Keyes for Dummies


Adeon Hawkwood

 

Posted

I need this trial explained to me in the most basic language possible. Assume I am a complete idiot. I am currently on run, I don't know, number 12? And I still have no idea what I am supposed to be doing, even after reading guides. I get the idea of collecting temp powers, the part I can't figure out is the "meta'" instructions of go here, do that, only attack these things at this time, expect to meet team here.

Note I have never failed this trial, because every time I play it, other players carry me through it. But I have never used a temp power, never killed an enemy with any sense of purpose other than "it was standing there and other people were attacking it," never known where to stand when, where to go next, or (especially) what level of the reactor I need to stand on. I am actually in the trial right now. I am on death number 6. I decided parking the character on a building and throwing force fields at whoever runs by is more effective for the moment than trying to attack anything or follow the crowd, since the group looks like they are going to win it anyway.

Help. Please.


 

Posted

Don't attack Antimatter until the very end.

Defeat some robots.

Pick up temps.
Once you got temps, move up and defeat robots guarding computers.
Use temps on computers.

Defeat war walkers to get temps.
Once you got temps, move up and defeat robots guarding computers.
Use temps on computers. If Antimatter is here already, he also needs to be near the computer to use temps.

Go in bunkers to grab temps.
Once you got temps, move up and defeat robots guarding computers.
Use temps on computers. If Antimatter is here already, he also needs to be near the computer to use temps.

Attack Antimatter.
If he disintegrates you, heal up.
If there's a big flashing green sign on the ground, move out. Might be a good idea to stay zoomed out incase people fly.
When he stops time, follow him and destroy computers.
Resume attacking until he dies.

Pick uncommon.
Exit.


It's how I understand it and I do fine, but really the ingame clues explain it better (which you can access by clicking the "?" during each phase).


 

Posted

Stage 1:

Kill the robots until the required number is met.

Stage 2:

Now you must activate the terminals that are located on each floor of the reactor. There are 10 terminals in total but only 6 are required, each terminal requires 3 powercells to be fully charged. These powercells are obtainable by collecting the glowies that are located within the first reactor area on the ground. When anti-matter appears, do NOT attack him as when his health decreases, the power of the timed 30 second beam increases. There is usually a tank to keep anti-matter away from the rest of the league.

Stage 3:

Move onto the next reactor, again you need to power up 6 of the 10 terminals. To collect powercells this time now however you need to defeat the EB WarWalkers that are roaming below the reactor. By defeating the EB, the entire mob it is with is defeated too so focus purely on the EB.
Prior to Anti-matter coming you only need to defeat the mobs infront of the terminals on the reactor to be able to power them up. Once Anti-matter arrives however, you need him at the terminal [within X feet] to use the first powercell on it [the other 2 required to power it up does not require him near it anymore]. As before do not attack him.

Stage 4:

Move onto the next reactor and once again you must power up 6 of the 10 terminals. This time to get the powercells you must collect the glowies that are located within the bunkers on the outskirts below the reactor. Once you collect the glowies, it is exactly the same method as the other 2 stages.

Stage 5:

Now comes the final battle. Head to the trunk depot and prepare to face anti-matter. Now every 30 seconds his obliteration beam will fire, keep an eye on the timer since every 30 seconds it will fire at the location and whoever is caught within the beam is held [also if nobody is caught during the fight in it, then you get a badge]. You will be able to see where the beam is being fired by the green circle, run away from it soon as you see it.

At 75%/50%/25% of his health he will freeze time for a few seconds, when time unfreezes he will be regenerating his health, to stop him from regenerating you must destroy the 3 terminals that are located near him.

Thats it!


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

One more dummy question.

Does queuing up on the LFG for any incarnate trial actually work? I ask because it said average of 3 minutes and I never popped to one in over 20 minutes but the Halloween one was very accurate on the wait time.

Or do people team up somewhere first and then queue up for it?


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Quote:
Originally Posted by SwellGuy View Post
One more dummy question.

Does queuing up on the LFG for any incarnate trial actually work? I ask because it said average of 3 minutes and I never popped to one in over 20 minutes but the Halloween one was very accurate on the wait time.

