Storm using these things. I really don't think they should be necessary, so I would like to continue to work on ideas that do not involve them, making it easier to pick up folks and go.

Quote:
Originally Posted by Sandolpan
If the stormer no longer can debuff the raid while the shield is up, the effectiveness of the raid is restored, and we've already seen that he can be handled at least down to 50% during shield-down.
If by 'handled down to 50%' you mean brought down to 50% health, I'd say that's very promising! If you can get him down 50% of the way, you should be able to get him down the rest of the way given enough time. I am curious to know the circumstances under which you achieved this, i.e., did you use nukes, did you run out of time, what was the cause of failure, etc. Apologies if I have misinterpreted your statement.

As a general update, I've tried a few more of these blueside, but have not been able to get the Storm. The 'Big Red' version is being completed easily in under 10 minutes without nukes/temps, the fastest time being 8:23. This was accomplished with a few of my SG mates/friends and several PuGers. These results have given me hope that, when we do get the Storm AV again, we will be able to take him down with a more PuG heavy group.



Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

If im not mistaken taking the Storm AV to 50% was done with a first strike stacked nukes/shivans/HVAS etc ?

Really nice if not!

(side note: someone i spoke with about our last sunday attempt on the purple AV, was telling me we did had him to 50% w/out nukes, but i think it was not the case, i personnaly saw 75% was the best we did)

In any case, from my own experience, I do believe this AV is beatable w/out nukes. Since it have been prooved you can do a shield respawn cycle and come back to him with his HP not back to 100%

As for IO'ed builds, sorry if i was leading to the idea we should all be IO'ed to the teeth. I only meant, "good build" in general, SO'ed or IO'ed. As oposition of bringing a build you are currently working on and somehow inbalanced Ex: dont bring your lvl40 brute. At least not t'il we figured how to make this painless and easy. But again, sometime we do are looking for a 24th to start, and you will pull a "this is my highes lvl villain/hero".

In the perfect world, will have 24 ppl ready to join every night, with balanced AT's, etc. In reality its not often the case.

Also i would like to understand what is not an pug CoP trial? I like to think I have a bunch of ressources to pull ppl to join on events, I prolly have more ressources then most players. I'm lucky to have such ressources, but still, I dont think of a single CoP i did not had to PuG. By PuG i mean ppl i dont know or never teamed with (or barely).
Admit some nights i maybe have 20 ish ppl from coal/private channels/friends etc.

I understand the idea of not scaring casual players, but we also have to do some tries on the purples AV.

Side note: PuG are fun in general, in my book, im always happy to run stuff with new ppl. Sometime you ran on some bad apples, but that is life.


Global Co VG's/SG's | xeaon plot
LRSF Mission 4, Get the code with no Agroo at all , Guide | Speed SMSF Guide | Speedy LGTF Guide |Post your Mids Build in game Guide

 

Posted

To answer some points:

Stormer was brought to 50% on one of your pug raids. The problem is he goes back to 100% consistently before the shield can be dropped again, even with -regen debuff timing. His interference with the raid I believe is the most likely cause of not being as efficient dropping the shield in a timely fashion (as is done regularly on the red AV). Once the bug is fixed, I think the issue should be resolved.

A 'generic build' as I've used it is one that has few if any set bonuses to boost survivability and performance (power recharge, soft-capped defenses, increased regeneration, etc). Generic builds are SO-only or generic-IO-only; ie what the devs have stated they build the game difficulty around.

Angels and friends have run mostly public pug raids and are the usual I've been on; however Angels have also several SG and invite-only CoPs to get badging done for both players and supergroup badges. That's what I meant by non-pug trials. The majority of CoP runs I've attended/seen have been public pugs though and that would be preferred.


"When heroes fail, the Angels will save you."

MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE

 

Posted

Hi, a few questions and comments.

Quote:
have all 3 team leader click mission puter to start it (or only one need to do it and we had lag/delay that one time i was wondering).
Do all 3 team leaders have to click on the Mission Computer? Or just one supergroup member? I have not led a CoP run, so I don't know how this mechanism works. I want to lead a run with my supergroup. Please expound on how using the Mission Computer works.

