Apex TF - spoilers within


Auroxis

 

Posted

You're fine with the part where Bobcat, an AV many characters can easily solo, becomes the most powerful AV in the game just like that?

Personally, I'd like it if there was a dramatic cut-scene after Neuron dies showing how Bobcat goes crazy(And maybe a cut-scene somewhere before that highlighting their close relationship). Kind of like the Romulus cutscene when he turns Nictus.

And while I'm on a cut-scene frenzy, how about adding one before the Battle Maiden fight, where a powerful entity charges at her head-on and gets decimated by blue flames(A vanguard heavy? An elite Rikti squadron?).


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
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Posted

Quote:
Originally Posted by Auroxis View Post
You're fine with the part where Bobcat, an AV many characters can easily solo, becomes the most powerful AV in the game just like that?
Just to clarify, I don't think she's the most powerful AV in the game.

But the point still stands that she takes a leap several magnitudes of power using a perma version of Vengeance that players will never get. How can the devs say we're getting to be on par with the NPCs in light of crap like that? How can they say we've gotten "more powerful" when the enemies take larger leap, right into purple town, for dubious reasons.

Quote:
Personally, I'd like it if there was a dramatic cut-scene after Neuron dies showing how Bobcat goes crazy(And maybe a cut-scene somewhere before that highlighting their close relationship). Kind of like the Romulus cutscene when he turns Nictus.
I still wouldn't buy it.

Quote:
And while I'm on a cut-scene frenzy, how about adding one before the Battle Maiden fight, where a powerful entity charges at her head-on and gets decimated by blue flames(A vanguard heavy?
No thanks. I'm sick of them glorifying their NPC signature characters. We don't need a cut scene to keep rubbing our noses in it.

The so-called "shift" where our characters "are seen as more powerful than the signature characters" hasn't happened and isn't going to happen. The only thing they may do is make Statesman and Recluse look like bigger idiots.

Battle Maiden, Neuron and Bobcat are still big bags of HP and massive damage that can stand up to eight players. Incarnates didn't change that and the devs are full of BS for claiming it will. Different day, same old crap.



.


 

Posted

The devs had decided cutscenes weren't going to be in the new TFs, hence the little text-boxes popping up instead, it was to reduce pauses and (Successfully) add a solid flow to the TFs.

If you read the dialogue, clues, mission text and watch the npcs rush BM and get flawed easily, you'll understand that Tyrant is draining the powers of all heroes, and channeling it into BM. This is why praetorians wouldn't just rush Primal with all their "Uber-buffed heroes" and destroy the place, Tyrant sent his best, with all his power put into her, to lead the invasion of the clockwork army.

And with Bobcat's "Vengence" running Bobcat's loyalist arc, you'd known how completely lazy she is, Neuron gets played like a fool by her and does almost all her work, until you come along and start helping Bobcat be lazy.

Also with the dialogue of Bobcat saying at 75%, 50% and 25% of Neuron, it's pretty easy to say sarcasticly "Oh, she's going to get mad and take revenge, oh, how difficult, we'll just DPS her down while she's no different because it's just dialogue." But you have ample reason to expect her to do something after defeating Neuron, she's not ultimately powerful either, she's fighting at full strength/effort and still is simple to get down, she's using claws though, that's a fast attack set, so whatever chance to hit she has, is going to be rolling more often regardless.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Battle Maiden, Neuron and Bobcat are still big bags of HP and massive damage that can stand up to eight players.
Nonsense. You can easily go beat the snot out of them in a few arcs. Only when they are massively supported on a major invasion where they have used a boatload of resources to prepare and come with loads of allies are they increased in power to the point where the player needs to respond in kind and also get modest support of 7 others.

Its not like Battle Maiden is presented as having this type of power all the time. The NPCs only have very, very high levels of power when they are planning something major. If you want to fall back on story driven reasons for why your character should be the most powerful person in the game solo, the game gives you plenty of ways to live out that fantasy. The fact that the game also has stories where the protagonists must struggle to overcome daunting foes is a good thing. Variety is important.


Why Blasters? Empathy Sucks.
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What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Having run this on my Ill/Rad, I've been thinking about how I'm going to handle it on my Tanker. I have a couple questions for those who've run it more:

- When a character is flying, I know the targeting flame will appear in midair, and the sword will explode in midair. Does the resulting patch do damage underneath the flame?

