The Underground Trial Strategy Walkthrough


Amygdala

 

Posted

Having run more and more of these I tend to sum up Underground quite simply now.

CLARIONS PLEASE!

Formed a League yesterday, we had exactly 2 Clarions. So some alting around and some folks making them and then we had 8 and that's much better. To be honest for in leagues *and* for on my own toons, I think that it's better to have a tier 1 Clarion and take the hit for losing the level shift.

As a rule of thumb with a PUG, I want at least 6 Clarions before heading into the queue and at least 2 of those need to be familiar enough with the trial that in the Avatar fight they can stagger theirs if needs be. This fight tends to go really fast these days, the only issue is when impatient as... people charge in and the League gets hit by the confuse because Clarion hasn't been applied yet. In a way there's some comedy as many open with judgements and then wonder why half the League just wiped... but I'm mainly just facepalming at the time.


Other than that. Temps on the Warwalker are a pain in the behind. In one last night, I fired off 5 temps at it with no effect. I am now convinced that Des has to be in range to this guy for the temps to work. As soon as you get a combo of her into basically melee range and the temps firing off; he starts to drop like a hot potato.


| dave | onion | @davejb |

 

Posted

Regarding the seeming endless need for clarion:

The following powers do -Special, which means they reduce the length of mezzes (including confuse).

  • Weaken/Poison
  • Benumb/Cold Domination
Has anyone tried layering several these on the final boss?

Also can Phantom Army ever be confused, even if they are cast when an illusionist is confused?


I just can't believe that the devs would have pigeonholed us into having to use large and constant amounts of clarion, there has to be a tactic we are missing.


 

Posted

It should also be noted that leadership: tactics also helps against confusion effects. As leadership is team only, it is useful to check with the team and see who has tactics, and make sure there is at least one person running tactics on each team of a league. Obviously clarion is preferable, but tactics is handy, especially if the clarion is less available.

*edit* for numbers: I'm reading from red tomax that it gives 42%-75% confuse resistance, depending on what archetype is carrying it.


 

Posted

Recently I've been running more of these trials again and I've been trying out some new tactics that I've updated the guide to reflect. Hope this helps guys!


 

Posted

One of my alts, that ended on Freedom after transfer, had really nice two teams run.
Trick was to have 4-5 clarions, 2-3 barriers maybe even more and some of other destinies. Summon all pets, shoot clarions, then all other destinies and charge in. With Judgements and other high damaging powers, whole league should be able to take him down in less then minute.


"If you want to win you must not lose."
"Easiest way to turn defeat into a victory is to put on the enemy's uniform"
"Better strategic retreat than dishonorable defeat"
- Il Numero Uno (The Number One)

 

Posted

Updated the guide to advise new tactics on tackling the War Walkers and getting targeted.

If you can get a minimum of 4 clarions on team you can have 2 fire off before the fight and 2 fired off in the middle of the fight and if you're on a good team that should be the end of the fight before you need any more. If you aren't on a good team, you'll need backup Clarions/insps to protect you from the confuse.