Soldiers on the Lambda-Trial?


Jibikao

 

Posted

Hi all,
yesterday I had my first Lambda-Trial on my Crab Spider and I felt pretty useless during the second half.
The first part went quite nicely but as soon as we tried to secure the Weapon Crates I felt completely useless. I couldn't get past the mobs in the narrow corridors and whe we found a crate I drew to much aggro and died as soon as we went to get the next crate.
Against Marauder I also felt limited to cycling my single target attacks, summoning pets and throwing Venom Grenades.
I have a lot more fun on my Ill/Kin troller because I can buff/debuff, heal, cloak, use decoys to tank adds and deal damage.

I'd like to know what your tactics for the Lambda-Trial are. What do you do to survive, what do you do to make yourself useful? Should I try running the Lambda-Trial as a Bane Spider instead?
Thanks in advance!


-insert witty comment here-

 

Posted

as you gain your new powers it will get much better for you .


 

Posted

For Lamda, I prefer to use either my Huntsman or Bane builds, Crab is fairly decent for BAF though


 

Posted

Thanks I think I will try running as a Bane Spider next time.
Do you have any tipps and advice for running the Lambda-trial as a bane? I'm still pretty new to the whole Arachnos-Soldier-Thing.


-insert witty comment here-

 

Posted

For anything less tough then a well IOed tank/scrapper/brute, the container phase of Lambda is hard. My fully IOed tank dies once in awhile with that (though should be a lot less now that he has +3 level shift) Have Demonic/Eye of Magus ready as well as lots of insps for that phase, and strongly consider letting a sturdy melee take the alpha before opening up on a crate.

Beyond that, collect the accolades to survive better, the +hit points ones, etc. Have full inviso on any build thats not an alpha soaking melee (I like the stealth IO at least even on my tanker, no point to taking extra damage going through the halls). Stick with the team, use caution when fighting, and learn your limits, these trials were designed to be a challenge to characters who can solo on x8 normally. Arcanaville had a nice comment on playing her blaster in this phase, she plays like "she is the last non-virgin in the woods in a horror movie".


 

Posted

For the glowies I'd bring a couple of purples if your not softcapped and for the AV fight I'd stick to cycling your ST powers rather than keeping your pets out and the debuff up - especially considering Marauders panic button and the rabbit hopping.

I haven't brought my bane to the trials yet but I'd think during the latter stages he would be much more helpful yet lacking in the earlier stages of clearing - the opposite of your crab.

Fury


 

Posted

Quote:
Originally Posted by Mindchaser View Post
Hi all,
yesterday I had my first Lambda-Trial on my Crab Spider and I felt pretty useless during the second half.
The first part went quite nicely but as soon as we tried to secure the Weapon Crates I felt completely useless. I couldn't get past the mobs in the narrow corridors and whe we found a crate I drew to much aggro and died as soon as we went to get the next crate.
Against Marauder I also felt limited to cycling my single target attacks, summoning pets and throwing Venom Grenades.
I have a lot more fun on my Ill/Kin troller because I can buff/debuff, heal, cloak, use decoys to tank adds and deal damage.

I'd like to know what your tactics for the Lambda-Trial are. What do you do to survive, what do you do to make yourself useful? Should I try running the Lambda-Trial as a Bane Spider instead?
Thanks in advance!
Well, by using Venom Grenade, you are consistently debuffing resistance for the team (and more debuff if you put AH prcs in your attacks). And if you are running leaderships, you are consistently buffing the team with +defense, +damage and +tohit. Yes, Crab's Single Target damage is less unless the pets focus on the same target which could be hard when there's a lot of mobs and AV super jumping away.

As for the weapon crate, it is hard to solo one being -3 level. It gets a lot easier once you have second and third level shift. My Fortunata survives very well but it takes me a long time to kill a crate. I have to stand far and hopefully I don't aggro the big robots.


I say just stick with teammates during 2nd phase. Many squishies die when they run on their own.

Bane has a bit easier time but not by much because after you reveal yourself, you will get hit a lot and Crab survives better in that situation. What your Bane has over Crab is that after you shake off the aggro, you can hide and find another crate easier.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Let us see your build, maybe we can make suggestions.

I can solo 6 out of 10 of the sabotage, regardless of which veat I use. 6 out of 10, because inevitably sooner or later a lucky double tap hits me and takes me out. Hospital, then finish the other half.

The Fortunata Confuses the bosses, then dives into the middle. The Fortunata also has options of small purple, Vengeance, Demonic, Barrier, Rebirth, or Void, but doesn't have to lean on them as much as the Huntsman, Crab, Bane, Night Widow. Fortunata control can be a powerful tool. The Huntsman starts at range with a (Small Purple, Vengeance, Demonic, Barrier, Rebirth, or Void) and ranged attacks, then dives into melee. The crab would be the same as the huntsman, but without the melee part. Nightwidow would be the same as Fortunata, but using Elude/Void/Demonic/Small Purple instead of Confusing the bosses. A Bane Build would be the same as the huntsman, but without the ranged part.