Additionally, I've read reports of bugs where teams enter separate instances of the trial. A poster suggested that having the 3 team leaders click on the Raid Telepad and enter the trial zone before other team members might prevent this problem. Any further information on how to avoid separate instances?

Quote:
taking down the cube spawns fast is key. While having IOs in your build helps this, I think the biggest time sink in taking them down is the fact that it's difficult to pin them down. As soon as the shield drops, mobs start to fly around and scatter. That's why it's essential to jump on them as quickly as possible.
This past weekend, I participated in a CoP run on Infinity, led by the Pinks supegroup, that succeeded in large part because of a strategy adaptation regarding the Willforge spawns inside the cathedral.

After experiencing difficulty with efficiently defeating the respawning Willforge mobs (mostly because they moved to attack us in the center of the chamber, near the AV, and otherwise spread out chaotically), the run leader called for us to regroup outside. When we re-entered, 3 tankers were assigned to remain positioned near the Willforges (1 tanker at each Willforge). After cycling through defeating the Willforge mobs and attacking the AV, the AV's energy globe regenerated and the Willforge mobs respawned--but the tankers immediately drew aggro on the Willforge mobs and kept them tightly localized beneath the Willforges. The other players rapidly moved away from the AV and joined their team's tanker in defeating the Willforge mobs.

Even though "chaining" the tankers to the Willforges prevented them from using melee attacks on the AV, they could still use Taunt and ranged attacks on him. And the 21 other players managed to damage the AV, over several cycles, enough to defeat him.

This strategy adaptation made the difference between success and failure for us.


 

Posted

Quote:
Originally Posted by Starrbolt View Post
Do all 3 team leaders have to click on the Mission Computer? Or just one supergroup member? I have not led a CoP run, so I don't know how this mechanism works. I want to lead a run with my supergroup. Please expound on how using the Mission Computer works.
Just one person from the SG has to click on the Mission Computer/Oracle.

Quote:
Originally Posted by Starrbolt
This past weekend, I participated in a CoP run on Infinity, led by the Pinks supegroup, that succeeded in large part because of a strategy adaptation regarding the Willforge spawns inside the cathedral.

After experiencing difficulty with efficiently defeating the respawning Willforge mobs (mostly because they moved to attack us in the center of the chamber, near the AV, and otherwise spread out chaotically), the run leader called for us to regroup outside. When we re-entered, 3 tankers were assigned to remain positioned near the Willforges (1 tanker at each Willforge). After cycling through defeating the Willforge mobs and attacking the AV, the AV's energy globe regenerated and the Willforge mobs respawned--but the tankers immediately drew aggro on the Willforge mobs and kept them tightly localized beneath the Willforges. The other players rapidly moved away from the AV and joined their team's tanker in defeating the Willforge mobs.

Even though "chaining" the tankers to the Willforges prevented them from using melee attacks on the AV, they could still use Taunt and ranged attacks on him. And the 21 other players managed to damage the AV, over several cycles, enough to defeat him.

This strategy adaptation made the difference between success and failure for us.
This is exactly what I was describing. Instead of Tanks though, we have used melee toons in general. We haven't had to 'chain' the melee to the cubes though. Fortunately, they have been very good about getting in position ASAP. But I can see how this would be a good idea for those newer to the trial. I think it's the easiest way to keep the spawns localized, leading to a more efficient defeat.



Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

I have to agree on the tank/brute staying in place, well at least I like the idea.
I remember 1 run agains the RED Av where I saw the brute from the other teams moving in place early or simply staying there. And that do seems to help a lot on keeping the mob in place as well as reducing agroo on squish'squis'squidely'squishies.

We often have the AV at 1 cube, leaving the 2 other cubes free of the AV aura. And sometime we do manage to have 1 brute to succesfuly taunt the AV away from all cubes.

