Midnight Dodger What Dodges at Midnight


Angry_Angel

 

Posted

Just to be cautious, I'm adding a spoiler space. Following is not a storyline spoiler, but a game mechanic spoiler. Below is discussion about the "secret" to obtaining the badge noted in the subject header, so if you prefer to figure these sorts of things out on your own, read no further.

<<<<<<<< Spoiler Warning >>>>>>>>

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Okay, so in the last few days, I've made multiple attempts at this badge, all of which failed in spectacular fashion. Tried luring him around the entrance corner, tried going up onto the shelves, tried flying. All attempts were terrific cluster****s.

I've since come to learn that the bomb planter is not Director 11 himself, but his invisible minions. Before, I thought the director had an AV 'cheat power' that allowed him to mass plant trip mines.

As it turns out, there are untargetable, invisible minions who are planting these mines. While directly untargetable, these minions can apparently be targeted through pets, and are affected by AoE powers. I am unclear as to how many minions there are. I do not know if they are finite, or keep spawning (if AoE damage attacks should happen to kill some off).

The successful strategy to this badge appears to be through the use of mass AoE immobilize, holds and stuns. Keep the minions at bay in one part of the warehouse, and take down Director 11 in another. So, I had a thought about a possible strategy.

What if a tank lured the director around the corner into the foyer area of the warehouse and most of the team starts their beating of him there. Then, have a couple of players form a 'defense perimiter' at the hall choke point spamming AoE stuns, holds and immobilizes. For example, my badger, a Peacebringer, has an AoE stun (well slotted) with a short recharge that may be of use.

So, thoughts?

First, for anybody who has experience on this matter, do I understand the described mechanics correctly? Anything I understand incorrectly? Anything I've missed?

Second, assuming I've a reasonable understanding of the mechanics involved, might this be a viable strategy?

This is the last badge I need for the MoTM, so I'm quite anxious to earn it.

Thanks in advance for any feedback. Cheers...


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Posted

Pretty much.


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Posted

Make everybody on the team get all 3 warburg nukes, Shivans, HVAS, and Jet Pack.

After killing the last warwalker, leave someone with Assemble the Team outside the room.

Everybody but that one enter, activate the computers. Right after the last computer, Assemble out of the warehouse.

Summon Shivans and HVAS. Drop Bio Nukes on them.

Go in. Everybody toggle on Jet Packs.

Aggro Director 11 into the pets. Drop Chemical Burn and Nuclear Blast on him.

Fly up while the pets destroy him within 30 seconds.

In our case, we only had 3 people with nukes, and one of them didn't have Bio nukes; but we had someone with Force Bubble to keep the minelayers away. He died within 1 minute anyway.


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Posted

Ol' leo's right, I led that team, and that's the best way to get it. The guy just melts


 

Posted

Thanks so much so the tip, Leandro.

I just ran this with friends. We had 5 HVAS, 6 Shivans, 4 Bio nukes and about 3 Chem nukes.

We melted Director 11's stupid stupid face and all got the dodger badge

A couple of hours earlier I go the drone badge too while leading a perfect Apex Master run, so now I'm ll depressed again with no more I19 badges to collect, sad me


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Posted

Quote:
Originally Posted by Dollymistress View Post
A couple of hours earlier I go the drone badge too while leading a perfect Apex Master run, so now I'm ll depressed again with no more I19 badges to collect, sad me
So, what's the secret to that one? Do you have to keep the Drones alive and NOT use the Temp Power you get at the start of the mission? Or do you have to use the Temp Power and then keep them alive? I've heard conflicting reports, and never managed to get it in the Beta.




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Posted

Quote:
Originally Posted by Kheldarn View Post
So, what's the secret to that one? Do you have to keep the Drones alive and NOT use the Temp Power you get at the start of the mission? Or do you have to use the Temp Power and then keep them alive? I've heard conflicting reports, and never managed to get it in the Beta.
There are two badges one for keeping the drones alive the other if for keeping them deactivated and alive. In the first ones case you can activate them. If you keep them all deactivated you will get both badges at the end of the mission.


