Incarnate Trial Tips and Tricks


Agent White

 

Posted

I haven't seen a thread like this, so I thought I'd start one.

The idea here is to list tips to make incarnate trials to more smoothly that a lot of people may not know.

To start, a few tips for the TPN trial.

1. In the initial phase of the trial where you have to kill the IDF without killing the cameras, it's actually safe to use AoEs if you stay among the groups out by the sandbags. The camera AI has been changed from what it originally was so that they stay up by the building now.

2. During the first outdoor fight with Maelstrom, If you are marked for death, you do not have to break line of sight to prevent him from killing you. You simply need to move away from him. You can stay within line of sight and keep hitting him with ranged attacks if you have them.

3. During the same fight, the auto-kill effect goes off almost immediately after the message pops up "Maelstrom prepares to kill those marked for death". If you wait perhaps a second or so after that message, it is safe to once again close to melee range with Maelstrom. You do not have to wait until the target above your head fades away, which doesn't happen for several more seconds. On a melee toon, this can allow you to get a couple extra attacks off per cycle of marked for death.

4. Marked for Death can be avoided for most of the group if a tank or brute with taunt stays at range from Maelstrom (hovering over him using a jet pack works well) and taunts him, since Marked for Death seems to be a targeted AoE targeted on whoever has aggro.


 

Posted

Quote:
Originally Posted by firespray View Post
2. During the first outdoor fight with Maelstrom, If you are marked for death, you do not have to break line of sight to prevent him from killing you. You simply need to move away from him. You can stay within line of sight and keep hitting him with ranged attacks if you have them.
Also during this fight you can avoid Marked for Death entirely if you have a taunter stay at range from Maelstrom (hovering above him using a Jet Pack works well). Marked for Death seems to target whoever has aggro and everyone around them. As long as that person is away from the group you can go the entire fight without dealing with the red dots.



Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

Quote:
Originally Posted by Amygdala View Post
Also during this fight you can avoid Marked for Death entirely if you have a taunter stay at range from Maelstrom (hovering above him using a Jet Pack works well). Marked for Death seems to target whoever has aggro and everyone around them. As long as that person is away from the group you can go the entire fight without dealing with the red dots.
Hover tanks are apparently pretty awesome for several trials, particularly for any AV that has a cone attack - they'll target their cone up in the air, missing most of the players on the ground.


 

Posted

Amygdala's tip added to the OP.


 

Posted

On an underground trial, before the WarWalker fights, it's a good idea to have the person leading Desdemona remain in the room BEFORE the AV. This will prevent her from being defeated.

During the Avatar of Hamidon fight, she can't die, so don't worry so much there.


 

Posted

During the Keyes Trial if you take off all travel powers and only use inertial reduction and sprint it will help keep you out of the green stuff.

Once Anti-Matter's regen is interupted have a brute/tanker taunt him onto the ground and when the Oblit beam (green stuff) targets around Anti-Matter have a brute/tanker taunt him out of the green stuff to continue the battle.


 

Posted

hmm come on guys, gotta be more tips/tricks than this:P


 

Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
Why did I not notice this forum existed until now??? I've gone a bit above and beyond tips, and I've made three videos for the TPN, MoM, and DD trial. They're in my sig, but for redundancy I'll post them here:

TPN

MoM

DD

I watched your videos and appreciate the tips you should do one for Keyes too and all the SF/TF hehe.


 

Posted

One thing that I see lots of people being shocked about is that, if you get booted as the trial loads, you can now send a tell to the leader, and have them reinvite you. This also works midmission, if the LFG rejoin function is not working.


 

Posted

Quote:
Originally Posted by Genlon1 View Post
hmm come on guys, gotta be more tips/tricks than this:P
For the Underground, have someone fly and taunt during AV fights. War Walkers' Targeting is a cone or targeted PBAoE against the person who has aggro, so if you angle the Walkers into attacking up you can keep the league from being targeted. This means you only have to worry about one person getting hit by Lethal Force Authorized, instead of the whole league. Note that no one should be flying next to the flying taunter, otherwise they'll both be hit and the Targeted special attacks do stack.