(ps: ive mostly done it red side, so i often think "brute" instead of "tank" )

The only down side I could see is loosing some DPS (brute are dps unit in my book, compared to tanks)


How to start it ?, only one team leader from the sg/vg have to click on mission computer. All the other sg member automaticly get a mission related to the CoP, the trial itself. I got confuse one time because the mission was not set, but was most likely showing in the mission list from my team leader ( we were using someone else base that day).

The diff instance zone bug : Make sure to have everyone in the base, all 24 team members. 1 team leader start the timer (click mission puter). All 3 team leader go zone first. Other team member stay put in base. Team leader stay near zone entry and acknoledge they are in the same instance. Then everyone can zone. So far it works for us, unless crap append, like 1 guy dc' or a team leader click on puter too early w/out making sure everyone is ready (ya it appenned to us).


Global Co VG's/SG's | xeaon plot
LRSF Mission 4, Get the code with no Agroo at all , Guide | Speed SMSF Guide | Speedy LGTF Guide |Post your Mids Build in game Guide

 

Posted

After reading through the 1.0 version, the discussion here, and then participating in the first Saturday CoP run I decided to edit the guide in order to help clarify some things. This is largely based on Blazing Tiger and Xeon's information.

Table of Contents
Definitions
Phase 1: Form the Teams

  • Trial Requirements
  • Team Composition Recommendations
  • Recommended Temp Powers
Phase 2: Begin the Trial
  • Designate the Team Assignments
  • Start the Mission
Phase 3: Destroy the Obelisks
  • Obelisk Game Mechanics
  • The Obelisk Assault
Phase 4: Defeat the Aspect of Rularuu
  • Setting Up and Buffing
  • The Aspect Game Mechanics
  • The Aspect of Rularuu Assault
Definitions:
Raid Leader – the individual that provides an overall direction to the trial participants. This includes team assignments, strategic instructions before and during combat, and coordination of designated roles within the trial. The Raid Leader does not need to be a Team Leader.

Team Leader – A member of a Supergroup that has a trial compliant base. This person will activate the trial mission from their Supergroup Base’s Mission Computer or Oracle in order to allow their team to begin the trial. They will also coordinate their team’s DPS output on the Obelisks in order to defeat all three within 30 seconds of each other.


Phase 1: Form the Teams
Forming the teams takes place before the start of the actual timed trial. Allow at least 15 to 30 minutes prior to the start of the actual trial to sort and form the three teams that participate in the trial.

Trial Requirements
The Team Leaders of the three CoP teams need to be in the same Supergroup. The Raid Leader does not have to be a team leader in order to satisfy the Supergroup requirement.


The Supergroup Base of the three Team Leaders must have the following in order to start the trial:
  • Oracle or Mission Computer
  • Raid Telepad or Raid Teleportal
There are restrictions on Vigilante and Rogue's participating on a CoP team. More information is required on defining this restriction.

Team Composition Recommendations
The team set up is divided into three roles. The recommended quantity of each role is:
  • 1 Tank/Brute
  • 3 Damage
  • 4 Support
The Tank/Brute role is intended to control agro of the mobs throughout the trial. This person needs to have a Taunt power to help them perform their role.

Damage consists of: Blasters, Scrappers, Soldiers of Arachnos, Kheldians, Stalkers, and Dominators.

Support consists of: Defenders, Controllers, Masterminds, Widows, and Corruptors.

When building them you should take into account the amount of Psionic Defense and Resistance that each team has available to it. Powers that provide these defenses are helpful for keeping everyone alive against the onslaught of Psionic damage that Rularuu use. All the other damage types they put out is less important to worry about. Support role powers that offer Psionic Defense or Resistance are: Dark Miasma-Shadow Fall, Widows-Mind Link, Force Field-Dispersion Bubble, and Pain Domination-World of Pain.

Also, balance the teams so there the ability to revive a team member if needed. It is always easier to revive a team member on your team than it is to search for a body in a group of people.

The easiest way to form the teams is to divide the participants into groups based on their role. The Raid Leader can then separate out the three team leaders into a fourth area. As people are added to the trial teams they move to the team assigned area to help the Raid Leader identify who is left to be assigned.

