Cien_Fuegos

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  1. 5pm pac/8 est
    Master of Statesman ( practice)
    1 empath-me
    2 Tank
    3 kali-cold/ice
    4 Scrapper
    5 Scrapper/kheld
    6 Debuff
    7 ice/ice -dragonslay
    8 mind/kin-emperor

    looks like we still need tank, scrapper or kheld, and a debuff

    ALSO REMEMBER


    SUNDAY 13th

    Master of Khan 11am pac ( 47+) (practice)
    1 Blaster - me
    2 ultra kheld
    3 empath
    4 Tanker
    5 buff
    6 buff
    7 debuff
    8 debuff
    master of ITF 4pm pac (47+) (practice)
    2 ultra kheld
    3 blaster-me
    4 brute/scrapper/veat
    5 brute/scrapper/veat
    6 debuff
    7 debuff
    8 buff
    master of statesman 8pm pac (47+) ( practice)
    2 ultra kheld
    3 blaster-me
    4 debuff
    5 debuff
    6 debuff
    7 blaster/scrapper
    8 Tank
  2. Quote:
    Originally Posted by Kalikamata View Post
    I'll sign up for the MoSTF on Saturday at 8pm eastern. I can bring any of the following:

    cold/ice def
    yes cold/ice defender see you there =)

    [QUOTE=EmperorSteele;2459372]Mind/Kin trollerQUOTE]
    that one

    Quote:
    Originally Posted by dragonslay View Post
    8PM Saturday MoSTF

    I have a

    Ice/Ice Blaster that really wants the badge
    that ones fine

    after run can talk about making group more static? maybe less pug more groupie?
  3. Quote:
    Originally Posted by NordBlast View Post
    Yellow (or Orange as insisted by Paragon Wiki) doesn't do anything for(against) your tank. You can find more information regarding towers here:
    http://wiki.cohtitan.com/wiki/States...cluse_Strategy
    if you read the first post and not just assume youd notice i used paragonwiki for the towers:
    IE ( just changed orange to yellow )
    Red NE of Recluse Power Generator Real Status Effect Bonus(Knockback, Disorient), +105% DMG(Smashing, Lethal, Energy), +105% Res(Smashing, Lethal, Energy) (hardcapped at 100%)
    yellow SW of Recluse Dispersion Bubble Real +200% DEF(All) (hardcapped at 175%), +17.7 Protection(Hold, Immobilize, Disorient)
    Green NW of Recluse Healing Pulse Healing, +MaxHP (hardcapped at 150% or 46015.73 hp), +2000% Regen
    Blue SE of Recluse Temporal Manipulator +30% ToHit, +1000% Recharge (hardcapped at 400%), +200% Run Speed

    you can do any of the towers first just be careful is main point . red seems to be most damaging to your tank
  4. Quote:
    Originally Posted by dragonslay View Post

    Second point (not a hard fast one, just IMO), no Khelds. Having to take out a Void boss or a Bright Nova in the middle of a tough fight is not fun.

    dragonslay
    if you looking for a specific optimal build yep no khelds however as Bt said itstough to leave them out just cause not optimal

    Quote:
    Originally Posted by XeroCurve View Post
    If you guys are down ... lets put a team together this Sat night for a "Guide" run. We will go through as a team and we can discuss what the best strategies are while we are doing it. I am planning on putting a guide/walkthrough myself and would love to take screenshots along the way. This team should prefferably be people that lead MoSTFs on a regular basis and know the TF in and out. Let me know what you think.
    have a practice master run going sat and sun if like to sign up go for it.