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Posted

You exit the sewer quickly after the pylons are gone, then assemble at the bottom or middle of the large staircase with the drones laying deactivated above at the top.Groups will spawn, then big robots, then more groups, then more robots, etc.

About 3 defined waves of the big EBs.The trick is AoEs, especially mass confuse, hypnosis, terrify, etc. Anything that can halt the small mobs so you have time to wipe them while also delaing with the EBs. A tank is great for taunting the EBs away from the stairs. Recall is great for retrieving team members who have ot go hosp and come back.

Easiest way to lose this badge is when some robots spawn from behind you, and instead of letting them run down the stairs you accidentally aggro them while they're still standing on top of the drones. The orbital laser, if fired on the drones, will destroy them. You must never be standing anywhere near the drones while fighting the EBs, becuase this risks a laser on their heads.

Obviously there's a degree of luck with this badge, but you just generally need to keep an eye on every single enemy that spawns and try to keep them either on the stairs or the road below. The normal mobs WILL try to hurt the drones unless you grab their aggro or mezz them fast.

On my run we had two mind/ Doms (me and another). We laid down carpets of Mass confuse and Terrify that pretty much halted everything in its tracks. It was scary when two EBs appeared right on top of the drones but we pulled them down to the road so that was fine. One of the sleeping drones took one big hit for about 500 damage, but that was the only single attack I think the clockwork managed to get on the drones.


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Posted

This just in from today's patch notes:

Quote:
Tin Mage Task Force:
  • Director 11's 'minelayers' can no longer be targeted by AOE damage.
The devs are mean


@Golden Girl

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Posted

Quote:
Originally Posted by Golden Girl View Post
The devs are mean
According to what others have said in this thread it seems like the only strategy that really works to get this badge is to kill the AV so quickly with a ton of nukes/pets that the trip mines never really become a factor in the first place. Not being able to target the mine layers would only make killing the AV that much harder if you can't kill him in a few seconds anyway.


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Posted

I just want to be sure of something here... this is a team-based badge, not a per-person badge, right? So if you hoverblasted while a team of brutes beat the snot out of Director 11, you would not get the badge if someone else on the team was damaged by the prox bombs, correct?


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Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
I just want to be sure of something here... this is a team-based badge, not a per-person badge, right? So if you hoverblasted while a team of brutes beat the snot out of Director 11, you would not get the badge if someone else on the team was damaged by the prox bombs, correct?
I'm pretty sure it's team-based, otherwise 8 badge hunters could run the first misison 8 times and take it in turns to stand at the door


@Golden Girl

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Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
I just want to be sure of something here... this is a team-based badge, not a per-person badge, right? So if you hoverblasted while a team of brutes beat the snot out of Director 11, you would not get the badge if someone else on the team was damaged by the prox bombs, correct?
Yeah this is team based because this is latest version of the "Master of X" concept. Instead of having to survive a TF/SF with the "No deaths/temps" option now you have to do things like this task in order to get all the sub-badges for the Master of Tin Mage's Task Force badge.

For what it's worth I think this is probably the hardest I19 badge to get unless you manage to get a team willing to dump every pet/nuke they can throw at this.


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Posted

Quote:
Originally Posted by Golden Girl View Post
This just in from today's patch notes:

[/LIST]The devs are mean
Oh, geez, I take a couple days off CoH, and come back to today's patch with this little doozy.

WTH?

*sigh* Guess I'll be doing some nuke and shivan runs in the coming days.

Any ideas if repel effects still work?


Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.

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Posted

Quote:
Originally Posted by Lothic View Post
For what it's worth I think this is probably the hardest I19 badge to get unless you manage to get a team willing to dump every pet/nuke they can throw at this.
Indeed, apart from the noted strategy, what else will work after today's patch?


Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.

