Avoids the Green Stuff, now with moar Incarnate Teleport
I'll be there as usual, with incandescence slotted. FYI, the higher tiers of the power only grant greater buffs, I do not think they improve the quality of the team teleport feature. We should only need five to reliably rotate TP duty, based on a trial run I did this weekend.
I can bring the incandescence as well. Recon has never used it, but has it at rare for just such an occasion. Probably 3 or 4 of us should be enough to use it every time it comes up.
You need 5 (ideally 6) incandescence to only have to worry about the time freeze + beam mess up. Having pets with - regen helps a lot as well as they can pwn Anti good with not much risk. At least this has been my experience.
Have company over this weekend or I would have helped.
@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker
Howdy.
Based on suggestions in one of my other infinite threads about this trial , I used some of my salvage to get the incarnate Team teleport power. This was done at great cost- I now have only 15 very rares left.
So, If any of my regulars would care to do the same, We can try the teleport strategy to beat this thing once and for all.
I know its a holiday weekend, so I'm kinda/ sorta doing this informally. Ill be around this Friday around 8, as usual. If you're there, great. If not, I've got a Dark Dominator I needs to level so I can mosey around DA again with a purpose.
56 attempts later, Master of the Keyes Island Reactor. Bite Me, Anti Matter.