Recommended Temp Powers
At this point in time Temp Powers seem to be very important to the success of the CoP Trial. The temp powers that are most important are the three Nukes from Warburg, the Shivian from Bloody Bay, and the HAVS from the Rikti War Zone. The more of these you bring the better chance for success you have. Other AoE buffs and Pets are all useful as well.


Phase 2: Begin the Trial
Once all teams have been formed they will need to enter the designated Supergroup base. Gather the teams around the Raid Telepad or Raid Teleportal in order to designate the team assignments, and to prepare for the start of the mission.

Designate the Team Assignments
Before starting the mission designate each team to an Obelisk island location. The three directions are North East, South East, and South West. Each location will have a named Obelisk that the assigned team will destroy as part of a coordinated effort with the other teams.

Each team should designate a team member with the power Assemble the Team that will work with another team at their assigned location. The designated teleporter will go to the next island clockwise from their team’s assigned location. This person will serve as an emergency teleport service to bring their team to the Obelisk lagging behind the others in order to ensure all three are destroyed within the required 30 seconds. If the teams are roughly balanced for damage output the emergency teleport may not be needed to complete this phase of the trial. Be sure that the teleporter knows the name of the Obelisk the rest of their team is at.

Start the Mission
One Team Leader from the SG/VG will need to click on the Mission Computer or Oracle to activate the trial. All the other SG members, including the other Team Leaders, automatically get the mission related to the trial. , and allow their team entrance into the mission.

Once the mission has been activated the Team Leader should be the first team member to enter the mission via the Raid Telepad or Raid Teleportal. This will avoid the “different instance zone bug.” All three Team Leaders enter the mission first. All other team members stay in the base until the Team Leaders have entered the zone map. The Team Leaders will acknowledge they are in the same instance. At that point the remaining members of the team may enter the mission.


Phase 3: Destroy the Obelisks
Upon entering the mission the teams need to assemble at their assigned locations. Each team should identify the Obelisk name they are facing. The name will be needed for the teleporter role to know which team is to be teleported if needed during the destruction of the Obelisks. Once assembled the teams begin buffing for standard combat, and wait for the Raid Leader to call out Attack.

Obelisk Game Mechanics
The Cubes near the Obelisk will spawn Rularuu. There will be a spawn there to begin with, and a new spawn will occur as the Obelisk shields are reactivated.

After defeating the Cube spawn the shield on the Obelisk will drop. The Obelisk will spawn some Natterlings around it. While the Natterlings offer the Obelisk additional regeneration the team needs to ignore them, and attack the Obelisk directly.

The Obelisks must be all dropped within thirty seconds of each other to open the portal to the AV.

The Obelisk Assault
As soon as Attack is called the teams will start at the same time to move in to defeat the Cube spawn. Powers that use –Fly are helpful for this attack since all the defenders are flying mobs.

The Team Leaders should broadcast when the shields of their Obelisk is down or up. Everyone in the zone can see the three Obelisk HP bar, but not when the shield is up or down.

When the HP of a team’s Obelisk is at 50% the Team Leader should check if the DPS for their team needs to slow down to help other teams catch up or not. The Team Leader should coordinate their team in order to try to have their Obelisk reach roughly 25% HP at about the same time as the other teams.

As soon as the Cube spawn is defeated focus all attention on the Obelisk. Ignore the Natterlings. Attacking them will slow down the destruction of the Obelisk, and increase the probability of a respawn of the Cube Rularuu spawn.

If the Cube respawns the shields on the Obelisk will be restored. Re-defeat the Cube spawn to bring down the Obelisk shields. The Raid Leader will help coordinate the shift in focus between the Obelisk and the Cube spawn.

If an Obelisk location is lagging behind the other teams in reaching zero health points on their Obelisk then it may be needed to use the emergency teleporter to assemble their team at the lagging location. If the teleport completes before the timer runs out the additional fire power will help destroy the lagging Obelisk location.

When all three Obelisks are destroyed within 30 seconds the portal to the AV that is located on the center island will open. All teams need to enter the portal to move to the next phase of the trial.


