Doing MoM for the first time
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
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991
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
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.
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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
Barrier (helps with the +res to not die from the pink death patches for those slower peeps )
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Or Paragonwiki is out of date.
Barrier (helps with the +res to not die from the pink death patches for those slower peeps )
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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)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
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.
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. |
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991
Comment deleted, reposted in more relevent thread. Sorry!
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. |
Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial
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
Lol at the title !
That's definitely a win.
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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