Keyes Badge Runs: Sundays (10/30 and beyond)
Roster
@Placta - elec/elec blaster
@Spatch - Peacebringer
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
Roster
@Placta - elec/elec blaster
@Spatch - Peacebringer
@Amygdala - Whatever is needed.
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
Going to start forming in Pocket D in 24 hours.
Forming up now in Pocket D.
We did pretty well this week, even if we didn't get badges. The second and third runs lasted a long time before we failed Green Stuff, or at least were sure we had. So I think the signs are encouraging, overall.
Definitely going again next week. I've updated the first post with one new badge hint that occurred to me while going this week and to reflect next week's time.
I'll be back for more punishment this weekend.
We came really close to Green Stuff on our second run. Unfortunately, a player got caught in the beam shortly before Anti-Matter's third time freeze. So close on that one.
Loves a Challenge didn't really get a good run, IMO. Multiple deaths at multiple times throughout the final phase on all three runs. As a ranged damage character, I don't have too much difficulty in staying alive. Not sure what to do about this. Clearly some defense buffs may be needed here.
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
With the upcoming changes to Keyes with i21.5, getting through Keyes should in theory take less than 20 minutes on average. This should make attempting badges easier, as getting to Anti-Matter will be quicker.
CHAMPION!
Tomorrow's first run will start forming in about 24 hours. (Don't forget to account for the time change.) See y'all in Pocket D.
Going to start forming in ~30 minutes.
Two runs this week, neither successful. Aside from not getting badges, the first run went very well; if 90% of Keyeses went that well, I don't think it would be getting easier, or at least, not as easier as it is. The second run was also smooth.
During both runs, there was some confusion during the final battle as to whether the badges had failed. For future runs, I'm going to ask that:
• Unless I say a badge has failed, assume it's still in play.
• If you're absolutely certain the badge has failed, and I don't say anything, let me know. (If you're the one who dies/gets hit, that's certain enough. Send me a tell if you won't say it to the league.)
• Don't assume that just because someone's health bar drops to "empty" that they've died unless you see the character faceplant, or a message "Anti-Matter has defeated Corpsey." With the new interface, 1 hit point is largely indistinguishable from 0 hit points.
I've updated the first post to include the these, plus a few other things.
Next week, I have an early afternoon RL event, but I should be able to, and will make every reasonable effort to, be in Pocket D at the usual time. If I'm not, feel free to start forming without me. (Just save me a spot!)
In the event that 21.5 comes out this week, I'm going to try to get in as many runs before the weekend to get used to the changes, and possibly make changes to the Sunday badge runs based on that. No promises, but people who missed the earlier Anti-Anti-Matter/Bunker Buster runs may be happy.
Two runs this week, neither successful. Aside from not getting badges, the first run went very well; if 90% of Keyeses went that well, I don't think it would be getting easier, or at least, not as easier as it is. The second run was also smooth.
During both runs, there was some confusion during the final battle as to whether the badges had failed. For future runs, I'm going to ask that: Unless I say a badge has failed, assume it's still in play. If you're absolutely certain the badge has failed, and I don't say anything, let me know. (If you're the one who dies/gets hit, that's certain enough. Send me a tell if you won't say it to the league.) Don't assume that just because someone's health bar drops to "empty" that they've died unless you see the character faceplant, or a message "Anti-Matter has defeated Corpsey." With the new interface, 1 hit point is largely indistinguishable from 0 hit points. I've updated the first post to include the these, plus a few other things. Next week, I have an early afternoon RL event, but I should be able to, and will make every reasonable effort to, be in Pocket D at the usual time. If I'm not, feel free to start forming without me. (Just save me a spot!) In the event that 21.5 comes out this week, I'm going to try to get in as many runs before the weekend to get used to the changes, and possibly make changes to the Sunday badge runs based on that. No promises, but people who missed the earlier Anti-Anti-Matter/Bunker Buster runs may be happy. |
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
In the event that 21.5 comes out this week, I'm going to try to get in as many runs before the weekend to get used to the changes, and possibly make changes to the Sunday badge runs based on that. No promises, but people who missed the earlier Anti-Anti-Matter/Bunker Buster runs may be happy.
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- All three reactors only require 6 terminals, instead of 10.
- For the reactors where Anti-Matter needs to be brought to the terminals, only the first cell per terminal requires his presence. (The patch notes are a bit ambiguous on whether a terminal that was started before his arrival requires his presence to continue. I would assume so.)
- Cell restocking begins sooner, and the Anti-Matter timer has been shortened to 90 seconds.
- Damage from the pulse has been reduced. The base pulse is 20% max health. The maximum pulse is 35% max health.
- We have 20 minutes per reactor instead of 30. I don't think I've gone over 20 minutes before it was made easier, so I doubt this will be a problem.
