Dr. Quatermaine TF - Best mix
It's Quaterfield.
Best bet is to leave one person sitting at the contact, everyone has Fly and other teleport options (Base TP, Ouro, Mission TP, Pocket D VIP, Assemble the Team or other team teleport powers), a couple people with Recall Friend to fill any gaps.
It's pretty trivial at this point, pretty much any mix should do.
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If you are looking to speed run, I suggest not bringing any Rogues with you. The limits on their ability to travel will slow things down (unless you go on without them, which would stink for the rogue, but...). Also keep in mind there are a few simul-click glowies that require 4 people clicking at once. In my experience, teams with lots of Buffs/Debuffs tend to move quickly.
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If you are looking to speed run, I suggest not bringing any Rogues with you. The limits on their ability to travel will slow things down (unless you go on without them, which would stink for the rogue, but...). Also keep in mind there are a few simul-click glowies that require 4 people clicking at once. In my experience, teams with lots of Buffs/Debuffs tend to move quickly.
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Mish TP to get back helps *a lot* to overcome this. (Of course you then have to wait on the Heroes catching up)
Getting out of the Shards is quick enough - just jump off the edge and respawn at zone entrance twice then use the LRTP in PI.
Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
Not sure if that helps, but what is the best mix to run this TF in let's say 3 hours.
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As the others implied the mix ATs/powersets on your team isn't really nearly as important as making sure you have plenty of travel and/or teleport capabilities. The actual missions are pretty simple - it's the traveling to get to them that really makes that TF challenging.
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I assumed that the TF pretty much took place in the Shadow Shard. That's good to know. In terms of the missions, I would want to start each one once every one entered the mission. I don't mind speeding through, but not until at least everyone has entered the mission. Never done the TF, but thinking about it.
I assumed that the TF pretty much took place in the Shadow Shard. That's good to know. In terms of the missions, I would want to start each one once every one entered the mission. I don't mind speeding through, but not until at least everyone has entered the mission. Never done the TF, but thinking about it.
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Anyway the TF is full of missions that can be a good run for lots of XP/drops.
There's not too much of a "story" behind it, but it is what it is.
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Last time I ran Dr. Q it took 8 hours and 2 people dropped halfway through. It was one of the most mind numbingly boring 8 hours I ever suffered through
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I was looking at maybe 3 hours as a hoped for running time. Having said that, I realize it could take longer. I am thinking about scheduling something to see if I can get 7 other interested people, but I have to decide if this is something that I even want to do, lol.
I actually ran this TF yesterday. It was a smooth run, not a huge emphasis on speed, and we finished in just under 4 hrs.
While I somewhat agree with what others are saying here about souped up travel powers, some form of group/grant invisibility would be essential to a "speed" run of this TF.
There are a few defeat alls, but the bulk of other non-hunt missions are defeat the boss and his guards (always at the back of the mish, usually very small group) and simul-click 2-4 glowies.
For our team, these were essentially defeat alls (or at least most) as we located and cleared each glowie. Of course, clicking breaks invis, so, my theoretical method would be: invis-->find glowies-->chug a few purps-->click.
As a quick sidenote: Rularuu eyeballs see through invis...but I think most, if not all, of the defeatbossandsimulglowie missions are Crey.
This method could probably have knocked an hour or more off our time, but, personally, I'm just in it or the smashing.
Open the pod bay doors, Hal.
How long ago was that? I only ask because I agree there was a time when Dr. Qs did take a lot of time because of the long travel and lack of super-charged IO builds. I figure with all the travel options and tricks we have now it'd be a lot less tedious. Couple that with a bunch of level 50s with Incarnate abilities and I figure a Dr. Q would take a lot less time on average today.
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Open the pod bay doors, Hal.
O portal. As many people as possible with assemble the team. Everybody stop by Wentworths and buy a Wentworth teleporter.
Team balance doesn't matter nearly so much as travel.
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I have STILL never done this TF...