Phase 4: Defeat the Aspect of Rularuu
As you enter the portal there will be a cut-scene. At this point you will be shown which Aspect of Rularuu you will be facing in the final phase of the trial. The name will be the same, but the color and powers of the spawned Aspect differ between the two possible versions.

The first possible Aspect of Rularuu is red in color. This version is the easier of the two possible types.

The second possible Aspect of Rularuu is purple in color. It uses Storm type powers such as Lightning Field and Hurricane. This is a substantially more difficult version to face.

The Aspect Game Mechanics
Mechanically this encounter works similar to the Obelisk encounter. There are 3 Cubes spread around the room that spawn Rularuu mobs. Destroying all three of the Cube Spawns at the same time will drop the shield that protects the Aspect of Rularuu. The Cubes will re-spawn their mobs on a timer, and the shields will reactivate when the re-spawn occurs. The group must repeatedly drop the shields to attack and defeat the Aspect of Rularuu.

Setting Up and Buffing

Once everyone enters gather at the bottom of the ramp in preparation for buffing. There is a possibility that the ramp will obscure AoE buffs. If this occurs move the teams slightly past the ramp to fix any issues with that.

All pets should be dismissed at this time. The following steps involving temp power buffs (Biological Nukes) can be impaired by the presence of pets. The pets will be re-summoned after the use of the key temp powers buff.

Prior to the buffing cycle the Raid Leader will ask for and designate four people who have both Biological Nukes. The same will be done for Chemical Nukes. The designated people will trigger their powers when called for by the Raid Leader.

The Raid Leader will call for everyone to begin buffing. All long term buffs like shields and status protections are to be applied first. Next the four designated Nukers will be called upon to drop their Biological Nukes.

After all teams are buffed up the group should summon all available pets including Shivans and HAVS ,and wait for the Raid Leader to call out Attack.

The Aspect of Rularuu Assault
The Raid Leader will call Attack. At that point everyone at once should move to the center of the room next to the Aspect of Rularuu. The strategy is to establish a protective bubble of healing and defense over the entire group while dealing with both the Cube spawns and the Aspect of Rularuu. As you are fighting the Cube spawns and the Aspect of Rularuu make sure to revive all dead people up as quick as you can.

Tanks and Brutes will split off and taunt the Cube spawn mobs into the center for all to kill. The Tanks/Brutes can be designated to which cube they should pull from based on which island they were on before. Characters that are “less squishy” can leave the protective bubble as needed to take down any stragglers.

As soon as the shield is shattered everyone will focus all their attention on the AV. It is important to establish de-buffs on the AV and additional buffs on the group as soon as the AV is able to be attacked. The designated people will drop their Chemical Nukes on the AV at this point. Also, all other available Bio nukes should be dropped, and Damage Nukes can be dropped as well. All team members that have minus regeneration powers need to immediately use them on the AV. It is important to get all long term minus regeneration powers on him before the Cubes re-spawn Rularuu.

As the Cubes respawn Rularuu everyone should break off from fighting the AV and refocus on the spawns. Repeat the process of Tanks/Brutes bringing them in to the center to kill while “non squishies” focus on killing all stragglers.

After the shield is shattered again re-focus all attention back on the AV. At this point it is a “wash, rinse, and repeat” process to defeat the Aspect of Rularuu. The most important part of this phase is getting minus-regeneration on the AV before he reshields so he cannot use the shielded time to completely restore his health.


Crey Threat Assessment: Bayne
Virtueverse: Bayne
The Defenders of Paragon

 

Posted

Thanks for the updated version Bayne. Have not been feeling to well recently. So for my next task Id like to see if there is any connection between the obilesks and which AV is spawned. If people can note which obilesk goes down first and last and which AV spawns maybe we can see if it is connected or if it is tryely random. I remember my last try the final Obilesk to drop was Dispair and we got Big Red


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

Posted

A good synthesis of the guide info.