- The first disintegration pulse has been slightly increased, and the last two have been decreased. The final pulse no longer requires the one-shot code to survive. Surviving Disintegration only drains 50% endurance.
I haven't had a chance to play the revamped trial, so I can't say how it works in practice, and I won't be making any changes to plans just yet.
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
Good news on 21.5. Should help with the Mo runs. If nothing else, it will allow more trial attempts since the runs will be shorter.
My main concern with the final fight remains, however. Players are frequently killed by AM's standard attacks (not disintegration), foiling the Loves a Challenge badge. We've never had a really good run at LaC because of this, as usually the first death happens fairly early in the fight. It's obvious players are not bringing their own tools to the trial to mitigate this problem (eg. purples, greens, temp powers, etc.). Apart from getting some specific ATs for defense buffage (eg. bubblers), I'm not sure how to address this problem.
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
Missed the 24-hour warning (rough day at work), so this is the 20-hour warning.
I've had a chance to run a couple revamped Keyeses, and... it's quick. We shouldn't have trouble getting three runs in, and 4+... well, I can dream
As for Anti-Anti-Matter and Bunker Buster, we'll skip them on the first run and see how quickly things go. I'll decide whether to go after them after that. (Ideally, we'll get Green Stuff and Challenge on the first run and there won't be any debate. Ideally.)
Last note: My event is earlier than I'd thought, so I shouldn't have any trouble making it home in time. So, yay for that.
Still laughing over getting avoids green stuff earlier today, even though it was bugged out. Still can't make sundays, but with the 21.5 patch getting those badges should be so much easier, good luck guys
Home now and ready to start forming in a little over 20 minutes.
Despite not getting either final battle badge, this was a good week:
Four runs, even with mixing in Anti-Anti-Matter and Bunker Buster attempts.
We got Bunker Buster.
We had a run that didn't fail Loves a Challenge until after the third regeneration, and only one person got caught in the beam. And no trouble finishing.
There were a lot of times when people didn't follow instructions this week, the worst being when a terminal was destroyed despite at least three or four people yelling to stop. Please, the single most important thing for these badges is to pay attention to chat and follow directions.
Next week, same time, same place. I'll update the first post tomorrow.
Forgot to bump this thread yesterday. Blame the excitement over the pummit Ustreams, or getting off work early right when I would normally post my 24-hour notice.
Anyway, this is today. I'll be in Pocket D in about three hours to start forming.
Despite Green Stuff still being elusive (or the league not being elusive enough), I think I can say this week was a success.
We got four runs in. I only had to advertise for more for the last one.
We got Loves a Challenge on the second run.
All four runs for Green Stuff were close. The last one I thought we'd get the badge right up until we didn't.
The third time we successfully worked in Anti-Anti-Matter and Bunker Buster.
Thanks to everybody who came out, and special thanks to all the regulars who've been coming out the last few weeks and gotten this to the point where I believe the end's in sight. I know it's been frustrating (believe me, I know ), so thank you all for sticking with it.
On a less cheerful note...
I don't know if I'll be able to do this next Sunday. There are Christmas decorations that need to go up, and Sunday seems like the most likely time. I'll add information about the next run to this thread when I know more, and I'm sure it'll show up other places the earlier runs have been advertised. And even if I can't commit to a scheduled run, don't be surprised to see me shout out "Keyes Green Stuff run forming in Pocket D!" on Global Channels next Sunday.
Nice work this week. Agreed, Placta -- by any objective measure, this week was very successful. Getting three of the four badges in four runs total is an achievement to be proud of.
I'm quite certain we should have gotten Green Stuff on that last run. I watch pretty closely when the beam is firing, and during the entire final fight, the only things I saw get pummeled by the Obliteration Beam were some fire imp pets. At no time did I see any players get caught.
We're getting close though. Nice work, all around.
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
Nice work this week. Agreed, Placta -- by any objective measure, this week was very successful. Getting three of the four badges in four runs total is an achievement to be proud of.
I'm quite certain we should have gotten Green Stuff on that last run. I watch pretty closely when the beam is firing, and during the entire final fight, the only things I saw get pummeled by the Obliteration Beam were some fire imp pets. At no time did I see any players get caught. We're getting close though. Nice work, all around. |
Global@SteelDominator
I'm quite certain we should have gotten Green Stuff on that last run. I watch pretty closely when the beam is firing, and during the entire final fight, the only things I saw get pummeled by the Obliteration Beam were some fire imp pets. At no time did I see any players get caught.
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I could only stay for the third run, and on that one I remember Fire Imps getting caught by the first terminal. But later on, a player was most definitely caught in a beam between the first and second terminals. So if it's the same run I'm thinking of, it wasn't the pets. (So don't worry Steel!)