Or do people team up somewhere first and then queue up for it?
The 3 or 4 minutes is a LIE!

The quick way is to go to Pocket D and join a league there. Only use the LFG stuff for Incarnate Trials if you have something else to do for the next 40 minutes thats not going to require you enter a closed instance.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Jagged View Post
The 3 or 4 minutes is a LIE!

The quick way is to go to Pocket D and join a league there. Only use the LFG stuff for Incarnate Trials if you have something else to do for the next 40 minutes thats not going to require you enter a closed instance.
AKA useless tool is useless.


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Posted

The first rule of Keyes Trial: You do not attack Anti-Matter

The second rule of Keyes trial: You do NOT attack Anti-Matter.

Quote:
Originally Posted by EU_Damz View Post
Stage 3:

Move onto the next reactor, again you need to power up 6 of the 10 terminals. To collect powercells this time now however you need to defeat the EB WarWalkers that are roaming below the reactor. By defeating the EB, the entire mob it is with is defeated too so focus purely on the EB.
Prior to Anti-matter coming you only need to defeat the mobs infront of the terminals on the reactor to be able to power them up. Once Anti-matter arrives however, you need him at the terminal [within X feet] to use the first powercell on it [the other 2 required to power it up does not require him near it anymore]. As before do not attack him.
This is a common mis-conception that I've seen a lot so I'd like to take the time to correct it. During the second Reactor you do NOT need to clear the Warworks in order to activate the terminals, you just need to drag Anti-Matter to it (there's still benefit to clearing the WW just to keep people safe but before AM spawns you can often pop a few terminals form stealth).

The basic rules for what you need to power up terminals are:
Reactor 1: Must clear Warworks, Anti-Matter not needed
Reactor 2: No need to clear Warworks, Anti-Matter is needed
Reactor 3: Must clear Warworks, Anti-Matter is needed

So essentially remember Reactor 1 and 2 are completely different, 3 is the combination of the two previous rules.


 

Posted

Ah didnt know that myself thank you


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

Quote:
Originally Posted by Nihilii View Post
Don't attack Antimatter until the very end.

Defeat some robots.

Pick up temps.
Once you got temps, move up and defeat robots guarding computers.
Use temps on computers.

Defeat war walkers to get temps.
Once you got temps, move up and defeat robots guarding computers.
Use temps on computers. If Antimatter is here already, he also needs to be near the computer to use temps.

Go in bunkers to grab temps.
Once you got temps, move up and defeat robots guarding computers.
Use temps on computers. If Antimatter is here already, he also needs to be near the computer to use temps.

Attack Antimatter.
If he disintegrates you, heal up.
If there's a big flashing green sign on the ground, move out. Might be a good idea to stay zoomed out incase people fly.
When he stops time, follow him and destroy computers.
Resume attacking until he dies.

Pick uncommon.
Exit.
I hereby nominate Nihilii as the new Minister of Pithy Walkthroughs.

(Seriously, I'm gonna link people to this post when I'm in a League queued up for Keyes.)


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by SwellGuy View Post
One more dummy question.

Does queuing up on the LFG for any incarnate trial actually work? I ask because it said average of 3 minutes and I never popped to one in over 20 minutes but the Halloween one was very accurate on the wait time.

Or do people team up somewhere first and then queue up for it?
On Virtue, it works for me.

And on most of my trials that aren't full, the leader specifically leaves the trial open and we usually fill up from LFG.

So, it's probably server and player culture driven.

If I'm two boxing or crafting, I can be Queued and still get a good amount of playing done without loitering in the Rikti War Zone (Virtue Incarnate Trial staging area).


 

Posted

Quote:
Originally Posted by Jagged View Post
The 3 or 4 minutes is a LIE!
It's not a lie, it's just misleading. It shows what it says it shows: The average time a person has to spend in the queue before joining. The problem is that since most leagues are pre-formed they skew the average time very low.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by SwellGuy View Post
Or do people team up somewhere first and then queue up for it?
Mostly yes. As for the people suggesting you go to Pocket D, that varies by server. On Infinity, they meet up in RWZ.