Have someone use Barrier for burst damage mitigation whenever you see Lethal Force Authorized flash on the screen during War Walker fights. On the off chance that there's loose aggro, this can easily prevent a league wipe. 4 Barriers on the Underground is what I usually strive to have. 4 T3 or T4 Clarions alongside this is ideal.

Flying against the Avatar of the Hamidon can leave him unable to attack outside of Will of the Earth. This can mitigate the insane defense/res debuffs from being in melee range against him. Make sure the flying taunter of the Avatar has Clarion and some break frees, or coordinate firing Clarion when they're closeby. Otherwise they can accidentally taunt a leaguemate suddenly and lose aggro.

MoM: During the first phase, if the league isn't used scattering before the rings fire, have a taunter get the Nightmare to chase them around 4 seconds before World of Anguish goes off. If the nightmare's already moving when the circles fire you can maneuver it beyond them easily.

There's a contact in between phases that lets you stock up on inspirations. Use resistance inspirations generously to counteract the rings - 2-4 inspirations at a time can really make a difference and they're dirt cheap.

BAF: Taunters should stop taunting and shed aggro once they have two rings. As long as someone else takes the third ring in a set, the taunter can return to melee combat without worry - one of their rings will expire before the fourth ring is fired. Note this only factors in attention from one AV - two AVs can stack rings very quickly. In general, it's best to juggle AV aggro instead of maintaining it; the expiration of rings make it more accurate to think of it in terms of "3 in a row" rather than 3 stacks.


The Paladin
Steel Canyon, Virtue
Exalted

@Paladin

 

Posted

Let's see.

General
1. Always listen to your leader
2. Don't be afraid to check your map, especially if you're new to a trial.
3. Level shifts matter.
4. Let the league know if you're looking for particular iXP. This can help determine what trial to run and the difference between a Lamda and a SLAM.
5. Stay with the group. Unless it's a trial where the teams split (TPN, LAM, etc) then hug up with the group where you can.
6. Heroes: Call to Justice. learn it, love it, use it.

BAF
1. Ignore the glowies. No one turns off the turrets, they're hardly noticeable and you get a badge (thus an uncommon) and an astral for it.

Lambda
1. Left is grenades, right is acids.
2. Don't touch the front door, Marauder will sometimes just leave if it's open and that's an insta-failure.
3. A successful tactic for the extra ADDs objective in the Marauder fight is to let a couple minutes tick by then closing all the doors. (BEFORE You aggro anything)

Keyes
1. Stealth rocks in this trial.
2. Knockback patches are handy for clearing away ADDs from terminal
3. Confuse can be handy for at least distracting mobs

UGT (50+1 min)
Nothing explicitly comes to mind. Hug the group.

TPN (50+2 min)
1. Know when AoE is okay. Initial stage, cameras hug the buildings. Inside, go nuts. Any phase outside with protesters, no go. As soon as they leave ('Fight Maelstrom' phases) go nuts.
2. Uncontrollable pets can't hurt civvies. (Controller/Dom pets, etc) Not sure about Mastermind/Lore pets.
3. During the Phase Maelstrom is popping in and out during the protest, anchored debuffs remain on him (til you're killed anyway). Between phases they'll detoggle though.
4. Telepathists spawn sequentially, so just start on one side and follow them. Same pattern every time.

MoM (50+3)
1. Tons of visual cues. Listen to the league leader for a description of each phase.
2. Like Maelstrom, the phase with Mother Malaise will keep toggle debuffs active on him when he disappears.
3. hug often, except the phases where you have to pay attention to that. (pink doom, world of suffering/silence)
4. carry lots of wakies and breakfrees and ally rezes.

DD (50+3)
1. Check the map, everything important shows up on it, from spines to hostages.
2. Spine phase, clear mobs, drop spines to 30%, then go for the kill, easy badge.
3. Pay attention to which mob you're attacking during hostages, you just want to aggro the mobs for the hostages you're going for.
4. Hug, tank, and spank the Sentinel.
5. Hug inside mot.
6. let 2-3 folks tag essences, everyone else dogpile Diabolique.