1387 badges, and counting

 

Posted

Quote:
Originally Posted by Lothic View Post
For what it's worth I think this is probably the hardest I19 badge to get unless you manage to get a team willing to dump every pet/nuke they can throw at this.
I wonder how long until they make the new TFs Nuke-Free zones like they did with the CoP...




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Posted

Quote:
Originally Posted by Spatch View Post
Probably a stupid question, but do purple insps protect against the mine explosions? .... my thinking being pets, nukes, and purples while piling on D11.
If you fly, you wont hit the mines. Just stay above his head.


 

Posted

Quote:
Originally Posted by Master-Blade View Post
If you fly, you wont hit the mines. Just stay above his head.
is that true? I thought the mines had a fairly large vertical area for just that reason.


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Posted

Quote:
Originally Posted by Master-Blade View Post
If you fly, you wont hit the mines. Just stay above his head.
I guess flying is the key so long as you stay in the foyer area. So long as there's no elevated area for a mine to be laid, the team remains safe.

I know the mines have a rather liberal blast radius, but I'm gathering their blast ceiling is quite low.


Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.

1387 badges, and counting

 

Posted

Quote:
Originally Posted by Master-Blade View Post
If you fly, you wont hit the mines. Just stay above his head.
The mine layers jump and place mines on the tops of the shelves & in the rafters.




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Posted

The latest patch does make things a little harder, but the principle remains the same. I would advise badge hunters run a nuke/temp team fast in case these things get disabled in the TF

It is definitely the toughest I19 badge (or technically, pair of badges). The Master Apex and drone badge from Apex are also tough, but not nearly as bad.

Everything else in I19 is just a matter of exploring and participating.


On a side note - I would have got the Apex drone badge on my first Apex run, if one member of the team hadn't decided to activate a police drone with their temp power


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Posted

Quote:
Originally Posted by Snow Globe View Post
I wonder how long until they make the new TFs Nuke-Free zones like they did with the CoP...
Quote:
Originally Posted by Spatch View Post
I guess flying is the key so long as you stay in the foyer area. So long as there's no elevated area for a mine to be laid, the team remains safe.

I know the mines have a rather liberal blast radius, but I'm gathering their blast ceiling is quite low.
Quote:
Originally Posted by Snow Globe View Post
The mine layers jump and place mines on the tops of the shelves & in the rafters.
Yeah I wouldn't assume all you have to do is have everyone Fly/Hover in that room and you'll be safe. Between the blast radii of the mines and the fact that the AV apparently has "grounding" powers (I've been hit with anti-fly effects several times in that room) I don't think relying on that is enough.

If this TF ever gets the same "Nukes can't be used" nerf that the CoP trial got then I'm not sure the Dodger badge would actually be doable unless you had perfectly designed teams with the right AT/Powersets.


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Posted

Still haven't gotten this badge, but I assume stuff like Dimension Shift and Black Hole would affect the minions if you target the AV. Having him go intangible shouldn't be a problem at all. Aside from those, is Force bubble or other powers with repel the only answer? Repulsion field on stationary pets like acid mortar, stuff like that? Would be neat if those odd-ball powers finally got a niche, but if been tried and shown to be ineffective I won't try those approaches.


 

Posted

Quote:
Originally Posted by Master-Blade View Post
If you fly, you wont hit the mines. Just stay above his head.
Quote:
Originally Posted by _23X_ View Post
is that true? I thought the mines had a fairly large vertical area for just that reason.
Proximity Mine has damage radius 30 feet.

Quote:
Originally Posted by Spatch View Post
Probably a stupid question, but do purple insps protect against the mine explosions? .... my thinking being pets, nukes, and purples while piling on D11.
Yes and No

Explosion has to-hit check, but its to-hit is 75%.

Code:
 
12-08-2010 00:42:59 Proximity Mine MISSES! Proximity Mine power had a 24.40% chance to hit, but rolled a 50.44.
Triggering is autohit

Code:
 
12-08-2010 00:42:27 Proximity Mine HITS you! Self Destruct power was autohit.