Recluse in Stateman TF


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Posted

Last night I was doing a STF for the first time,was very confidence, No team wipe until last missh patron,After a regruop and planing they fell like fly.

The problem was vs Recluse, After destroying 3 tower he still was able to do a lot of dmg with 4 Tohit debuff, 2 -dmg, and over %150 Res debuff.I have done over 100 LRSF and belive Statemans Miss a lot!!! when I debuff him with the help of a stromer.

Here is my Question, LR have a permanet buff on this SF all the time?
Destroying the tower even help?

It look to me that the towers are just there to complement LR making him look pretty, and don't actully buff him, insteads he have a permanet buff on.

Also is there any trick to deal with his army of 40 Arachnos bosses that make me hit the recgh debuff cap?


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Posted

Destroying towers helps. Here is the information regarding towers buffs http://wiki.cohtitan.com/wiki/Statesman%27s_TF.

What tower left after 3 were destroyed?
If it was blue, it gives 30% To-Hit buff to LR, as well as 1000% rech (hardcapped at 400%)

Trick against LR adds is to kill LR faster


 

Posted

As mentioned, the towers do actually buff him, usually beyond the cap. Until they are down, any debuffs you try to throw at him probably aren't going to do much good. The page linked above had detailed information on the towers and what they buff. You can also see their effects yourself by using a power like [Power Analyzer mk III] on LR and looking at the Combat Attributes.

In Summary (from my own notes, in the order I normally defeat them)...
Red: +Damage, +Damage Resistance
Blue: +ToHit, +Recharge
Orange (some people call it yellow): +Defense, +Status Effect Protection
Green: +Regeneration, +Major Periodic Heal

Quote:
Originally Posted by Yorukira View Post
Also is there any trick to deal with his army of 40 Arachnos bosses that make me hit the recgh debuff cap?
The only common trick I know for that is to have somebody put a debuff toggle on LR. The point isn't really to debuff him, but it seems to interrupt his Summon power, and you wont have to deal with any of his "pets" until he reaches about 20-25% health (when it's forced).


 

Posted

The tower buffed Lord Recluse is no joke. The classic solution is to have a tanker taunt him while another teammate keeps the tank alive and the other 6 players kill the towers. This depends on a tough tank though... while the red tower's up it doubles his damage, he can hit for over 50% of a capped resistance tanker's hit points. While the blue tower's up he also has a tohit buff... you need 75% defense to soft cap against him until the blue tower dies. Since he's a +4 AV he'll innately have massive resistance to debuffs and the towers offer enough of a buff to counteract most of what does affect him.

It's very easy to prevent him from summoning his Banes, except for the "pet nuke" he uses at about 15-20% health. You see, his normal summon is interruptable and an autohit tanker aura or a toggle debuff of any sort will prevent him from summoning.

LR has a few "gotchas", for one his Channelgun attack in addition to dealing significant damage also has a substantial endurance drain; it's on par with a Malta Sapper, and while the blue tower's up it's also power boosted. For this reason it's strongly suggested that the tanker carry a few large blues.

Assuming you're using a classic strategy with a tank+support to handle LR and the rest of the team on tower duty you want to take the towers in this order:

  1. Kill the Red tower to cut his damage output in half. This will make it much easier for the tank to stay alive.
  2. Kill the Blue tower next to cut out the tohit buff so his chances to hit you fall back to normal for a +4 AV and to eliminate his massive speed boost dropping his power cycle time to normal.
  3. Kill the Yellow/Orange tower next, it provides a MASSIVE defense bonus to him. You will NOT be able to hit him until this goes down; you will be at the tohit floor.
  4. Finally kill the Green tower, it gives him immense regeneration and a ~4,000 HP heal every 4 seconds or so. You won't make any headway against that.
When you start taking LR down make sure the tank keeps him facing AWAY from the team; he has a really nasty cone attack that will kill squishy characters. Also any squishies need to stay back a bit, he has a melee radius PBAOE that can also drop many characters.

