Keyes Island Reactor iTrial: Strategy
Nice guide. Some notes:
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- DO. NOT. ATTACK. ANTI-MATTER. UNTIL. THE. FINAL. PHASE. PERIOD.
- Attacking Anti-Matter and damaging him only increases the amount of damage of the pulses.
- Be careful of AoE damage when Anti-Matter is around as well as pet agro and damage procs in auras and debuffs.
- If you have AoE Heals or Regen buffs... use them. The damage pulse does more damage than most characters ordinarily regenerate. The Destiny Incarnate Rebirth powers are very helpful to have for this trial.
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- /macro DIS b HELP! I'M BEING DISINTEGRATED, Y'ALL!$$em whistle
Phase Two: First Reactor |
Phase Three: Second Reactor In this phase we will have to defeat the EB Warwalkers to get the Power Cells. Each EB Warwalker... |
Phase Four: Third Reactor This is the final reactor that needs to be shut down. In order to access the terminals, all the Warworks guarding them need to be defeated or moved away; and Anti-Matter needs to be present in order to use the 3 Power Cells. |
- There are three doors to each bunker, so, make life easier by destroying the big garage door to get in and out of the bunkers rather than the tiny door which gets easily blocked.
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Thanks Zombie Man! Added your changes (With the exception of the 10% AM health - waiting on a full list of the MoKIR.)
Thank you for the guide, Voodoo Girl! Sweet lord this sounds difficult. Is it, or is it just the information making it sound difficult?
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Thank you for the guide, Voodoo Girl! Sweet lord this sounds difficult. Is it, or is it just the information making it sound difficult?
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But it really does require everyone to work together, be on point, and not go running off and do their own thing and try to be a hero to "save the league some time."
Thanks Zombie Man! Added your changes (With the exception of the 10% AM health - waiting on a full list of the MoKIR.)
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- Anti-Anti Matter * -
- Currently: Complete the Keyes Island Reactor Incarnate Trial after having brought Anti-Matter below 10% of his health while attempting to take control of Reactor Hope, the western-most reactor.
- Currently: Complete the Keyes Island Reactor Incarnate Trial after having brought Anti-Matter below 10% of his health while attempting to take control of Reactor Hope, the western-most reactor.
- Bunker Buster * -
- Currently: During the Keyes Island Reactor Incarnate Trial, bust down all three doors on a bunker within three seconds, and then repeat for all bunkers found near Reactor Infinity.
- Currently: During the Keyes Island Reactor Incarnate Trial, bust down all three doors on a bunker within three seconds, and then repeat for all bunkers found near Reactor Infinity.
- Loves a Challenge * -
- Currently: Complete the Keyes Island Reactor Incarnate Trial without having anyone die or destroy any terminals in the final battle versus Anti-Matter.
- Currently: Complete the Keyes Island Reactor Incarnate Trial without having anyone die or destroy any terminals in the final battle versus Anti-Matter.
- Avoids the Green Stuff * -
- Currently: Don't let anyone be caught by a Obliteration Beam in the final battle with Anti-Matter during the Keyes Island Reactor Incarnate Trial.
- Currently: Don't let anyone be caught by a Obliteration Beam in the final battle with Anti-Matter during the Keyes Island Reactor Incarnate Trial.
* Guessing for Anti-Anti Matter, Bunker Buster, Loves a Challenge, and Avoids the Green Stuff based on old badge list found on Black Pebble's character.
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Some quick advanced tactics:
In phases 1 and 3 the terminals lock if there are WarWorks near them, but you don't have to DEFEAT the WarWorks. Knocking them off the catwalks with powers like Hand Clap or Gale or just luring them into jumping off works just as well.
In phases 2 and 3 the terminals lock if Anti-Matter is not nearby, but you get a few minutes to collect power cells before Anti-Matter appears, during which the terminals won't lock in his absence. If you get a power cell early on, you can go and use it on a terminal before he shows up.
Also, the part where you have to defeat 30 WarWorks is really more of a Phase Zero; it's just there to give you a chance to get the league in order.
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Added the MoKIR badges as listed by Snow Globe.
Added a link to TsumijiZero's visual reference guide.
Good guide but I'll add a little tip.
You say you need to bring Anti-Matter to each terminal. While correct, one of the better ways to do this is to have a tanker with a healer/buffer play taunt-bot. Just keep him busy while a team clears a terminal, then have that tanker bring Anti-Matter to that terminal. Destroy terminal and have the team move to the next one, taunt-bot staying behind until called to bring him to another.
Also, Anti-Matter seemed to get "stucK' in corners/geometry a lot in all three runs of this I've done this AM already. Taunting helps to un-stick him.
one of the better ways to do this is to have a tanker with a healer/buffer play taunt-bot. Just keep him busy while a team clears a terminal, then have that tanker bring Anti-Matter to that terminal. Destroy terminal and have the team move to the next one, taunt-bot staying behind until called to bring him to another.
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if heals/buffs are spamed then the entanglements can be virtually ignored to an extent.
and its amazing the amount of people that dont read the forums,lol
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Updated notes on 3rd reactor
One trick i find that helps with doing the reactors is to clear level by level and nuke the terminals as they are cleared
mostly due to fact that the WW tend to respawn
this also tends to concentrate people to one area to help with 'herding'
most people have problems with seeing a 3d environment when CoH is so 2d in most of its maps
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Maybe a silly question, but i never took the time to pay attention to this...
