Map of the Underground
Nice one MP - btw how did the second run go last night? Success?
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You started too late for me
Already Master of and moving on?
I've already forgotten about most of you
i really enjoy the new trial, if i were to grade each trial on how good it was i would say:
underground trial: A+
BAF: C+
lambda: C
keyes: F-
the trial is cool, the badges are reasonable, rewards are good, this will prolly be the only trial i do from now on
MP you have done a excellent job leading them so far
You started too late for me
Already Master of and moving on? |
I have 3/4. But since the badges are easy to get, I see no reason not to try for (most of) them every time.
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i really enjoy the new trial, if i were to grade each trial on how good it was i would say:
underground trial: A+ BAF: C+ lambda: C keyes: F- the trial is cool, the badges are reasonable, rewards are good, this will prolly be the only trial i do from now on MP you have done a excellent job leading them so far |
I however would rank the trials differently...
1. Keyes
2. BAF
3. Lam and UGT tied
I like the UGT but it is just SO long and it feels kind of like it is long for the sake of being long. There is no real way to skip much unless people really pay attention. Keyes, I understand why you do not like it... NO offense, but you don't really have any characters that are well suited or very useful for it, so I could see how that would be frustrating. However, I have played and seen people play characters with no self heal and do fine, so I think it's just a different play style. BAF I like cause it is fast and easy to get the badges. Lambda... I think I will eventually like again but the Masters badges (as they are laid out) are frustrating to me, plus I get annoyed that people complain when I want to speed run it lol.
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I have 3/4. But since the badges are easy to get, I see no reason not to try for (most of) them every time.
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In terms of badges, this one seems up there with BAF, and (in theory) Keyes.
Lambda still gets a god damn F+++++ in my book
I've already forgotten about most of you
General Q public doesn't usually see things that way, at least for the other ones. Maybe this will be different.....
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PS- there is a patch, go DL it
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Thank you. Thanks to Chan, Missie, and Hippy who helped teach
I however would rank the trials differently... 1. Keyes 2. BAF 3. Lam and UGT tied I like the UGT but it is just SO long and it feels kind of like it is long for the sake of being long. There is no real way to skip much unless people really pay attention. Keyes, I understand why you do not like it... NO offense, but you don't really have any characters that are well suited or very useful for it, so I could see how that would be frustrating. However, I have played and seen people play characters with no self heal and do fine, so I think it's just a different play style. BAF I like cause it is fast and easy to get the badges. Lambda... I think I will eventually like again but the Masters badges (as they are laid out) are frustrating to me, plus I get annoyed that people complain when I want to speed run it lol. |
i have a /pain and /rad at lvl 50, and my /elec scrapper and my dark/stone brute could run it fairly easily, i also have some a /dark corr, so i have toons who can run it, i just hate the trial design
BAF i dont really have any issues with aside from that its so boring because its TOO short, for a trial type of thing, i expect it to be a bit longer at least same time it takes for most tfs (approx 1-1.5 hours)
lambda is ok, like you said the badges were really stupid how they were designed, but the trial for the most part is not too bad, although i agree that it is not squishy friendly
how i knew about the badges and stuff when we ran it the first time was because there was a really good guide about it in the beta forums, im trying to find it as i post this
Kind of annoying that the two new trials are so requiring of a Destiny incarnate power, to be honest. Keyes really does need a lot of healing, and the incarnate power is extremely helpful there. The underground is okay until that AV, when Clarion seems to be a necessity, which I think is a big mistake. About the only nice thing about it is that it makes sure no one Destiny power is seen as better than any other.
To put it another way, I could understand this with the next round that's more targeted at incarnates that have the first five Incarnate powers (and let's you work on the ones beyond those), but it is frustrating. I don't think I'd want to run the underground with a lot of people just starting out with their incarnate stuff because of this.
Sorry about that run last night... if I had known Clarion was so needed, I would have tried to make sure more people had it. Still, the Underground Trial was a nice change of pace from the other ones, at least until that last fight. I'm sure I'll be more happy with it if the team is built right.