Other than that it's your standard AV fight, when he pops that pet nuke at 20% health just ignore the pets and take down LR. If you have a Kin on the team you get a really tasty Fulcrum Shift. Another good tactic is to toss Bonfire or another knockback power under LR, this will send the pets flying and they'll spend most of their time running up and then flying back instead of actually attacking anyone.

There are some tankers who can handle even the tower buffed LR without support; a well built Stone tanker can do it as can a well built Invuln with the appropriate inspiration loadout. When I'm tanking LR I usually handle him solo and send everyone else after the towers, but I'm also considerably tougher than most tankers and have the right inspiration loadout in my tray. I've done it many times with both Invuln and Stone tankers; I do have at least some support though when I'm doing it with my Shield tank.

The keys to tanking him unassisted are:
  1. 75% defense and as much resistance as possible for the original alpha strike, with my Invuln I use one medium purple and two large orange inspirations. Maintain 75% defense and at least 50% resistance until the red tower dies. If you get hit use your heal or eat a large green if it isn't up.
  2. Maintain 75% defense until the Blue tower dies; depending on your primary you may or may not be able to allow the orange inspirations to expire.
  3. Once the Red and Blue towers are down from a defensive point of view LR is a normal +4 AV now, you need 45% defense to soft cap against him and he hits like a normal +4 AV. If your tanker can handle the patron AV's (except for Ghost Widow, that MAG 100 hold is nasty) without assistance he can handle LR once Red and Blue are gone.
Good luck, many of us have been running the STF for years and we've gotten it down to a science. It's supposed to be the hardest TF in the Blueside game and until the Incarnate TF's it was. It still can be done by virtually any combination of players as long as they know what they're doing. I suppose I've personally run it over 100 times since issue 9; it's one of my favorite TF's.

I've also run the LRSF once and found it considerably more difficult... undoubtedly mostly because it WAS the first time I'd run it. A group of us took our characters Vigilante and joined a PuG... I think only 1 or 2 on the team had ever run it before.

I'd suggest running the STF a time or two with an experienced team to help you over the rough spots; once you learn how it works you'll find it gets much easier. What server are you on? If you're on Guardian or Pinnacle I'll try and give you a hand through the TF.


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Posted

Quote:
Originally Posted by Yorukira View Post
The problem was vs Recluse, After destroying 3 tower he still was able to do a lot of dmg with 4 Tohit debuff, 2 -dmg, and over %150 Res debuff.I have done over 100 LRSF and belive Statemans Miss a lot!!! when I debuff him with the help of a stromer.
There are 4 Towers and you apparently only destroyed 3 of them.

If you did not destroy the Red Tower, you cannot debuff his extremely high damage.
If you did not destroy the Blue Tower, he has extremely high ToHit, much more than your purple patch-shrunken ToHit debuffs will be able to handle.
If you did not destroy the Green Tower, he has extremely high health and regeneration, which doesn't really factor into his damage output but it makes him more or less unable to be taken down in a reasonable scenario.
If you did not destroy the Orange Tower, he has extremely high defense and you run into the same issue as the Green above.

Leaving any one of the Towers can lead to issues.

Quote:
Here is my Question, LR have a permanet buff on this SF all the time?
LR is a level 54 AV in the STF, so he has purple patch modifications working in his favor. Beyond that, he's naturally got some potent stats.

Quote:
It look to me that the towers are just there to complement LR making him look pretty, and don't actully buff him, insteads he have a permanet buff on.
You would be wrong.

Quote:
Also is there any trick to deal with his army of 40 Arachnos bosses that make me hit the recgh debuff cap?
  • +Defense buffs
  • +Recharge buffs
  • Recharge debuff resistance
    • (conveniently, both the above two are available in Speed Boost)
  • Mez the bosses
  • KB the bosses
  • Repel the bosses
  • Kill faster


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Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

Quote:
Originally Posted by Yorukira View Post
We only leave blue up, but now I understand that all tower must go down. Next run will be less frustrating since our major problem was than the tank was unable to stand toe to toe with him but with Cap +regch LR DP, and tohit is understandable.
Yeah, wow. Bad idea. When I run with my DA tank, I actually have my teams drop the blue tower first. If he can't hit me, the red tower isn't doing anything.


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Posted

My regular group leaves the blue tower and takes down the other 3. More often than not it's a Scrapper tanking Recluse (with support). Team buffs and purple insps can easily give enough defense. Surviving a hit though, that's a bit harder to do, especially since it takes a lot more orange insps to provide comparable mitigation to purples.


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Posted

Quote:
Originally Posted by Yorukira View Post
We only leave blue up, but now I understand that all tower must go down. Next run will be less frustrating since our major problem was than the tank was unable to stand toe to toe with him but with Cap +regch LR DP, and tohit is understandable.
You don't have to destroy all towers, but it definitely makes live easier.

On all our runs (even on speed MO) we leave blue tower (like here: http://i992.photobucket.com/albums/a...erIntact-2.jpg).

We were able to defeat LR with blue and red towers up (http://i992.photobucket.com/albums/a...erstanding.jpg).


 

Posted

Quote:
Originally Posted by NordBlast View Post
You don't have to destroy all towers, but it definitely makes live easier.

On all our runs (even on speed MO) we leave blue tower (like here: http://i992.photobucket.com/albums/a...erIntact-2.jpg).

We were able to defeat LR with blue and red towers up (http://i992.photobucket.com/albums/a...erstanding.jpg).
This is certainly a valid tactic on some teams; but I doubt you'd dispute that your team composition and skill is quite a bit above a typical PuG... particularly with teammates making their first run. It would require a tough tanker and probably some outside +def since most tanks would be burning a bunch of purples to stay at 75% the entire time.

CMA will go through 1 medium purple per minute to stay at 75%; I typically go in with 8 medium purples, 5-6 large orange, a couple of large greens and a couple of large blues. That's plenty for a typical team to take out the red & blue towers; you'd need a pretty poor team to not get those two towers down in 8 minutes. Once they've finished Red & Blue I usually don't need anything else the rest of the fight.

Oh, one thing that should go without saying, but I'll say anyway. Lord Recluse is a +4 AV... as such the tanker WILL need to taunt him and will need to include Taunt in his attack chain or LR will turn and latch onto a blaster or scrapper who's putting out the most pain. Even with Taunt slotted out the tank can loose aggro in about 30 seconds even if he never stops attacking. I've seen this happen several times and even had it happen to me once when I forgot to taunt and just continued attacking. My solution for this is to include Taunt at least every other attack chain.


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Posted

My first time tanking LR, I was on my shield/axe tanker, and while I was soft capped, I knew I couldn't stand toe to toe with him, and we didn't really have a support to help keep me alive. So I whipped out my old jetpack that I hadn't used in ages, and just taunted the daylights out of him while staying away from the towers the team was working on. I kept him jumping around, trying to get to me. Every once in a while he'd hit me with something, and I died twice, but still a decent tactic. Especially since you hosp in mission.

Also, something I didn't see mentioned here(Though I skimmed) is you gotta keep your eyes open for the Arachnos Flyer. Even if you take it down before you go after Recluse, it still can respawn, and cause you to wipe if you're not prepared for it.


 

Posted

Just since it seems that everyone thinks it takes a tanker to tank recluse, there are many other options to go.

A high recharge illusion controller makes for a fantastic recluse tank (or 2 illusionists alternating PA). If theyre good, it can be better than having a tanker tank recluse.

Scrappers and Brutes can tank recluse easily with some know-how. This also usually results in a faster run, since you're meatshield is now also putting out high damage.

I've seen 2 different people tank recluse on stalkers. (a Kat/DA stalker and a MA/SR stalker, the MA/SR stalker did it without support too).

I've personally tanked recluse a few times on my fire/kin controller and fire/fire scrapper, hell i think i even did it once on my emp using PA to tank him.

