Liberty: Cathedral of Pain


Dance Practice

 

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Requirements:

Your Supergroup Base needs either an Oracle or Mission Computer
and a Raid Telepad or Raid Teleportal in order to start the trial.

The Trial accommodates up to 24 players which can form three teams. All players are sidekicked/lackeyed to 50 regardless of team leader levels.

Players who are defeated in any part of the trial are transported back to their own personal base hospital or to the hospital of the last zone they were in. Because of this, most raids begin in Pocket D so that participants who are guests of the base from which the raid is launched can get back quickly.
The Trial:
Once you have started the Trial, you will have 60minutes to complete it. Usually depending on the team and coordination, it takes about 10-25minutes.

The Courtyard of Shadows:
Inside the Courtyard of Shadows there are three beams shooting up into the air. Next to each beam emitter (called Psionic Resonators) there is a cube-like object (called a Willforge) floating in midair. It spawns large groups of Soldiers of Rularuu. In order to destroy the resonators, defeat all guardian Rularuu that are spawned. Once all the Rularuu are defeated, attack the resonator. It must be brought down very close to the same time with the other two resonators(within 30seconds of each other), which the other teams should be working on. Once you bring them all down, the door to the Cathedral of Pain opens.

Master of the Shards:
*Note:There will be a cut scene (or mini movie) starring either Ruladak the Strong or Lanaru the Mad. It is at this point you will know which AV you will face once inside the cathedral. Ruladak the Strong will appear in red, whereas Lanaru the Mad will appear in purple.*

After entering the room, characters can look upon an Aspect of Rularuu. He is surrounded by a shield similar to the ones around the Resonators. There are three more Willforges. The shield can be brought down using the same method previously used on the resonators. Once all the mobs are defeated, characters have about a minute to fight the Archvillain. He has good regeneration. Temporary powers such as Shivans, and other enemy debuffs can improve the chance to defeat the AV in one attempt.

Successful Trial:
Successful completion of the Cathedral of Pain Trial awards the Pain Killer badge.
Pain Killer
You've completed the Cathedral of Pain and thwarted the Aspect of Rularuu's plans.

Players have the option to select a Penumbra of RularuuIncarnate Component:
Penumbra of Rularuu
The emanations from Rularuu's Willforges can channel Alpha Incarnate abilities which affect body and bone.


Alternately, players may select an Item of Power as their reward, which will also reward them with the Power Liberator/Master Thief badge:
Power Liberator
Your success at liberating items from trophy vaults has earned you the title of Liberator.

Master Thief
There isn't a trophy vault made you can't steal from!


Tactics:
Depending on the Leader, tactics may vary.


Example team:
  1. Tank/Brute
  2. Heal Source
  3. Debuffs
  4. Debuffs
  5. Range Damage
  6. Range Damage
  7. Team Buffs
  8. Any AT.
Inside the Cathedral of Pain: Stage 1

You will arrive on a map with 3 obelisks called Gloom, Woe and Despair. The Trial Leader, should asign each team a Obelisk by location.
  1. Northeast
  2. Southeast
  3. Southwest
Best way to pass this Stage is by getting the Obelisks down to 20/100(You'll have a thing on your screen showing you the hitpoints of each Obelisk).
In order to move on, you have to destroy the Obelisks within 30seconds of each other to advance to Stage 2.

Inside the Cathedral of Pain: Stage 2
Have all teams enter the cathedral and start to buff up inside. Once inside, you will notice that you have a very similar situation as you did outside: there will be 3 cubes with Rularuu spawned and this time an AV with a shield instead of an obelisk with a shield. With that said, the strategy when inside is very similar to the strategy you just used outside in the sense that each team will be assigned to a cube to clear the Rularuu to drop the shield on the AV, then once the shield is down, fire away at the AV. The main difference is that with the AV, you will have to clear the Rularuu spawn and attack the AV for multiple cycles, whereas the obelisks can be dropped in one cycle.

How to Clear the Rularuu as Fast as Possible
1. Assign each team to a cube. When you first enter the cathedral, there will be one to your immediate left, one at the back of the room near the AV, and one to the right. Paint representation (not remotely to scale) As you fight the spawns, the AV will likely move around, and it is easy to become disoriented as to which cube you were initially assigned to. To help remedy this confusion, make sure people have the portal entrance selected on their map before entering. It will appear as a waypoint on your map, so that as you move around the room, you will know your position relative to the entrance. Unfortunately, there are no other useful landmarks when in that room, since everything looks the same. Worst case scenario, if people are lost, have them follow their team leader.

2. Make sure each team goes to their cube as fast as possible once the shield goes up and the Rularuu spawn. The biggest time sink occurs when the Rularuu fly around. If each team isn't on a cube immediately after the shield goes up, the Rularuu will scatter, and likely your teams will as well trying to fight them. If one team is particularly fast, they can always help the other teams after they've cleared their initial spawn.

3. Use your melee to localize spawns. If you put a melee toon on each team, you're in business. Send one from each team back to their respective cubes early (before the shield goes up). That ensures that the Rularuu will aggro on the melee toon, keeping them grouped and preventing scattering. If they are not making it back in time, then leave at least 1 melee toon at each cube to wait for the respawn. You will lose a bit of damage on the AV, but the benefit of taking down the spawns fast far outweighs this in the long run.
Using -Regen Effectively
If you are a toon with a -Regen power, make SURE you have it up for when the AV's shield drops. Some toons will easily have their -Regen power perma, while others will not. If you are someone who does not, please don't waste it on the Rularuu spawn. They are going to die fast anyways! (At least, in theory). The other benefit to having -Regen on the AV is that it will still be active on him even though the shield goes up. This will help prevent him from regaining health as you are clearing the Rularuu. Depending on how things are going, you may want to try timing -Regen powers just before the shield goes up so that they last longer.


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K. Is this for easy reference or something?


 

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Yeah, this has huge chunks copied verbatim from Amygdala's CoP trial guide. Not cool, guy. Give credit where credit is due. I like how one of the links to an image doesn't work because the block of text has literally been copied and pasted.

Link here.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

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Wow! Really?


 

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What I don't understand is why they would have made it sticky. It doesn't even belong here. It belongs in the guides section.


 

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Quote:
Originally Posted by Silas View Post
Yeah, this has huge chunks copied verbatim from Amygdala's CoP trial guide. Not cool, guy. Give credit where credit is due. I like how one of the links to an image doesn't work because the block of text has literally been copied and pasted.

Link here.
Yes, parts are copied from Amy's guide, parts of info is from paragonwiki. Yes, also for easy reference. Also, all the links worked. It may not work for you since you may have a different computer than me.


Largest and Most Active Group on Exalted! Daily Teams, events, raids, trials, task/strike forces! /chanjoin OOCIC - 7Servers, 20bases, 8 bases in top 100! - We have ventrilo and forums!

 

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I'm not sure you understand how links work