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Posted

Quote:
Originally Posted by Arilou View Post
It's not a lie, it's just misleading. It shows what it says it shows: The average time a person has to spend in the queue before joining. The problem is that since most leagues are pre-formed they skew the average time very low.
I don't believe that to be the case. If leagues on which I play are at all representative, very few people join leagues via queues. I don't see how those few people explain why those who do join a league via the queue is likely to have a short wait in order to do so. That suggests that people only join the LFG queue at times when people are starting pre-formed, open leagues, and I see no reason that should be valid.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

i have to agree that the best way to get into an incarnate trial is through a pre formed group

for non incarnate trial related stuff such as the halloween trial, or the sewer trial, queuing is a perfectly acceptable way to go about it


 

Posted

I will add, that if you are aggressively seeking iTrials, then finding the assembly point for groups on your server is paramount, followed by global channels, followed by, keeping your LFT active so you can be searched with LFG for when you are distracted/crafting until you're ready to gun.

On Virtue, I hang out in RWZ. On Victory, I tend to obsess over the various channels I'm on, listening for the call.


 

Posted

One problem I see with that walkthrough is that it still doesn't say why those rules exist.

For instance, I know that the reason you don't attack AntiMatter is because the more he is damaged buffs the damage on something. I think the damage pulses, but I wouldn't swear to it.

That's the kind of thing I would like to know. Sure, you can simply follow instructions, but it doesn't hurt to know WHY the instructions are the way they are.

Of all those steps, which ones are absolute requirements set by the trial, which are rules instituted by players to make the trial easier, and for all things in the second category, WHY.


 

Posted

Quote:
Originally Posted by rsclark View Post
One problem I see with that walkthrough is that it still doesn't say why those rules exist.

For instance, I know that the reason you don't attack AntiMatter is because the more he is damaged buffs the damage on something. I think the damage pulses, but I wouldn't swear to it.
in this example, thats part of the reason (and yes it increases pulse dmg), the other part is if you kill antimatter before the final fight your league fails the trial


 

Posted

Who gets the temp powers? Is it random like in Lambda? If so do you have trouble with people not using them... like in the Lambda?


 

Posted

Quote:
Originally Posted by Golden_Avariel View Post
Who gets the temp powers? Is it random like in Lambda? If so do you have trouble with people not using them... like in the Lambda?
It depends on the reactor. The first and third reactors the person who activates the glowie gets the temp powers. For the second reactor it appears to be random.

Unlike Lambda I've never really had an issue with people no using temp powers. Primarily because unlike Lambda it's trivial to overstock on the temps. The glowies and war walkers keep respawning until the reactor is clear so the league normally collects more temps than the 18 (previously 30) actually needed.


 

Posted

Quote:
Originally Posted by Golden_Avariel View Post
Who gets the temp powers? Is it random like in Lambda? If so do you have trouble with people not using them... like in the Lambda?
Who gets the ones dropped from Goliaths is random. Who gets the ones from crates is partially random. Yes, sometimes this is a problem.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I may actually give this a try now. Thanks for the quick guide.


 

Posted

Quote:
Originally Posted by SwellGuy View Post
Or do people team up somewhere first and then queue up for it?
Most leagues form before they queue for incarnate trials. If the league is at max size you'll never get in if you're queued solo. People prefer to form leagues so that they're sure they have the required roles filled to guarantee success. For example, if your league has no tanks or brutes the BAF can be difficult.

The Halloween trial was limited to four and could be successfully completed by most any team composition, so many people didn't bother to form teams before queuing.

Players generally congregate in Pocket D or RWZ to form incarnate trials. Different servers have different customs. Try RWZ first and then Pocket D.


 

Posted

Quote:
Who gets the ones from crates is partially random.
Could you elaborate on that? I seem to remember I always got a temp when picking up a crate.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Could you elaborate on that? I seem to remember I always got a temp when picking up a crate.
He meant a crate in Lambda drops the temp power on a random person on the team. All Keyes crates go to the person that clicks the glowies.

You can hand off all temps in any of the incarnate trials.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

That was awesome, I did like 5 successful Keyes but I was just killing stuff because nobody explains things on Freedom and I was able to lead one just reading that lol