Quote:
When the HP of a team’s Obelisk is at 50% the Team Leader should check if the DPS for their team needs to slow down to help other teams catch up or not. The Team Leader should coordinate their team in order to try to have their Obelisk reach roughly 25% HP at about the same time as the other teams.
I'd note that during the Obelisk assault, the teams should go all out at killing both the cube spawns and their obelisk when the shield drops. Don't worry about trying to coordinate kill speed. As I said in my previous post, if teams are balanced, the kill rate will be too. Asking separated teams (especially pug groups) to adjust their attack speed is asking for trouble.

The tactic has a degree of fool-proofing that will cover some degree of disparity. Any more severe differences can be handled by well-timed AtT.

Quote:
Prior to the buffing cycle the Raid Leader will ask for and designate four people who have both Biological Nukes. The same will be done for Chemical Nukes. The designated people will trigger their powers when called for by the Raid Leader.

The Raid Leader will call for everyone to begin buffing. All long term buffs like shields and status protections are to be applied first. Next the four designated Nukers will be called upon to drop their Biological Nukes.
Designating nukers is the way to go. However, during the initial buff phase before the attack, you only need two bio-nukes to be dropped. Each bio-nuke covers 20 random people; four is overkill and a waste. Better to call for two more additional bio-nukes later during the attack, when the five-minute duration of the first pair is wearing off. And make sure the leader reminds nukers that bio-nukes fire immediately with no targeting recticle! (don't want to waste them at the wrong time)

Likewise on the chem nukes. Drop two on initial shield-down on the AV, then another two next shield-down. Might want to do the same on the blast nukes, but that's a leader call (big damage spike first time, or a couple of boost spikes along the way).

Final note: The strat we're using is a work in progress. As we make further attempts and gather more info, we're refining strategies and methods. It's still too early and there are too many questions remaining to say we've got the definitive way to do it. The big ones are: 1) Can we do without temps/pets? 2) What effect does the AV-bug have and how will it change the raid when/if it's fixed? 3) Can we find a way to get the stormer down effectively, bug or not?

Still, a welcome summary of what we're doing so far!


"When heroes fail, the Angels will save you."

MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE

 

Posted

I have been doing the 4 nukes method and with all other bios being dropped when the shield is down the first time. and it has been working well. I do it this way because I find it easier to just dump all the buff ones first than trying to designate when each drop should happen. Im sure its overkill and could be better balanced but I do it just for ease of PuGs. Last Saturdays run saw us with onlt 3 bio nukes and 1 chem nuke so that really turned that area of the strategy into a moot point.


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

Posted

Quote:
Originally Posted by Sandolphan View Post
I'd note that during the Obelisk assault, the teams should go all out at killing both the cube spawns and their obelisk when the shield drops. Don't worry about trying to coordinate kill speed. As I said in my previous post, if teams are balanced, the kill rate will be too. Asking separated teams (especially pug groups) to adjust their attack speed is asking for trouble.

The tactic has a degree of fool-proofing that will cover some degree of disparity. Any more severe differences can be handled by well-timed AtT.
On our run this past Saturday we encountered a situation where the teams were not evenly balanced for damage even though the teams were balanced in the number of damage to support roles. One of the teams lagged behind enough to make the timer expire a couple of times. We adjusted the people at each Obelisk to compensate. I think this could have also been accomplished by DPS adjustment. Would the DPS adjustment have been easier? No. However, it is an option to use in that type of situation.


Crey Threat Assessment: Bayne
Virtueverse: Bayne
The Defenders of Paragon

 

Posted

Saturday was mostly the result of inexperience which this guide is here to alleviate. Granted it is no subsitute for actual experience though.


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

Posted

Y'all see the patch notes on the Test Server for today? Looks like CoP will have to be done without Nukes soon


 

Posted

Yes I have seen. I have some words for the devs...but i will keep them between me and them


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

Posted

HVAs are more important than nukes anyway.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

I am inclined to agree. Ran two CoPs back to back and managed with 1 bio and one chem so Im not worried about the change as much as Im upset THAT was the issue that needed to be delt with first.


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

Posted

I have updated the original post. It is more comprehensive and excludes Nukes from the instructions...as soon as i find out hoe to color things I will. Beynod that I think it covers everything you need to know but feedback is always welcome.


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox