Doing MoM for the first time


Amygdala

 

Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
TPN is actually far less complicated than MOM in terms of mechanics. It's just a matter of efficiency and tenacity. Both trials were completed during beta, after strategies were figured out. So please don't just say "It's too hard" then go back to running BAF and Lambda.
Maybe not necessarily too hard, but there is the matter of 'fun'. Frankly, I haven't found any ot these new gimmicks they're introducing in the newer trials 'fun', so that's my current preference to run BAF/LAMs. I'm not even a big fan of the 'mad dash the weak fall behind' run for temp powers in LAM, but at least it's straight forward.

Outside of the 'fun' element, I know all of these trials can be beaten, and with some consistency, it's just when I'm forced to team with random strangers and especially in trials were a 'few bad apples' can fail the league, I'd much rather just run other trials.


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Posted

Quote:
Originally Posted by Crim_the_Cold View Post
Pregnant pause...
Double extra squick with a side of ewww.



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Posted

Well I answered my own question...


You can swap destiny powers out in between phases (except from phase 4 to 5 of course).


So if I had to choose which Destiny powers are best for the MOM trial I'd say:

Barrier (helps with the +res to not die from the pink death patches for those slower peeps )

Rebirth: To help heal all that damage!

Clarion: Mainly for phases 4 and 5


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Posted

I find the MoM trial pretty straightforward once you know what to do. We didn't know what to do, and when some friends and I ran it last night, we succeeded at it on our first try, even though it took us a bit to figure out the fight with Penelope and the fight in the faux Well of Furies room.

It's definitely brutal on people with no or maybe 1 level shift, because most of the fight is against "core" AVs, meaning they're 54+2. Bluntly, people shouldn't bring unshifted characters on this unless they have friends willing to carry them through the trial.

I find the TPN much easier to fail, and much more demanding of coordinated tactics.

I'm sure people will get basic tactical plans for these trials down, just as they have for the BAF prisoner phase and the Lambda collection phase. It's just very new right now.

Edit: I actually find these trials less gimmicky than almost any others. Maelstrom has his "I keel you" power, but otherwise I didn't have a problem. I don't mind gimmicks any more anyway, unless too many are in play at once. TPN has a lot of things you have to do at once, but not all of them are what I consider "gimmicks". To me a "gimmick" is something like Nova Fist or the Obliteration Beam.

Unlike those trials, someone who's not paying attention to instructions can actively contribute to failure in both new Trials. It's a bit more overt in the TPN, since anyone can attack civilians, but there are things you can do to royally screw up some of the MoM phases too. (Using KB/repel to push the nightmares and/or storms away from the AVs is very bad.)


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

Quote:
Originally Posted by Goliath Bird Eater View Post
TPN is actually far less complicated than MOM in terms of mechanics. It's just a matter of efficiency and tenacity. Both trials were completed during beta, after strategies were figured out. So please don't just say "It's too hard" then go back to running BAF and Lambda.
Triumph seems to have skipped a step then as we're back to BAF, Lambda, and Keyes.




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Posted

Quote:
Originally Posted by Lothic View Post
I guess this means I could legitimately PM Positron today and tell him, "I did your MoM last night".
Heh!!!!!



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Posted

Quote:
Originally Posted by Energizing_Ion View Post
Barrier (helps with the +res to not die from the pink death patches for those slower peeps )
AFAIK only the Partial Core Barrier grants any sort of resist buff.
Or Paragonwiki is out of date.



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Posted

Quote:
Originally Posted by Energizing_Ion View Post
Barrier (helps with the +res to not die from the pink death patches for those slower peeps )
I really fail to see how anyone can get caught out by those things after a run or two at the most. Even if I trigger a longish animation when one starts, I've still got plenty of time to get away before I die.

Maybe people are playing in first-person mode, or they've got their mouselook pointing up at the GMs faces or something?

I mean, they're giant bright pink flashy circular patches. How hard is it to notice them, and then, like, just stand somewhere else?

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
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Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

Not sure why these things are so hard to figure out either. When a suspicious purple patch appears beneath your character and a string of damage numbers starts ticking away, that's a pretty obvious message to move out of the patch. On my first Keyes I knew without being told not to stand in the giant glowing circle that looks like a targetting recticle, on my first TPN it was clear that the crosshairs appearing over my character's head was a good sign to run and hide. And when I can't figure things out, it's easy enough to look up a guide or watch another player who's on the ball and imitate them. The cynic in me says this is why teamwork and tactics look better on paper than in practice: most people have neither the situational awareness nor the intelligence to execute any tactics at all.


 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
I really fail to see how anyone can get caught out by those things after a run or two at the most. Even if I trigger a longish animation when one starts, I've still got plenty of time to get away before I die.

Maybe people are playing in first-person mode, or they've got their mouselook pointing up at the GMs faces or something?

I mean, they're giant bright pink flashy circular patches. How hard is it to notice them, and then, like, just stand somewhere else?

Eco.
Oh it happens alright....don't know how/why exactly but...I know it happens


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Posted

Comment deleted, reposted in more relevent thread. Sorry!


 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
It wasn't my MoM we were doing, it was someone elses... I was just trying to maybe help our chances by suggesting we take it slower
Always good to take it a little slower on a MoM.


 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
I really fail to see how anyone can get caught out by those things after a run or two at the most. Even if I trigger a longish animation when one starts, I've still got plenty of time to get away before I die.

Maybe people are playing in first-person mode, or they've got their mouselook pointing up at the GMs faces or something?

I mean, they're giant bright pink flashy circular patches. How hard is it to notice them, and then, like, just stand somewhere else?

Eco.
I've also recommended that people glance at the timer in the iTrial window if they find they're often caught off guard by the pink patches. They are called World of Anguish there, and it tells you how many seconds you have until the next batch of them.



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Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
I really fail to see how anyone can get caught out by those things after a run or two at the most. Even if I trigger a longish animation when one starts, I've still got plenty of time to get away before I die.
I saw a few people melting pretty rapidly on the one I ran with last night. I am speculating that the patches are treated as if summoned by the AV, which would make them deal damage to unshifted 50s as a +6 critter. It's about the only way I can explain the difference in how comparatively easy my own characters in the trials, all of whom are +3 (and one of whom was a Defender, so not high HP) have had it in terms of time to escape the patches.


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

Lol at the title !

That's definitely a win.