Disintegration, ias casted by AM, as a single target attack, or there is more to it?
I'm asking because i noticed that on some runs, there is a lot of ppl being disintegrated, while on other there is less or few.
In that last case, i was wondering what was the difference?!,
maybe ppl keep somedistance between them, to avoid the entanglement, more then on those runs were ppl get Disintegrated a lot ??!
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It's a single target attack. Some people disintegrate faster than others.
Maybe a silly question, but i never took the time to pay attention to this...
Disintegration, ias casted by AM, as a single target attack, or there is more to it? I'm asking because i noticed that on some runs, there is a lot of ppl being disintegrated, while on other there is less or few. In that last case, i was wondering what was the difference?!, maybe ppl keep somedistance between them, to avoid the entanglement, more then on those runs were ppl get Disintegrated a lot ??! |
1) Step away from Anti Matter.
2) Make sure you're not standing in the Obliteration Beam.
3) Call for help via macro so people with heals can assist.
4) Each time you take damage, pop green inspirations until you're at full health again.
The idea being that if you're only taking damage from Disintegration, it is a lot easier to limit deaths. As long as you're at full health before the final tick, you should be able to survive.
In terms of Entanglement, for the most part I tell people to ignore it. I have seen it kill someone disintegrating though when a bunch of people with PBAoE heals ran in to try to save them, but this isn't terribly common. If it looks to be an issue, I advise people to use single target heals if possible on those disintegrating.
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Amygdala's Guide to the Cathedral of Pain Trial
Disintegration will continue to affect you even if you run away from Anti-Matter. You need to be constantly healed since the very last tick of damage from Disintegration will hit you for - IIRC - 80% of your total hit points (not how much you have left, but what your max health hit points are.)
Disintegration will continue to affect you even if you run away from Anti-Matter. You need to be constantly healed since the very last tick of damage from Disintegration will hit you for - IIRC - 80% of your total hit points (not how much you have left, but what your max health hit points are.)
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Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
Ah, gotcha!
Quickly perusing, I didn't see any mention of:
- Confusing warworks near terminals counts as moving them away.
- There is a bug of sorts whereby two glowies can be obtained at the same time in the bunkers. Specifically, the pair of glowies near the inner door: click on both to get both without completing the timer for either. Stealthy characters can get all the glowies in a bunker quickly this way.
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Bah. Will have to update this when the new changes hit.
Adjusted the amount of terminals for each phase.
I found if your league is struggling to dodge the beam, Incandescence works a treat. And, if you get them when they are floating but before the beam hits, you still get the badge. And if someone is being disintegrated, they get a bonus to all heals they receive.
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Keyes Island Reactor Trial
Important Things To Know & Useful Macros
Phase One: Defeat 30 Warworks!
Phase Two: First Reactor
In order to shut down this reactor Power Cells must be gathered from the glowing boxes on the ground. It will take 3 Power Cells to charge one terminal, so it will take 30 power cells in all. In order to charge the terminals the War Works in front of them need to be eliminated or moved away (i.e. knocked off the side or pulling them away.) While the Power Cell gatherers (if any are designated) are gathering the Power Cells, the rest of the league/teams should focus on clearing all of the War Works on the Reactor. During this phase Anti-Matter will show up to 1.5 shot you. It helps to have a tank to keep aggro on AM.
Phase Three: Second Reactor
In this phase we will have to defeat the EB Goliath Warwalkers to get the Power Cells. Each EB Warwalker that is defeated will randomly disperse three Power Cells throughout the League (15 Warwalkers will need to be defeated to get the sufficient amount of Power Cells.) People should keep an open spot on their trays for these or keep an eye on their Temp Powers Tray in their Powers Window for them. In this Phase, Anti-Matter needs to be brought to each terminal so his RFID can override the security system on the terminals and they can be charged with 3 power cells each.
Phase Four: Third Reactor
This is the final reactor that needs to be shut down. In order to access the terminals, all the Warworks guarding them need to be defeated (or moved away) and Anti-Matter needs to be present in order to use the 3 Power Cells. The Power Cells are guarded in 3 bunkers (each with three doors,) two in the front by the street and the third in the back by the truck depot. Characters with extreme stealth can slip in through a window in the back and grab the two glowies in the back. Alternatively the front door can be blown off the War Works inside can be dealt with.
Phase Five: DEFEAT ANTI-MATTER!
This final fight will take place at the truck depot, south of the last reactor. It helps to keep Anti-Matter back by the larger bunker, between the two terminal stations. During this fight we will be assaulted by a barrage of attacks. Periodically, as we bring Anti-Matter's health down to certain levels (approximately 75%, 50%, and 25%) he will freeze everything and flee to a nearby terminal station to super heal himself. During these parts we will need to annihilate the four glowing terminals in order to interrupt his regeneration.
Additional
Master of Keyes Badge Info:
MISC
Excellent visual map found here by TsumijiZero
If I'm wrong on any of the specifics above (i.e. time limits, etc.) let me know and I'll adjust!