Further, you can opt to completely ignore recluse with a strong team and rush the towers, if your dps is high enough you can get the 2 important towers down in under a minute (the duration of demonic/archmage)


As for Recluse's Bane Spider Summon (other than his finale) just drop a rad toggle (not the -res one mind you, that should be on the tower) on him, or snow storm, or darkest night, or better yet against all odds (or similar taunt auras) works fabulously to hold his aggro and keep him from summoning banes.

Not all the towers are necessary by any means, however on a pug group or with a group of people not heavily experienced in the task, it is definitely wise to take out all 4 towers.


 

Posted

Quote:
Originally Posted by Maniac_Raid View Post
Also, something I didn't see mentioned here(Though I skimmed) is you gotta keep your eyes open for the Arachnos Flyer. Even if you take it down before you go after Recluse, it still can respawn, and cause you to wipe if you're not prepared for it.
The flier is actually on a fixed timer; it spawns when the first person enters the mission and then respawns every 20 minutes. What I do is to start a stopwatch when we enter the mission; that way I know the flier will respawn at 20 minutes, 40 minutes etc.

On average we finish the corridor and the patron AV's at around the 15-20 minute mark; we know then that the flier's coming back right away. If we're real close to the 20 minute mark we wait for it to respawn, otherwise we frequently kill it, then clear the courtyard and kill it again when it respawns to get an extra 2 merits. We then have ~20 minutes to take out the towers and LR until the flier comes back.

You see there's no guesswork involved; you know exactly when the flier will be back. That reminds me of a... less than stellar PuG I was on a few months ago. After we killed LR they wanted to stay in the mission and, get this, farm the flier for merits. I and about half of the team (those with a clue) wished them good luck and exited.


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Posted

Quote:
Originally Posted by DreadShinobi View Post
Just since it seems that everyone thinks it takes a tanker to tank recluse, there are many other options to go.

A high recharge illusion controller makes for a fantastic recluse tank (or 2 illusionists alternating PA). If theyre good, it can be better than having a tanker tank recluse.
While, yes, an Illusion Controller with perma-PA can tank LR, it can get a bit tricky . . . that moment when you re-cast PA, Recluse will sometimes refocus on the controller and hit him with a quick smackdown. Two Illusion Controllers can alternate their PA to avoid this, but I have done it several times where Recluse still hunted me down when my PA expired even though the others were out. The best way is to be able to hover overhead and cast PA down on Recluse. (I have done it a few times on all-controller STFs.)

And I wouldn't say that one or two Illusion Controllers is better than a tank. Well, not better than a decent tank. The tank can pull LR around with taunt, and an Illusion controller can't do that.


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Posted

Quote:
Originally Posted by Local_Man View Post
While, yes, an Illusion Controller with perma-PA can tank LR, it can get a bit tricky . . . that moment when you re-cast PA, Recluse will sometimes refocus on the controller and hit him with a quick smackdown. Two Illusion Controllers can alternate their PA to avoid this, but I have done it several times where Recluse still hunted me down when my PA expired even though the others were out. The best way is to be able to hover overhead and cast PA down on Recluse. (I have done it a few times on all-controller STFs.)

And I wouldn't say that one or two Illusion Controllers is better than a tank. Well, not better than a decent tank. The tank can pull LR around with taunt, and an Illusion controller can't do that.
Having been on both ends of this particular situation I have to agree. A pair of Illusionists can indeed alternate PA, but you still will occasionally get smacked when PA despawns even if your partner has dropped his first. Frequently LR doesn't swap to the other PA and instead goes after the illusionist before swapping to the new PA. It doesn't take LR very long to turn a controller into a wet spot if he aggros on one. It's also rather difficult to move LR to a location of your choosing with PA; something that's trivially easy for a competent tanker. And, with some team support almost any competent tanker can handle LR.

Of course, given my choice of a good Illusionist and a lousy Tanker to handle LR I'll take the Illusionist. A good Illusionist and a competent tanker? I'll take the tanker. Unfortunately there seem to be a lot more good Illusionists than there are competent tankers.

