Keyes Island Reactor iTrial: Strategy


Amygdala

 

Posted

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Main phase descriptions' changes:
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Phase 2:

Quote:
Originally Posted by VoodooGirl View Post
It will take 3 Power Cells to charge one terminal, so it will take 30 power cells in all.
Phase 3:
Quote:
Originally Posted by VoodooGirl View Post
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.)
Phase 4:
Quote:
Originally Posted by VoodooGirl View Post
After the necessary 30 power cells are gathered, the league should focus on clearing the War Works guarding the terminals and dragging AM to each one in order to the charge them.
Each reactor needs 18 charges, not 30.
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Bullet point changes:
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Quote:
Originally Posted by VoodooGirl View Post
Phase Two: First Reactor
  • Every 30 seconds there will be an Anti-Matter pulse that will damage you for about 50 - 60% of your total health.
Changed:
Quote:
Originally Posted by Freitag View Post
  • Reduced the minimum damage on Antimatter Pulse from 50% Max HP to 20% Max HP.
  • Significantly reduced the bonus damage due to Anti-Matter's health on Antimatter Pulse. The attack will now hit for a maximum of 25%, 30% or 35%, depending on Anti-Matter's health, rather than 80%, 90%, or 100%. This translates into reductions from +30%/+40%/+50% to +5%/+10%/+15%.
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Quote:
Originally Posted by VoodooGirl View Post
Phase Three: Second Reactor
  • You will need to defeat 15 EB Warwalkers. Focus on defeating the Warwalkers - when they die their entire spawn dies with him.
  • Each Warwalker will randomly drop 3 PCells to random players on the league - have everyone keep a few spaces on their trays for these drops (and have them pass them off to a designated player)
Now 9 EBs, and they will drop 2 Power Cells each.
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Other changes:
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  • Power Cells will now override Anti-Matter's control over a terminal at Reactor Hope and Reactor Infinity after the first one is applied to the terminal. While he still must be brought to a terminal to unlock it for the first Power Cell, he does not need to be present for all 3 Power Cell applications.
  • Altered the base damage for each tick of Disintegration from 15%/40%/75%/99% to 20%/40%/60%/80%. The attack will no longer require completely full health to survive at the end. Any increases in damage in a tick are to the resistible and defensible components, not the irresistible components.
  • Reduced the Endurance Crash due to survival of Disintegration from 100% to 50% of the character's maximum endurance.
  • Anti-Matter will now arrive 90s after the warning is triggered, rather than 2 minutes later.
  • The drop rate of Rare and Very Rare Incarnate Components has been increased for the final encounter of Keyes Island Reactor.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

a few tips:

AM Timers for his return:
1st reactor AM timer starts when the 7th glowie is clicked.
2nd Reactor's timer start when 5th Goliath is defeated.
3rd Reactor starts when 4rd Glowie is clicked.

In order for leagues to not have to deal with AM, Prime terminals with the 1st 6 glowies.
1st reactor just pull away the mobs, AM not needed to unlock.
2ns Reactor, mobs can be present. People should Prime a terminal upon a cell dropping on them
3rd reactor, clear all bunkers, and wait. Have one person grab 3 glowies in one bunker, granting him 6 cells while the rest is clearing the reactor.
Person can prime terminals without delay. Powercell ressocking, mob respawn and AM timer won't start till 4th glowie is clicked.


We actually completed a 4 man Keyes on Guardian last night.
3rd reactor we were only 3 seconds too slow or else AM wouldn't even show up.



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