An unconventional strategy...
Officially, I passionately hate this plan...however; I'd be willing to try it.
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You count as a blaster.
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Oblivious as to whether this is an insult or a compliment.
Either way, my first post stands ![]() |
It's a compliment. You do as much damage as a blaster.
Just curious.. what about it do you hate so much?
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The concept of asking half your league to sit out the fight just irks me.
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I think its a legit strategy- (incoming however)
However, high resist/low hp tanks would be so much better for this- elec armor finally gets some love. Trying to "top off" tanks health bar before the last "pulse" of disintegration was a bit frustrating lastnight. I think Tanks/Brutes need to play this part really smart and carry greens and wait till after the 2nd "pulse" of disintegration to pop greens to help top themselves off.
Squishys aren't too hard to keep topped off I can Heal aura the first damage, AP the 2nd and stand next to them for a heal aura to make sure they don't take any side damage from a random shot or being entangled.
OMG, please tell everyone not to run when they are disintegrating, its pretty frustrating trying to keep them in line of sight and in range when they are trying to run from an attack that has already hit them...lol.
If I'm remembering right:
1st run we had 3 deaths- one I was caught in freeze time and couldnt get a heal off on a squishy. 1 was a tank, one was oblit beam during freeze time.
2nd run- Tank, Oblit/freeze time
3rd run- ... yeah.... totally got screwed on that, 1 sec away from Heal Other being up again.
I think Emps over pain doms for the group +regen, it does help to top off a health bar in case of minor damage tics.
Rebirth will be huge for the sucess of this. (still wondering if someone does Clarion +special before a rebirth does rebirth get the power boost effect).
I have to say I'm a little worried about your plan to do it with 6. Unless those people are in the hospital I could see a random disintegrate hit someone even if they aren't near anti-matter. Also 100-80 in 10 secs with 12 (or 14) doesn't mean it would only take 20 secs to do the same because the 6 people you outlined don't have any debuffs unless you count interface.
I think 12 is fine, but everyone needs to be on their toes, calling out targets and knowning when to pop greens.
Avoiding the green stuff, I don't get why its so hard, we do it pretty much every Apex it should be 2nd nature by now. I thought the reason people were struggling with it so much was pets were getting hit and it counted as a failure.
Honestly, I did have a blast healing on these, it made me feel like my emp was useful again.
I think its a legit strategy- (incoming however)
I have to say I'm a little worried about your plan to do it with 6. Unless those people are in the hospital I could see a random disintegrate hit someone even if they aren't near anti-matter. Also 100-80 in 10 secs with 12 (or 14) doesn't mean it would only take 20 secs to do the same because the 6 people you outlined don't have any debuffs unless you count interface. |
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K.
Still on a timer though.
Since I've not done it, I don't know....but are you eligible for badges while in the hospital? I know you don't get ixp and not sure if it's still bugged, but people were getting shards instead of threads while in there as well.
Always interested in trying for badges when offered
I've already forgotten about most of you

Since I've not done it, I don't know....but are you eligible for badges while in the hospital? I know you don't get ixp and not sure if it's still bugged, but people were getting shards instead of threads while in there as well.
Always interested in trying for badges when offered |
Yes, I played my pain during the trial and left my rad in the hospital and I got the badge (Having emps/pains when going for no deaths is really helpful to get people out of disintegration). I cannot speak to the ixp because I have everything unlocked, but I will test, I think they may have changed this.
Also, with my example strategy, no one would be in the hospital at the end, so it wouldn't matter anyway.

Now that my rad has the Loves a Challenge Badge, I am willing to help get it others using my pain.
Anyone else have a better idea for the "Avoids the Green Stuff" badge?
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Having a strategy to avoid the having the map-wide hold hit at the same time as an Obliteration is a great idea. There are some players though, who, for whatever reason, seem to get caught in the beam more often than others. Maybe they're not paying attention, or the beam marker doesn't display well on their screen, or they have some badly timed long animation attacks.
Whatever it is, if you have one (or more) of those on your league and they don't want to go to the hospital, you're screwed.
Tip: if in past keyes runs you have found yourself caught in obliteration beams, no matter how hard you try not to, then you may want to volunteer to go to the hospital.
Tip: if in past keyes runs you have found yourself caught in obliteration beams, no matter how hard you try not to, then you may want to volunteer to go to the hospital. |
THIS!!! Don't be proud! Take one for the team