As a case in point, I was on an ITF last week with 2 tanks, one Invuln and one Fire. I had my Fire/EM blaster on the run. The Fire tanker died, and I kept count, 42 times in the TF... he seemed to use Rise of the Phoenix as part of his attack chain. The Invuln died 8 times... to enemies that should barely have been able to move his HP bar. When I take CMA through the ITF I almost never need to use Dull Pain and I have yet to drop below 50% HP even facing Romy and his Nictus.

Oh, my Fire blaster? I didn't die once on that TF even attacking full out and using my nuke as it came up. When things got hairy I just popped Surge of Power and went on... a blaster with 30% ranged defense and 75% resistance to S/L/E is hard to kill.


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Posted

To be fair, Rise of the Phoenix is a legitimate attack power.


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Posted

Quote:
Originally Posted by NordBlast View Post
We were able to defeat LR with blue and red towers up (http://i992.photobucket.com/albums/a...erstanding.jpg).
So when was that image made? There was a point when the Red Tower did not give him invulnerability to Smash/Lethal/Energy. Nothing wrong with it, just mentioning that there's a world of difference between what you could do before that patch, and what you now have to do to leave the Red Tower up. That said, I can see more than half your team is using non-Smash/Lethal/Energy sets (other than the lolScrapper and possibly Tanker), so it's one of the few times it can be utilized effectively.

Before said patch, my group typically ignored everything but the Green because you could more or less brute-force past the other three Towers with an overload of buffs. The Green though? We found that leaving it up hurt our time more than helped.


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Posted

Quote:
Originally Posted by LostHalo View Post
So when was that image made? There was a point when the Red Tower did not give him invulnerability to Smash/Lethal/Energy. Nothing wrong with it, just mentioning that there's a world of difference between what you could do before that patch, and what you now have to do to leave the Red Tower up. That said, I can see more than half your team is using non-Smash/Lethal/Energy sets (other than the lolScrapper and possibly Tanker), so it's one of the few times it can be utilized effectively.

Before said patch, my group typically ignored everything but the Green because you could more or less brute-force past the other three Towers with an overload of buffs. The Green though? We found that leaving it up hurt our time more than helped.
It was in middle of August 2009 during the time when repairmen were bugged.
Red tower buffed damage and resistance to LR tho on that run. It took us few minutes longer to defeat LR than usually.


 

Posted

Quote:
Originally Posted by Local_Man View Post
While, yes, an Illusion Controller with perma-PA can tank LR, it can get a bit tricky . . . that moment when you re-cast PA, Recluse will sometimes refocus on the controller and hit him with a quick smackdown. Two Illusion Controllers can alternate their PA to avoid this, but I have done it several times where Recluse still hunted me down when my PA expired even though the others were out. The best way is to be able to hover overhead and cast PA down on Recluse. (I have done it a few times on all-controller STFs.)

And I wouldn't say that one or two Illusion Controllers is better than a tank. Well, not better than a decent tank. The tank can pull LR around with taunt, and an Illusion controller can't do that.
If timed right, the Decoy that the Phantasm summons can hold aggro between Phantom Army casts (I'm sure you know this already though ). Even if he goes for you it usually wont be for more than a second when using phantasm decoys, if you get hit just pop greens back to full, and make use of the 1 shot rule, or phase. I duo'd the stf on my ill/storm with a friend's rad/sonic a long time ago, although unsuccessful due to the pets being distracted when he does his final summon at 25% health and losing the dps, it just goes to show how well PA can tank recluse.

Yes, a tank can be more reliable than illusions, and I wouldnt have an illusionist tank recluse if I didnt know them personally to be capable of it. The point is more that there are many more options than using tanks, sometimes more effective, sometimes not, since tank dps isnt that great, and an illusionist is also bringing buffs or debuffs to the team, although that said I'd probably rather have a brute or scrapper do it.