Keyes Island strategy, or "The RTFM Method"
It's a little known secret that with Reactor 2 & 3 you can use the Powercells on the terminals before AM arrives. I know specifically on the second reactor we've been able to power up 6 reactors before AM arrives. Reactor 3 definitely needs the Warworks cleared, so a splinter group definitely helps with that.
/macro Cells "targetcustomnear terminal$$powexecname power cell"
That macro definitely comes in handy during this iTrial.
I see thread has been deleted so...
The Trial flat out says Terminals Accessible in giant text when the phase starts. It then says Terminals Locked when Antimatter shows up... Which, by inference, means that in the time when Antimatter hasn't appeared yet in each phase, the terminals can be powered up and destroyed without needing Antimatter there at all. RTFM |
Originally Posted by Marut
Phase 4: The final confrontation with AM, unfortunately, doesnt really get any easier than it already is. That said, if the previous phases have gone well, youve probably cut down a lot on insp use, and saved a whole boatload of time, which in circumstances involving annoying death pulse probably means a handful fewer defeats. Heres hoping this cuts down on some of the annoyance factor currently in the trial, what with having to drag the AV around everywhere.
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Thanks for testing and posting, though! I find the Keyes trial to be fun, but extremely monotonous during the reactor phase and this looks like a promising way to cut down on that. Where I see it really shining is while trying to get the Anti-AntiMatter badge (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.) I have never experienced a pulse while Anti Matter was at less than 10% health but I imagine it to be strong. Not having to drag him around for the terminals leaves only the pulse to deal with, potentially making this a lot easier.
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
For that final stage, getting a number on the mag on the hold that comes with giant green target of doom would help a ton, I think. The Obliteration is made significantly worse by virtue of the fact that whoever's caught in there is also removed from being able to mitigate any of the damage thanks to being locked down prior to the blast. Rebirth's regeneration helps a bit, since it'll already be going when the damage hits, but a few well-timed Clarions would quite possibly make all the difference, especially since the damage comes at the end. Enough mez protection on the area, and you could just walk everyone out before the death comes... Just make sure you have enough in the league to pop one whenever the message appears, and it might make it significantly smoother.
Marut, 50 FF/Rad/Power Defender - Champion
Leader of The Earthguard
Leader of The Galactic Empire
Cant wait for the new pc to get here to begin playing again. Parts delay on the order... but should be within the week. Then I will figure out what you are talking about...
YMMV---IMO
Ice Ember
::Sigh::
nm, preempted
Post pulled so that there isn't conflict with VG's, which was in many ways put together by a large collaborative effort of beta testers. The one I'd put up focuses on something that's more or less a footnote in the other one, but as it's still included there, better that post get the attention.
Marut, 50 FF/Rad/Power Defender - Champion
Leader of The Earthguard
Leader of The Galactic Empire