The only reason I would advise that pets be dismissed is because they add bodies to the area, some of which have PBAoE effects like Hurricane, that make it more difficult to spot the beam. That, and because we've been going for Loves a Challenge at the same time, and we don't want the pets attacking the terminals by accident.
Overall, everyone did a great job this week. Congrats on Loves a Challenge. We're definitely getting closer to Green Stuff too.
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
Yea imps were my fault on one of those runs, the next run I ddin't even bring em out. I agree we should have gotten the, "avoid the green stuff" badge on that last run but oh well. Tell ya what with these runs Keyes it's looking like the fastest trial to date.
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Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
[Edit] We finally got the last of the Keyes badges today, Sunday, December 18. Thanks and grats to everyone who stuck with it. I'm leaving the tips here to point someone else who wants to try this down the road, or in case I decide to do it again.
General notes for the final battle:
Above all else, pay attention to chat for instructions.
Avoid chatting unless you're using a bind or macro.
Don't spam macros. Once is enough to let us know.
Assume all badges are in play until and unless I say otherwise.
If I don't say anything, and you die or are hit by the beam, let me know. Send me a tell, if you'd prefer. I promise I won't ban you from future runs, kick you from the league, yell at you, or even name you. (Just for making a mistake, anyway.) I just need to know so I can make the necessary adjustments.
Even if we fail badges, the only things we'd possibly do differently are destroy terminals and/or not try to isolate the beam from the time freeze. Everything else is still good practice for future runs.
Regarding pets:
Only summon pets that have the Mastermind-esque controls. Set them to Passive and use the "attack my target" command to make them attack Anti-Matter. Make sure not to tell them to attack terminals unless I say to.
Hold Lore pets until I call for them, which would be late in the run if I think we won't have enough damage to complete the trial without them.
Even if I call for Lore pets, don't summon Storm Elementals, or other huge vision-obscuring pets.
Tips for avoiding the Obliteration Beam:
If you have a power that could be confused with the Beam's targeting area, color it to something other than green. I know Rebirth Destinies are often brought up for this. Ageless is probably not a bad idea to recolor, either.
To keep the Beam visible, stay on the ground during the Anti-Matter battle. Don't fly. Try not to jump. Don't fight Anti-Matter on top of the reactors after he regenerates.
Zoom the camera out so that you can see where you're standing.
Turn Sprint on; its speed increase doesn't supress.
I will call out a warning at three seconds to the Beam targeting. After this, do not queue long-animating powers and be prepared to move.
Run, don't jump, out of the Beam.
Be careful not to re-enter the targeting area until the Beam has finished firing.
Unless time is becoming a factor, we'll leave the terminals and allow Anti-Matter to regenerate. If I say otherwise (generally, "Kill terminals," during the time freeze), be especially careful to watch for and dodge the Beam.
If you die, don't use resurrection powers or wakies. Just go to the hospital.
Tips for dealing with Disintegration:
If you've largely exhausted your supply of greens during the reactors phase, let yourself die before we finish the third reactor, hosp, and buy more. Alternately, email a bunch of greens to yourself before the trial starts and claim them as the third reactor's winding down.
As soon as you realize you're disintegrating, get away from everyone else so you're not affected by Entanglement.
Use a bind or macro to call for help.
The final pulse hits for 80%. If you're below that, pop greens to restore your health.
I strongly recommend adding current hit points to your combat monitor.
Dying from other sources still heals Anti-Matter. Continue to avoid the Obliteration Beam. Don't attack or taunt Anti-Matter.
If you're not disintegrating, don't get close to someone who is, even to heal them. If you have a ranged heal, use that on the disintegrating person.
As for the time freeze:
The easiest, best thing we can do about the time freeze is make it as short as possible. We will try to keep Anti-Matter close to his next regeneration station (NW, SE, SW).
If it looks like Anti-Matter's going to reach a time freeze threshold around the same time as the next beam, I will call for attacks to cease. Once you're safely out of the beam, resume attacks.
Some other notes on the revamped trial and some of my idiosyncrasies:
With only six terminals required, to avoid wasting cells, focus on the six terminals on the top two levels of each reactor. (All further notes about clearing the reactor and tagging terminals should be understood to refer to the top two levels only.)
At the first terminal, I don't care who's collecting cells and who's clearing the reactor as long as both get done. This generally hasn't been a problem.
At the second and third reactors, Anti-Matter doesn't have to be present if a cell has already been used on a terminal, so try to "tag" (use a cell on) each of the terminals before he gets there.
At the third reactor, I assign each team to a bunker, and ask that no one collect the glowies until all three bunkers are clear. The reason for this is that once five glowies have been collected, the countdown to Anti-Matter's arrival starts, and I'd like to be able to have a full collection of cells (18) shortly after that countdown starts to ensure that everyone has as much time as possible to clear the reactor and tag terminals before we have to deal with Anti-Matter.