 

Posted

Quote:
Originally Posted by Mindchaser View Post
Thanks I think I will try running as a Bane Spider next time.
Do you have any tipps and advice for running the Lambda-trial as a bane? I'm still pretty new to the whole Arachnos-Soldier-Thing.
I can't speak for all Bane Spider builds, but on the Acid/Grenade runs I'd just say to play like you would most other melee characters. The bonus is that you have stealth, so if you fall behind or die, it's pretty easy to avoid the ambushes and catch up with your team. And once you get your level shifts, you can become a one-man item-retrieval machine.


 

Posted

Thanks to all of you for your helpful replies. I tried the lambda-Trial again as a bane spider and it was a complete failure again. Mostly because our teams were a bit uncoordinated and we lacked decent buffs. (We had one controller, the rests were Scrappers,Brutes and me)
As a Bane Spider I also died about 15 times. It seems I have to softcap my Spider before I set foot into this hellhole again.

I'll try Crabbing once more with a Stealth-Proc in my travel powers, maybe this will help.

Quote:
Originally Posted by Linea_Alba View Post
Let us see your build, maybe we can make suggestions.
So far I didn't make a MIDS build for my Bane Spider but I am currently sitting at 46% ranged DEF, 37% CC-Def, 35%AoE-DEF and similar values for the typed defenses.
I run Maneuvers and CJ in addition to my other defense powers.
What Values should I aim for?
I plan on respeccing him, as soon as I can afford to softcap all of his defenses. But until then it seems I have to roll with the punches.


-insert witty comment here-

 

Posted

Quote:
Originally Posted by Mindchaser View Post
So far I didn't make a MIDS build for my Bane Spider but I am currently sitting at 46% ranged DEF, 37% CC-Def, 35%AoE-DEF and similar values for the typed defenses.
I run Maneuvers and CJ in addition to my other defense powers.
What Values should I aim for?
I plan on respeccing him, as soon as I can afford to softcap all of his defenses. But until then it seems I have to roll with the punches.
This is about where my Bane sat when I started doing the raids. Once I got my Barrier Invocation, I made a few changes and get her up to 40% Melee/AoE, meaning that as long as Barrier's active, she's old-school softcapped and a small purple will generally get you to the new cap. Of course, if you're planning on a different Destiny, you may want more. I can post my build later if you think it would help you.

The key until you get your shifts is to use stealth but move quickly. Take an extra second or two to re-hide but then stick with your team. Most intervening mobs will miss you in those cases. Focus on the actual items rather than the enemies around them so you don't draw a lot of aggro from any stragglers your team leaves behind.


 

Posted

I no longer like Bane builds. I no longer run Bane builds. I run Huntsman builds.

This is the most recent Bane build I've looked at.

