Cathedral of Pain-Blueside- 10/5 at 930pm est.


AlgaeEater

 

Posted

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Originally Posted by Amygdala View Post
You get the Pain Killer badge for completing the trial and either the Master Thief (for villains/rogues) or Power Liberator (for heroes/vigilantes) badge for taking the temp power.
Need to check my badger if he got Pain Killer when he did it red side awhile back and took the temp power; he definitly got Master Thief however. I assume you'd get both if you took the power, but foggy brain has me wondering.


I've already forgotten about most of you

 

Posted

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Originally Posted by VoodooCompany View Post
Need to check my badger if he got Pain Killer when he did it red side awhile back and took the temp power; he definitly got Master Thief however. I assume you'd get both if you took the power, but foggy brain has me wondering.
You should have gotten both.

Check for Pain Killer under Accomplishments. Master Thief/Power Liberator is under PvP.



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Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

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Originally Posted by AlgaeEater View Post
30 minutes? That's impressive! I'm also planning on doing this, blueside on freedom server... any tips??

You really need a decent team make up, it would be nice to say that a group of any 24 heroes could do this, but honestly that probably just isn't the case.

Optimally teams would look something like this:

1) Tank/brute- they need to be surviviable against psi and alpha strikes.
2) Emp/Pain dom/Therm- heals are nice, and you will really want someone with a CM type power to protect your buff/debuffers.
3) Cold/FF- Colds are preferred because they bring some great debuffs
4) Damage- Melee is preferred because they typically have mez protection.
5) Damage
6) Debuff- Dark/Kin/Rad/Sonic/Cold/Poison
7) Debuff-
8) Anything-Badger spot.

Tips for the raid itself-

Temp pets can help, more so on the 2nd part of the trial, but if your obelisk isn't going down fast enough a shivan might help speed things up.

Envenomed Daggers do -regen and can be nice if you get everyone to use them at the right time (try to hit the AV just before his shield goes back up, rather then leading off with them when his shield goes down).

If you only have the team leaders in the same SG/VG they need to zone in 1st or you may end up with peolpe on difference instances of the trial. We typically check this by each team sounding off in broadcast to double check that all 3 teams are in the right instance.

Have the team leaders on Vent/skype/TS. I wouldn't recomend having all 24 people on voice though because it gets confusing. Team leaders talk about how each team is doing and then communicates to their team via chat if they need to speed up/slow down/kill the objective.

For the 1st part:

-Prior to entering the Tper have the team leads pick which way point they are going to head too. I have almost always used the names of the way points (gloom/despair/woe) but FMP came up a better idea which was to just pick which direction your team was going to head. Typically the points can be named: South, Southeast, and East.

-Teams gather at the waypoint and once all three teams are in position everyone attacks at the same time. This *helps* to keep the teams in sync, but honestly you also need to balance your teams during selection as well. If one team has way more DPS then the others you can really screw yourself.

-1st round take the obelisks down to about 30% there is some massive lag on the healthbars that everyone can see. Warn your team of that and tell them to use their Targeting widow. If your teams are really great you can kill the obelisks the 1st round but we typically try to use 2 rounds, due to the fact that if one team is a little slow you can get massively out of sync by killing an obelisk whereas if you adjust your 2nd round based on the performace of the 1st you can get the obelisks down typically in 2 rounds.

-2nd round, kill the obelisk. Again, adjust based on the 1st round, if one team is slower, that team lead needs to tell their team to kill faster, while the other teams leader needs to tell them to slow down.

2nd part:

-Gather at door, buff/shield everyone not just your teamates.
-Enter and drop pets.
-Rebuff/reshield including pets (for this typically its just your team).
-Team leads pick which cube they will attack (left/right/center).
-Attack at the same time.
-AV's shield drops, and attack him, people with range attacks may need to run past the AV then back to range just so their pets actually attack and don't just stand there.
-Once the AV's shield goes back up (you don't get a message) you need to reclear the cubes. Sometimes the people in melee can't see the respawns so its helpful to say "Cube" or "AV" in broadcast just so they know where they are suppose to be.
-*Very Important* All debuffs should be saved for AV, toggle types can be placed once the shield goes down. Transfusion should be spammed as often as possible. Other -regen debuffs that are cast and have an affect time duration should not be cast at the start of the fight but closer to when the AV's Shield goes up.

-IF you get the purple AV (Stormy) anyone who is not a melee should stay back and try not get their to-hit debuffed. Melee characters should be hit with fort/forge to keep their to-hit up.


 

Posted

Quote:
Originally Posted by The_Masque View Post
Optimally teams would look something like this:

1) Tank/brute- they need to be surviviable against psi and alpha strikes.
2) Emp/Pain dom/Therm- heals are nice, and you will really want someone with a CM type power to protect your buff/debuffers.
3) Cold/FF- Colds are preferred because they bring some great debuffs
4) Damage- Melee is preferred because they typically have mez protection.
5) Damage
6) Debuff- Dark/Kin/Rad/Sonic/Cold/Poison
7) Debuff-
8) Anything-Badger spot.
So that's why when we reformed I was 8th. I just thought Ele had it out for me!


 

Posted

Quote:
Originally Posted by The_Masque View Post
-1st round take the obelisks down to about 30% there is some massive lag on the healthbars that everyone can see.
Is it truly lag or is it due to DOTs/multihits that naturally hit later? My only CoP was a failed villain run where the MMs were doing a noticeably poor job of reigning in their pets during the obelisk stage.


 

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*cough* Saturday night *cough*

At least, I keep telling Masque to try for it. I can usually get on around 7 PM Central. Just hinting/hoping obviously. Heh.

Good to hear the strategy for this, though. How much psi damage is tossed out, Masque? I have GP built pretty well for it and have the Elusive Mind power, but he's still only at 23% defense to Psi, and 14% resist to it (just from bonuses). It's worked well enough with the psi you run into on the old Maria Jenkins story arc, carnie missions, and the Sara Moore TF (with a little help), but I'm curious how bad it is.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Posted

Quote:
Originally Posted by ir0x0r View Post
So that's why when we reformed I was 8th. I just thought Ele had it out for me!
As a controller, I was actually hoping it would put me on the bottom (next to you). So the window would be arranged by general type. Although, you probably should've been somewhere in the middle, since you're just a buff-soaker.

stupid doms :P


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

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Thank you Masque and PennyPA. I'll take my time reading them - hopefully it'll go smooth - it'll be our first time.
Anyone that is interested to join, (i know this is for Victory Server), we'll be starting CoP raid this saturday at 2 pm pacific standard time on Freedom server!

Again, thanks for your help!!


 

Posted

GP- its pretty much all psi damage, with the buffs we try to bring though it shouldnt matter too much.

Zamuel- I think the window with the 3 waypoints on it has some massive lag, it seems to differ from what I am seeing in my targeting widow. It could be just the size of the bar (thats what she said) and maybe it is the additional DoT, but I was thinking it was lagging behind true damage.