- Has anyone tried having one character be the "movement leader", whose job is to move out of the way of patches when they appear, with everyone else on /follow to that person? In particular, has anyone tried this in conjunction with Group Fly?

- Does anyone know the trigger for Battle Maiden's cohorts spawning, and if so, how many waves are there?

- How many flying swords spawn? Is it possible for one tanker to keep all of their aggro? If one is destroyed, where will its replacement appear from?

Depending on the answers to these, I think I might have a strategy to try on our next run, where a Tanker or two will be extremely useful. When my support character died, it tended to be in one of three ways:

1. Sword burst patch, usually either due to bad timing, too many patches spread around the area, or failing to realize that I couldn't dodge in a direction due to the zone wall.
2. Flying sword aggro.
3. Cohort aggro.

Battle Maiden herself rarely did any damage to me, in part due to good tanking and in part because I was staying well away and tossing Phantom Armies in her face. (Incidentally, Phantom Army ignores sword bursts, so there's a minor blessing). I am currently thinking of a strategy that goes like this:

- One tank pulls the flying swords, and only the flying swords. Their job is to keep sword aggro, not kill any swords, keep the swords away from Battle Maiden, and not die in a fire.
- The other tank pulls Battle Maiden and her cohorts when they spawn. Their job is to keep BM and cohort aggro, kill cohorts, and not die in a fire.
- The movement leader is, ideally, a ranged fighter with Group Fly. The movement leader's job is to float above and to the side of Battle Maiden and attack/debuff/etc from range. When the movement leader sees a blue patch under them, they detoggle Group Fly (which can be done in the middle of an animation!) and drop below the sword burst. Then they run to a different spot, retoggle Group Fly, and fly back up into the air and continue attacking.
- The rest of the team is either ranged attackers, who put the movement leader on follow and attack BM from range (thus keeping sword bursts clustered so they can be more easily dodged), or melee attackers, who follow the BM tank, kill cohorts, and attack BM.

Of course, if sword bursts do damage below their drop point, or if swords can't be taunted by a single tank, or if BM + cohorts is too much for one tank, there might be issues.

Incidentally, this is one encounter where heals actually help a lot. If a tank gets clipped by a sword burst, a quick HP top-up can make a big difference.


@SPTrashcan
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Having run this on my Ill/Rad, I've been thinking about how I'm going to handle it on my Tanker. I have a couple questions for those who've run it more:

- When a character is flying, I know the targeting flame will appear in midair, and the sword will explode in midair. Does the resulting patch do damage underneath the flame?

- Has anyone tried having one character be the "movement leader", whose job is to move out of the way of patches when they appear, with everyone else on /follow to that person? In particular, has anyone tried this in conjunction with Group Fly?

- Does anyone know the trigger for Battle Maiden's cohorts spawning, and if so, how many waves are there?

- How many flying swords spawn? Is it possible for one tanker to keep all of their aggro? If one is destroyed, where will its replacement appear from?
.
1. Yes, you have to be careful of that with some squishies flying to avoid swords.

2. I have a bind that shouts for the movements, generally I only need to use it with new players for the first few patches as people get used to them.

3. 1 group at start, 6 spawns in 3 waves of 2 groups, left and right, these spawn through phase 2. One final group during phase 3.

4. the spawns of the swords arn't infinite, in one very bad apex, we ran out of swords and warriors. in 90%+ of the attempts I've made, and all of the successful ones, BM is long dead before the swords have finished spawning, so unless you're really struggling with them (I find my tankers generate a "tail" of swords following me at all times.) they're not too much bother if you can keep them off the squishes.

And the swords won't respawn until the whole mob of swords has been defeated.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Some of us don't like most of our Primary power set being rendered moot and some of us like to use the other powers in our Secondary besides Taunt to FIGHT super villains; not RUN AWAY like ants.
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I see plenty of Controllers and Doms playing on ITFs. The experienced ones don't complain when they're primary is negated by groups of Cim's. Why do you get to be different?

