Keyes Island strategy, or "The RTFM Method"


Amygdala

 

Posted

::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

 

Posted

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...


 

Posted

Quote:
Originally Posted by Marut View Post

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
This had also occurred to me after running it a couple times. The fact that the terminals were accessible and then locked later. After being on a few PuG runs I also wanted to develop a way to split teams up and tackle multiple things at once. I believe in VoodooGirl's Guide she mentions doing just that. However, since the trial is still new for so many people, keeping everyone together and showing them the ropes I feel is still useful until we reach a point where I could say "Team 1 go clear this area" and people would know what I'm talking about.

Quote:
Originally Posted by Marut
Phase 4: The final confrontation with AM, unfortunately, doesn’t really get any easier than it already is. That said, if the previous phases have gone well, you’ve 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. Here’s hoping this cuts down on some of the annoyance factor currently in the trial, what with having to drag the AV around everywhere.
I lead two PuG Keyes trials yesterday, the vast majority of members having never done the trial. One succeeded and one failed due to several unlucky heals from Disintegration right near the end. One thing I noticed is that people are getting a lot faster at the reactors, even when dragging Anti Matter around. Whether you use the method you posted or just plain drag him, the reactor phases seem like they could be improved upon. In contrast, during the final phase I see less room for improvement. The league I was on used macros and everything, but with some people being nearly dead already and then getting hit with Disintegration it didn't help much. That is something I would like to give more thought to. Other than using macros or avoiding the Orbital Strikes one obvious thing would be to have everyone in the league spamming Rebirth, but I don't like relying on one power for anything. I still would like to entertain some other solutions.

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

 

Posted

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

 

Posted

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