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Just to clarify... how does the mass stun and obliteration beam work, exactly? It seemed to me like I would get stunned, stand there a long while, and then if I hopped away I wouldn't get hit... but now it sounds like the two are entirely separate.
I know there are guides out there on this, but I never felt super clear on this point and how it worked.
Also, which terminals are you not supposed to kill? There are the ones on the reactor, which you have to get, then the ones I thought you needed to hit to stop Anti-Matter from regenerating. Are there other ones that you should not hit, or what?
*sighs* Still wish these badges were more fun or made more sense to do, at least for some of them. Bunker Buster is straightforward, but seems kind of pointless in terms of what you need to do for the Trial, to name one.
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Having a strategy to avoid the having the map-wide hold hit at the same time as an Obliteration is a great idea. There are some players though, who, for whatever reason, seem to get caught in the beam more often than others. Maybe they're not paying attention, or the beam marker doesn't display well on their screen, or they have some badly timed long animation attacks.
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~And yes, please. Spread the word. If you are obliterated, tell your freakin league asap, and DO NOT FREAKIN RUN AWAY. ggkthx
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
Lag also makes it annoying if you're trying to move out of patches of doom in Apex, and it's worse in trials, alas.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
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More often than once, being on a scrapper, I have found myself desperately trying to jump away from AM as soon as the warning comes up and failing to make it out. Unfortunately, if you're surrounded by freakin MM and lore pets, it can be really, REALLY hard to actually get out of there just because of the charlie foxtrot you have to swim through. This is why I still think the timer should be a *bit* longer before it actually touches down, it's horrible for melee types. As is the stupid blue/red thing. Rangers can spread out, meleers can't. Mark's idea of red melee blue range was a good theory, but as far as I've seen, it just doesn't work in practice.
~And yes, please. Spread the word. If you are obliterated, tell your freakin league asap, and DO NOT FREAKIN RUN AWAY. ggkthx |
Interesting strategy but why not use Team Teleport?
As soon as you see the green stuff you recall the team out, then send them back in. It's a little clunky and would require people to turn prompts off but....
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This strategy almost worked when we attempted it last night, I would be willing for another go at it. Just need to make sure Team Damage has enough damage.
Interesting strategy but why not use Team Teleport?
As soon as you see the green stuff you recall the team out, then send them back in. It's a little clunky and would require people to turn prompts off but.... |
It's actually not a bad thought, but it would 1. require someone to actually HAVE team teleport and 2. require people standing near the tper. (also this does not work with more than 1 team)
Very creative idea though!
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This strategy almost worked when we attempted it last night, I would be willing for another go at it. Just need to make sure Team Damage has enough damage.
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Actually we need to make sure team Damage has a "healer" as we actually did enough damage, people just died cause of disintegration (after using all their greens) and then Antimatter healed like crazy!
We tried again last night with an emp and a pain and it worked a lot better (someone just accidentally got stuck

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I thought we had to call on help from Team Hospital? Swore we grabbed 2 extra people before calling the remaining 4 in.
Oh well - Team Damage needs a "healer" then. (Corruptor healzor for moar damage!)
I thought we had to call on help from Team Hospital? Swore we grabbed 2 extra people before calling the remaining 4 in.
Oh well - Team Damage needs a "healer" then. (Corruptor healzor for moar damage!) |
We did call extra people in, but the issue was Anti-matter was regening cause people died from disintegrating. If he never regened, we had enough

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every time I read the word "healer" I want to punch a bunny.
It's just one of those things, like when people actually say (out loud) "dots" (refering to DoT - like, DEE OH TEE). "carrion creepers put lots of dots on those mobs."
Also "adds."
That's another punched bunny.
/e rage
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
So... the badges for Keyes kind of suck. Yes I am sure in a few weeks they will be commonplace and easy, but for right now, they seem very frustrating. (well most of them)
Anti-Anti-Matter- pretty easy, have done this twice with no real problems, just need to make sure people actually STOP before killing AM. With a decent mix of area heals, the pulse is not too bad.
Bunker Buster- as long as you have people who listen, this one is not too bad either. The only real downfall it has is.. you don't actually know if you got the badge until the entire trial is over.
Loves A Challenge- this one can be pretty difficult. You need to make sure your pets do not kill any terminals and make sure that everyone has plenty of greens to pop or a dedicated emp/thermal/pain.
Avoids the Green Stuff- this is actually fairly easy except for when Anti-matter freezes time. It requires a lot of timing to make sure that the oblit beam is not going to go off while time is frozen.
So here is my thought and maybe it totally sucks.... but maybe I am on to something. I have found that (overall) 12-14 person Keyes run a lot better than a 24 person Keyes.
So let's say we have a 12 person Keyes. Near the end of the third reactor phase, everyone but the designated 6 people purposefully die and go to the hospital.
Left we have- 2 tanks (or survivable brutes), 2 blasters (or high damage corruptors), 2 "healers" (going to call them emps, but pains would work just as well)
Role of the tanks- 1 tank keeps aggro and makes sure AM is facing away from the blasters/emps. The 2nd tank only takes aggro if the 1st tank is disintegrating. They have to both dodge the green and yell out(and pop greens) if disintegrating.
Role of the blasters- shoot Anti-matter in the face, dodge the green stuff, yell out/pop greens when disintegrating
Role of the emps- healing/buffing only. Keep everyone at full health, heal when someone is disintegrating and keep them alive.
So now the million inf question... why do it with only 6?
Anti-matter is actually really easy to kill. On a 12 person team we went from 100 to 80 in about 10 seconds. With less damage, Anti-matter will die a lot slower. This gives tanks the chance to pull Anti-matter to the regen stations (to make sure the frozen time as as short as possible) and also makes the timing of the oblit beam much easier. Also, with less targets to worry about healing/disintegrating the emps are much less stressed out. So we get through 80% and Anti-matter regens, then we get to 50% and Anti-matter regens (probably need to add 1 or 2 more damage at this point). Get Anti-matter to 20% and let him regen. Now we have no more time freezing, so dodging the green stuff is no longer a worry. Everyone in the hospital can come in and help and the main worry is just for people to be aware, keep on moving and for the emps to watch who is disintegrating. This gets us 2 badges at once and less worries. I am not sure how difficult this would be... but it would be interesting to try
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