You can swap CTO for Wolf Spider Armor once you have enough +accuracy from sets that won't grey out when you exemplar. Otherwise, anytime you grey out your +accuracy set bonuses you're gonna be hurting in the to-hit department. For that matter, it wouldn't be criminal to leave CTO in the build, even though I typically don't like using it.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(3), T'Death-Acc/Dmg/EndRdx:35(5), T'Death-Dmg/EndRdx/Rchg:35(5), T'Death-Dam%:35(7)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(7)
Level 2: Combat Training: Defensive -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(9)
Level 4: Combat Training: Offensive -- Acc-I:35(A)
Level 6: Combat Jumping -- Krma-ResKB:30(A)
Level 8: Build Up -- RechRdx-I:35(A), RechRdx-I:35(17)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def:35(17), LkGmblr-Rchg+:35(19), LkGmblr-Def/EndRdx/Rchg:35(19)
Level 12: Pulverize -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(21), T'Death-Dmg/Rchg:35(21), T'Death-Acc/Dmg/EndRdx:35(23), T'Death-Dmg/EndRdx/Rchg:35(23), T'Death-Dam%:35(25)
Level 14: Venom Grenade -- Posi-Acc/Dmg:35(A), Posi-Dmg/Rchg:35(25), Posi-Dmg/Rng:35(27), Posi-Acc/Dmg/EndRdx:35(27), Posi-Dam%:35(29)
Level 16: Poisonous Ray -- Decim-Acc/Dmg:35(A), Decim-Dmg/EndRdx:35(29), Decim-Dmg/Rchg:35(31), Decim-Acc/EndRdx/Rchg:35(31), Decim-Acc/Dmg/Rchg:35(31), Achilles-ResDeb%:20(33)
Level 18: Shatter -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(33), C'ngImp-Dmg/Rchg:35(33), C'ngImp-Acc/Dmg/Rchg:35(34), C'ngImp-Acc/Dmg/EndRdx:35(34)
Level 20: Hasten -- RechRdx-I:35(A), RechRdx-I:35(34)
Level 22: Mental Training -- Run-I:35(A)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def:35(36), LkGmblr-Rchg+:35(36), LkGmblr-Def/EndRdx/Rchg:35(36)
Level 26: Maneuvers -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def:35(37), LkGmblr-Rchg+:35(37), LkGmblr-Def/EndRdx/Rchg:35(37)
Level 28: Surveillance -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-Acc/EndRdx/Rchg:30(39), ShldBrk-Acc/Rchg:30(39), ShldBrk-DefDeb/EndRdx/Rchg:30(39)
Level 30: Tactical Training: Leadership -- GSFC-ToHit/EndRdx:35(A), AdjTgt-ToHit/EndRdx:35(50)
Level 32: Crowd Control -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(40), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-%Dam:30(42)
Level 35: Tactical Training: Assault -- EndRdx-I:35(A)
Level 38: Call Reinforcements -- BldM'dt-Dmg:35(A), BldM'dt-Acc:35(42), BldM'dt-Acc/Dmg/EndRdx:35(43), BldM'dt-Acc/EndRdx:35(43), BldM'dt-Dmg/EndRdx:35(43), BldM'dt-Acc/Dmg:35(45)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:35(A), Enf'dOp-EndRdx/Immob:35(45), Enf'dOp-Acc/EndRdx:35(45), Enf'dOp-Immob/Rng:35(46), Enf'dOp-Acc/Immob/Rchg:35(46), Enf'dOp-Acc/Immob:35(46)
Level 44: Shatter Armor -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(48), T'Death-Dmg/Rchg:35(48), T'Death-Acc/Dmg/EndRdx:35(48), T'Death-Dmg/EndRdx/Rchg:35(50), T'Death-Dam%:35(50)
Level 47: Assault -- EndRdx-I:35(A)
Level 49: Vengeance -- LkGmblr-Rchg+:35(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:35(A)
Level 2: Rest -- Heal-I:35(A)
Level 2: Swift -- Run-I:35(A)
Level 2: Hurdle -- Jump-I:35(A)
Level 2: Health -- Mrcl-Rcvry+:35(A), Numna-Regen/Rcvry+:35(9), RgnTis-Regen+:30(11)
Level 2: Stamina -- P'Shift-EndMod:35(A), P'Shift-EndMod/Rchg:35(11), P'Shift-EndMod/Acc/Rchg:35(13), P'Shift-Acc/Rchg:35(13), P'Shift-EndMod/Acc:35(15), P'Shift-End%:35(15)
Level 1: Conditioning
Level 4: Ninja Run
------------



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1462;703;1406;HEX;|
|78DA6594594F135114C7EF74A1B465694B6959454AABAC85469F35A8C4286030103|
|4B8D4B1BD81499A6933AD89BEF91194455CDE7CF2C92546C1EDC18F2350F0C107DF|
|F0CCF9DFE26827EDFCEEFCCF72EF3973EFCCDEBFD024C4C3B3428B9D2FE8E57276D|
|2D2732B66B19C9D2F16F286B47C57F4CA3D4B2F089F1022F5BFB59C3EA79B323B5F|
|32F2D2AA89A9054B374CC35CCE5ED4F3CBB2F2AF53CD18BE64AE484B9A95746DD03|
|4572C16D233522F9139C00FF32529F3AD359DC2CB2B4629C2CF0BB2204B45ABA257|
|8CA2199B2A19B9F4E2D4E4427656CF49BA952BD27AD0416B1EA67FA3A85D875EB14|
|44808D70DE026C3730BB8CD68C8325E07091A4769224E835ED1D0C1D8228BA62C5A|
|54B39D1BDB19DB6471C322DC5D9C26469DF32AC9FB5BD8F176629F8AF78DB05708F|
|844263F2C6E7F8853863041041344DA182DE411541505515114154551510C15C550|
|51072A6AA07B33A23CCDEF61F9C0E8FA086C317AB619B66BAB9AA4751396A78C63C|
|F80E7C00BC6F1EF2E21DA3822AC2609DF814507EE32FA73409E91F0D941E8451B9A|
|D00F7CA502DB55E3DAC7587A43525CB5278EF60CA03D0368CF00DA13A6A49DCAAF1|
|37E49F825E19784DF5BCAD7ADFCBA5D6EFBDD9CF0026EC0C3F812B4EF5864EF2B97|
|1D9A79C9B02BED533DEAFBE1B2DD4EEE00BBC01E63A80AEC333E53BE842A2DD1CFA|
|57D2329A512A50E581ADA670C57813D609731BAC3F845CB1B5451838FB8A6D1C7C0|
|2A636C0D58073618EFE8CD8EA8A811EC9E71EC9E71EC9E71EC9E0C764F06BB27424|
|D4DAB45A7B1E8284913482426D0D91ECFD159A31F5DE2B453F173D786EB9C3275CA|
|A93A65C6A96043CC79D41125494BB2540D382478ED3BA541960E024747D8A55DC61|
|15E6404CEF019FFF9D7C1ABADF2AA036B8CA6756083D1F204D8644CD42D7ADA73F4|
|1539F487E8EB00EBE1D500FBF0F89A637CDD315E728CA7E99064D4F80FB658EC18|
|-------------------------------------------------------------------|