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Dr Q doesn't have an AV, so you don't really need a lot of debuffs. Group buffs would be more helpful. Other than Rularuu, which you'll mostly fight during the numerous early hunts, you'll be dealing with enemies you're already familiar with.
Rularuu have only 2 serious gimmicks: you can't sneak past the eyeballs and just about every one of them has a hold. So if you can get someone with Clear Mind, Clarity, O2 Boost, Thaw, Enforced Moral, Antidote, or even Stimulant who is good about using their power preemptively, all your team mates without anti-mez armor will be more effective.
What you want is that everyone is available to toss out their AOEs. Lots of AOEs is what makes the missions go faster. Of course, having a Kinecticsist along is always nice.
Don't leave home without your O-portal.
Remember, if the mission is close to the wormhole to the next Shard Zone, you can jump off your island to auto-tp back to the starter island, then take the swirly portal back to the FBZ base where you take the direct portal to that next Shard Zone, so you can turn around and jump into the wormhole to bring you back closer to where your mission is -- this assumes your multiple zoning time is faster than you can fly.
Teams are the number one killer of soloists.
Sadly, this TF is run at level 44, so you are left without your nifty Incarnate stuffs. The O-portal sure comes in handy though.
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But my thinking is that if you're running it with a number of up-to-date Incarnate slotted characters that those characters are likely going to be pretty top notch even with their specific Incarnate powers turned off. I know that my fully slotted, fully Incarnated characters tend to completely mow over any of that old lower level content.

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Dr Q doesn't have an AV, so you don't really need a lot of debuffs. Group buffs would be more helpful. Other than Rularuu, which you'll mostly fight during the numerous early hunts, you'll be dealing with enemies you're already familiar with.
Rularuu have only 2 serious gimmicks: you can't sneak past the eyeballs and just about every one of them has a hold. So if you can get someone with Clear Mind, Clarity, O2 Boost, Thaw, Enforced Moral, Antidote, or even Stimulant who is good about using their power preemptively, all your team mates without anti-mez armor will be more effective. What you want is that everyone is available to toss out their AOEs. Lots of AOEs is what makes the missions go faster. Of course, having a Kinecticsist along is always nice. Don't leave home without your O-portal. Remember, if the mission is close to the wormhole to the next Shard Zone, you can jump off your island to auto-tp back to the starter island, then take the swirly portal back to the FBZ base where you take the direct portal to that next Shard Zone, so you can turn around and jump into the wormhole to bring you back closer to where your mission is -- this assumes your multiple zoning time is faster than you can fly. |
Its the Wisps that have the holds that are worth worrying about and generally if the team has decent AoE damage they don't last long enough to worry.
Also if you are running this on a Rogue then DO NOT go to Orub or your base - these are faction specific and will boot you from the team - currently going to PD will also but that is clearly a bug.
If you don't have Fly pick up a jet pack in FBZ its so much easier than using the geysers
Oh and Rularuu don't actually ignore invis but like Crey or Nemesis Snipers have extremely high Acc and hence Perception so if you are trying to stealth keep your distance.
Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
Consider doing it over couple of days time.
Dr.Q TF is the most boring TF ever, and doing same missions over and over again just make you sick. First time I did it it took around 5-6h all at once and it was painful experience.
I did it couple of times after to help SG, but we were doing it over 3-4 days time (1-2h each day, then log off and meet again tomorrow) - it is easier that way.
Still whenever someone mention Dr. Q I run the other way - as far I can get.
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As the others implied the mix ATs/powersets on your team isn't really nearly as important as making sure you have plenty of travel and/or teleport capabilities. The actual missions are pretty simple - it's the traveling to get to them that really makes that TF challenging.
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I like the Shard TF's. Our SG did all of them right in a row and in order over the course of several months doing a few missions each week. I used the same character for the whole campaign and toward the middle of it, especially after you leave the first zone, you start to feel isolated like a soldier in a foreign war.
It was cool.

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Not sure if that helps, but what is the best mix to run this TF in let's say 3 hours. One hero would be a blaster, my hero. But curious, what would be the best mix for the next 7?