I hate the badges for Lambda, but I still find that to be the most fun of the trials. BAF is relatively easy and straightforward if everyone does what they have to, so that's nice as well if I'm in the mood for it. I don't think I'm ever going to like the mechanics for Keyes, though.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I should be out of work in a bit, lets do a UGT then for badges kthx <3
How well does that guide's strategy work for taking on the Avatar? I assumed you would want to keep him facing one direction, since he was doing things in an arc or whatever in front of him. What do the tanks need that are going to stand in front of him, though? Recovery AND Mez Protection?
I just want to be sure of things before going on another one of these. It's far too long to get to the end and not do well against the Avatar.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
How well does that guide's strategy work for taking on the Avatar? I assumed you would want to keep him facing one direction, since he was doing things in an arc or whatever in front of him. What do the tanks need that are going to stand in front of him, though? Recovery AND Mez Protection?
I just want to be sure of things before going on another one of these. It's far too long to get to the end and not do well against the Avatar. |
If you can, craft a Clarion tier 3 or 4 (both can be perma, just look for the 120 second one). Basically Clarion= win.
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Tried it twice yesterday and couldn't even get past the 1st boss. 1st time most of the team bought it at the same time and Mona died shortly there after. 2nd time we were doing ok and then Mona died again.
How about a basic strategy brake down?
Something witty and profound
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Rock, rock on Hamster.
I need to stop running my first attempt at new Trials with MP. She gives me a distorted view of the difficulty. After my first UGT run I thought it was too easy.
Agua Man lvl 48 Water/Electric Blaster
"To die hating NCSoft for shutting down City of Heroes, that was Freedom."
Kind of annoying that the two new trials are so requiring of a Destiny incarnate power, to be honest. Keyes really does need a lot of healing, and the incarnate power is extremely helpful there. The underground is okay until that AV, when Clarion seems to be a necessity, which I think is a big mistake. About the only nice thing about it is that it makes sure no one Destiny power is seen as better than any other.
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Team Buffs
- Steamy Mist
- Tactics (Leadership)
- Tactical Training: Leadership (Arachnos Widow, Arachnos Soldier)
- CM, Clarity, Thaw, EM, etc.
Self Mez Protection
- Indomitable Will (Will Power, Psionic Mastery, Arachnos Widow Teamwork)
- Active Defense (Shield Defense)
- Kuji-In Rin (Ninjitsu)
- Foresight (Confuse resistance only, Arachnos Widow Teamwork)
What I normally try to do is put a player with Tactics on each team, since this is the most common form of Confuse protection across all the ATs. I will also try to spread out the buffers with a mez protection buff (Emps, Thermals, Pain Doms, etc). After that it's a matter of Clarion or Break Frees and whatever base protection individuals might have.
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Amygdala's Guide to the Cathedral of Pain Trial
The main reason I'm always going to like BAF and Lambda more than Keyes and the Underground are that the former two do not rely so much on "cheating," or design that breaks the normal setup for the game. Yes, the BAF has the uber mez resistance of the runners, but that's not all the runners, and you'll still see that kind of thing from certain important targets. None of that design really asks you to have a specific team requirement, other than someone that can take the heat from AVs. Which again, is not all that uncommon.
The two new ones ask heavily that you have certain powersets or Destiny powers. People complain about how the bomb phase of the Underground requires much of the team to do nothing, but that's just a badge, at least, not the entire Trial.
I don't know that I'm going to feel comfortable tanking for the Underground unless I pick up Clarion on my tanks, and I find that more than a little ridiculous. Clarion is of no use to them in pretty much any other content (I'm hard pressed to think of anything that can be fixed by a break free, and even then could be sat through without too much worry). I'm sure that some part of dev thinking is okay with this, as it requires more trialing on ONE character to get another Destiny power, but I'm not happy about it in the slightest.