 

Posted

I bough a stealth-proc for my Crab-spider's Flight-Power to keep him alive in the narrow corridors. I also started a little farming operation to fund further improvements.
I hope I'll manage to transfer him to freedom so I can run a few BAF-Trials. Right now hes on Zukunft and we don't manage to run BAFs that often.

@ Lazarillo: I'm really interested in your Build so it would be nice if you could post it.

Well seems like I'll simply keep trying. Maybe I'll just throw my enemies to death with all the teeth I lost so far.


-insert witty comment here-

 

Posted

Quote:
Originally Posted by Mindchaser View Post
Thanks to all of you for your helpful replies. I tried the lambda-Trial again as a bane spider and it was a complete failure again. Mostly because our teams were a bit uncoordinated and we lacked decent buffs. (We had one controller, the rests were Scrappers,Brutes and me)
As a Bane Spider I also died about 15 times. It seems I have to softcap my Spider before I set foot into this hellhole again.

I'll try Crabbing once more with a Stealth-Proc in my travel powers, maybe this will help.


So far I didn't make a MIDS build for my Bane Spider but I am currently sitting at 46% ranged DEF, 37% CC-Def, 35%AoE-DEF and similar values for the typed defenses.
I run Maneuvers and CJ in addition to my other defense powers.
What Values should I aim for?
I plan on respeccing him, as soon as I can afford to softcap all of his defenses. But until then it seems I have to roll with the punches.

Even a PUG with no buffs should have little trouble as long as the group is sticking to a plan. Whether that be all rushing the same crate or splitting into 2 or 3 groups. As long as your not stuck trying to solo the things by yourself your going to be ok.

Having to solo a +3 crate with the lowish ST damage a Crab outputs minus their pets would be a painful experience.

As to reaching the softcap solving your problems remember that baddies in the trials have a much higher base tohit which shifts the cap to something like 59% Which is a lot harder to reach than 45%.

I like to build for 45% and know I'm good for normal content. In trials I almost never end up with less than 3 team members running maneuvers which keeps me within a small purple of the higher cap for end game content


Global: @Kelig

 

Posted

Here's my Bane's build. The main focus is crush skulls with a spiky stick, but as mentioned, it's got around 40% defense, which soft-caps permanently with a VR Barrier.

Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(40)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def/Rchg(9), RedFtn-EndRdx(9)
Level 8: Combat Training: Offensive -- Acc-I(A)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def/Rchg(13), RedFtn-EndRdx(13)
Level 12: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg/EndRdx(17)
Level 14: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(19), Achilles-DefDeb(21), Achilles-DefDeb/Rchg(21), Achilles-ResDeb%(23)
Level 16: Combat Jumping -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(25), RedFtn-EndRdx(27)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def/Rchg(33)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg/EndRdx(33), AnWeak-Acc/Rchg(34), AnWeak-DefDeb/EndRdx/Rchg(34)
Level 30: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Build%(36), GSFC-ToHit/Rchg(36), GSFC-ToHit(36), GSFC-ToHit/EndRdx(37)
Level 32: Crowd Control -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
Level 35: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(39)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(42), C'Arms-Acc/Dmg/Rchg(42)
Level 41: Mace Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(43), Ruin-Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(45)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48)
Level 47: Summon Blaster -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg(50), C'Arms-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Radial Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Warworks Core Superior Ally
Level 50: Barrier Core Epiphany
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46)
------------


 

Posted

Another tip, Trial is meant to be team-oriented. You are not rewarded for soloing crates. You are rewarded if people stick together and kill the crates/mobs together. If you have a Brute/Tanker on the same route, ask him to taunt the crowd so you can take out crate faster.

When I am on my fortunata/soldier, I always follow a Brute/Tanker. I let them take alpha first and then I move in. I am close enough to offer him my team buffs too.

I'll solo one or two crate if my mini-nuke or void is recharged. I tend to save my lore pets for the av fight as they deal a lot of damage (clockwork).


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.