Do like they did and evolve. God knows your complaints could use the rest. 1Learn to kite, 2learn to get past that which doesn't work with your preference of tanking and 3be a better tanker. I see too many people talking about how they've gotten around it to see any justification for your crying.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

So, I take it that we should avoid the blue patches? Gotcha, though I'll probably be one of those who're getting that "one more attack" off and dying for it. It's okay though, as my man Vigo said "Death is but a door, time is but a window, I'll be back."

Quote:
Originally Posted by Johnny_Butane View Post
Some of us don't like most of our Primary power set being rendered moot and some of us like to use the other powers in our Secondary besides Taunt to FIGHT super villains; not RUN AWAY like ants.
Actually, you sound like you want to be like the ant, just heedlessly throwing yourself into the fray (and certain death) for the sake of the colony.

Me? I'm a superhero and a weasel. Both know the value of tactical retreat, and both know that sometimes you have to approach a threat from a different angle in order to win.


 

Posted

So if JB was Superman, would he always fight Metallo, he of the kryptonite heart, toe to toe? Or would he, I dunno, stay at range and kite him w/heat vision? Or, maybe use his too-often-forgotten super speed to hit (from behind) & run? Maybe throw cars at him? Or just be outraged that he weren't allowed to just walk up to him slowly and punch him in the face like he could w/everyone else.

(Yes, I know bad writers have Supes doing exactly that w/Metallo for decades.)

And yes, Metallo sometimes will get a temporary upgrade from Darkseid. Supes would find a way to deal and so should you.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by mauk2 View Post
I am not sure what your directing too exactly but looking at the number of deaths had, then dividing it by an imaginary figure I just plucked out of the air I reckon that each scrapper TF could of been done with like 5 defeats or less.

So what are BMs new abilities on this TF? New powers, new travel powers? What type/size AoE, how much damage, how often, how much range? These are the type of questions I'd get down to finding out when I get my projects out the way. Usually there is a a simple solution for an obvious problem. Think like a pvper in pve.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I have only done this TF once, with a heavily IOed Mind/Cold Controller. A few observations.

1) I believe we had a Tanker on our team. He did a good job keeping Battle Maiden away from the squishies. A Tanker is definitely welcome here for the extra HP. Heals are very useful in this fight, from what I could see, both for squishies and meleers.

2) I found jumping (with Combat Jumping + Super Speed) to be much safer than either flying or running.

3) I only had about 30% Slash/Lethal defense. Eventually got cornered by swords and died. But only once. In any case, the swords at least appear to have protection to Sleep, Hold, Fear, and Confuse. I wonder if Force Bubble would work well though.

4) It seemed safer in general to hang out at the edges of the map than the center. That way if a flame did erupt, the actual area it covered was diminished by the edge of the map and teammates would be less likely to accidentally run into it. However, what I'm not sure of is whether the flames actually target your current location, or drop randomly, or both.


 

Posted

Quote:
Originally Posted by Auroxis View Post
The only things that will help you with the blue flames are Max HP and Movement Speed. Something to be careful of are attacks with long animation times. Use those carefully or not at all.
My experience so far actually says - turn off travel powers. Suppression is what will kill you.... turn on sprint and dance around all you want. Punch-Punch, move, taunt. Blue Flames aren't an issue. (Unless you dodge out of one into another. That hurts. Watch where you are going.)

Oh, I heard this piece of advice that seemed pretty good:
Quote:
Run out of the blue flames!

Quote:
Originally Posted by Johnny_Butane View Post
It's a giant F.U. to melee in general and to Tankers specifically.
Then you're doing it wrong.


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Posted

Quote:
Originally Posted by Chyll View Post
My experience so far actually says - turn off travel powers. Suppression is what will kill you....
This is why I take CJ on almost all my toons. (Inherent) Hurdle + CJ and you're moving fast in combat even under suppression. The small +def doesn't exactly hurt either.

And again, don't queue up powers. That's what killed me the most in that fight.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
In any case, the swords at least appear to have protection to Sleep, Hold, Fear, and Confuse. I wonder if Force Bubble would work well though.
They're also immue to Repel, it seems, although FB will still grab their attention as they breeze through it. Learned that the hard way on a rooftop as I tried to kick it on to shield a team of folks that were too caught up in "Hey, floating swords! Cool!" to get their game faces on, and promptly was turned into a magician's assistant, sans box.


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