Yes, you can try to get teammates with Clarion or other powers, but I saw how much help they were last night when said teammates either do not know what is required of them, or they don't do them. I'm not saying this in a mean way, either, just in a way to show that I do not like how this new trial is set up. I'm sure my Earth/Storm Controller with Clarion will be immensely useful on this trial (which is nice, he didn't seem worth bringing on Keyes), but it's still an iffy design.
I might be more okay with it if the numbers were not so high either (giving an instance where Clarion is needed is kind of nice, after Keyes). Someone last night said that the hold from the walkers was Mag 100? Not sure if that's right, since I didn't have time to look, but Amygdala's Mag 20 confuse number is quite high as well. That is not a common mez that people have protection to, and most powers that do (like Steamy Mist) would require three up to combat it (assuming those numbers stack).
I dunno, it's feeling like things are so out of whack because of the numbers offered by some Incarnate powers. And also design which I as a player can do very little to counteract, or requires strategy that I personally hate in other MMOs.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
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The main reason I'm always going to like BAF and Lambda more than Keyes and the Underground are that the former two do not rely so much on "cheating," or design that breaks the normal setup for the game. Yes, the BAF has the uber mez resistance of the runners, but that's not all the runners, and you'll still see that kind of thing from certain important targets. None of that design really asks you to have a specific team requirement, other than someone that can take the heat from AVs. Which again, is not all that uncommon. |
The two new ones ask heavily that you have certain powersets or Destiny powers. People complain about how the bomb phase of the Underground requires much of the team to do nothing, but that's just a badge, at least, not the entire Trial. |
As for the bomb phase, you could very easily melee rush them. However, on badge runs I was on, Chan/I simply chose to be extra careful and use range.
Overall: Cheer up Buttercup. It's not so bad. This is new, let's keep running it and rock it out.
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Tried it twice yesterday and couldn't even get past the 1st boss. 1st time most of the team bought it at the same time and Mona died shortly there after. 2nd time we were doing ok and then Mona died again.
How about a basic strategy brake down? |
1. Kill a lot of stuff, keep Desi in the back as much as possible with someone with heals by her.
2. Kill a lot more stuff.
3. Fight an AV, if you get targeted, move the hell away from everyone else.
4. Kill more stuff. OMG it's a trap---- In the crystal room kill DE, then crystals, split into 4 groups (1 in each corner).
5. Get some glowies.
6. Use glowies (only 1 at a time, they do not stack) on next AV, punch him till he dies.
7. When he rezzes, everyone run to the corner and pull him, this reduces the number of lichens that can aid him. Keep the mushrooms killed. Kill AV. Do this all in 8 minutes and get a badge (if you complete the trial)
8. Bomb Phase- if going for badge you have to kill each and every single one. I suggest doing it from range, but if not, rush the heck out of them! Once someone is "in range" the bomb will explode in 10 seconds- it WILL kill you if you are near it and you do not kill it first.
9. Kill more stuff and bombs.
10. AV room- gather for clarion OR spread tactics or CM the hell out of people. Fight AV and stay behind him as much as possible. Try to keep Desi over 50% health for another badge. Pew Pew him till he dies. Kill him while a seedling is detonating for the final badge.
How is that? Need more strategy guidelines?
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I forgot the last step..
11. Profit. You get 2 emps and a helluva lotta astrals.
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I haven't tried it (I've always brought my rad defender so far who has tier 4 clarion), but based on the numbers on paragonwiki it should just take a couple of tier 2 breakfree's to counter the confuse. So, a simple solution is to pack a stack or two of tier 2 breakfree's. There's only a couple times during the whole trial where there is a chance to get confused. It's just that most players aren't in the habit of carrying breakfrees - especially those with mez protection toggles.
I found this on the Union Server, it's pretty good. So take a look if you want to be more familiar with the trial. Note- it has spoilers if you have not run it yet.
http://boards.cityofheroes.com/showthread.php?t=271705
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