    Quote:
    Originally Posted by NordBlast View Post
    Oops. Missed second post of walkthrough.
    Here it is:
    http://boards.cityofheroes.com/showt...71#post2194071
    cool ill check it out

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    If a team can't handle a void boss, bright nova or cyst, the odds of them completing a masters run are pretty low IMO. Sure it's tougher but if you're close enough to the line the odds of you killing the patrons without deaths are pretty low.
    agreed its like not being able to take out the computer in the itf


    Quote:
    Originally Posted by NordBlast View Post
    Yes, we do, and we feel pretty comfortable about it. However, here are 2 points about blue tower you should be aware of:
    1. It buffs LR with 30% To-Hit. So you might want to keep tank's defense above 75% to softcap tank against LR.
    2. It buffs LR with 400% recharge speed. That would allow LR summon his pets 2-4 times during final fight. Unless you have enough of mitigation against them (ice patch, repel, repulsion field, hurricane, etc.) these, potentially, might become an issue.
    can avoid blu tower seen other people take that one or yellow out first i think depends on tanks preference
  5. *stunned into silence* and that is rare mind you
  6. Quote:
    FROM PUM: What is this little star for? At the risk of being exploitive, there is a specific cheat that works extremely well for mo runs and every other fast TF you can run. Whenever a character zones from between missions, their external buffs are carried over but the server loses track of who gave them that specific buff. This means powers such as Ice shield and Deflection shield can stack from the same caster, when the rules normally prevent such stacking. With longer lasting buffs you can therefore stack +def powers easily.

    It can easily turn a single defensive buffer into an equivalent of 2 or 3 buffers for a short time. Therefore a fast team can remain under a double or triple buff from the same caster and complete their goals before dropping to a non defense-capped buff level. Of course, if you have more than one defensive buffer you can easily keep a high level of defense going for the entire TF, hard capping during the mission entries for a short time.

    Note that this also works for speed boost, but the buff doesn't last very long so stacking SBs doesn't do very much overall.

    PS. Don't make your double buffer the leader or you'll just slow yourselves down while they run about and the rest of the team waits for them to double buff. Make a damage dealer the star and have the buffers stand by the entrance and buff before entering
    this is amazing didnt even think of that
  7. havent snuggled soul in looong time * huggles n snuggles*
  8. O noes not souuul train...* runs to save the soul train!*
  9. Cien_Fuegos

    New and Looking

    welcome to coh i hope you enjoy the stay

    BBQ pork write a guide to new players i dont have the link but im sure someone will give you it =)
    i can recommend for channels:
    Virtue2009 ( soon to be 2010)
    Virtuebadges09
    and
    Virtuetf
    also the rookery.<--dot at end
  10. This weekend gonna do practice run . on saturday i will be the empath and on sunday ultra kheld signed up and i will be blaster still have spots
    will pug if i have to....please feel free to sign up
    Saturday

    5pm pac/8 est
    Master of Statesman ( practice)
    1 empath-me
    2 Tank
    3 Buff
    4 Scrapper
    5 Scrapper/kheld
    6 Debuff
    7 Blaster
    8 debuff


    SUNDAY 13th

    Master of Khan 11am pac ( 47+) (practice)
    1 Blaster - me
    2 ultra kheld
    3 empath
    4 Tanker
    5 buff
    6 buff
    7 debuff
    8 debuff
    master of ITF 4pm pac (47+) (practice)
    2 ultra kheld
    3 blaster-me
    4 brute/scrapper/veat
    5 brute/scrapper/veat
    6 debuff
    7 debuff
    8 buff
    master of statesman 8pm pac (47+) ( practice)
    2 ultra kheld
    3 blaster-me
    4 debuff
    5 debuff
    6 debuff
    7 blaster/scrapper
    8 Tank
  11. Thursday 10th

    Sister Psyche 5pm pacific/8 est (20+)

    Sign up
    2Dead End Allie
    3
    4
    5
    6
    7
    8

    Moonfire 8 pm pacific/ 11 est ( 23+)
    2Dead End Allie
    3
    4
    5
    6
    7
    8
  12. To practice for Master of statesman run
    6 pm pacific/9 est meet at boat

    might get it might just serve for practice can make it a static master run/speed team

    heres what we need ( level 45-50) ( bring tier3 insps)
    1 Tank- anything to try it out 2 debuff
    3 debuff
    4 debuff
    5 buff
    6 buff
    7 scrapper
    8 blaster/kheld
    once we practice we can set date for a real run
  13. STILL OPEN

    4pm pac/7 est tuesday 8thKarsis, "Cavern of Transcendance Trial," level 12-15
    Meet The Hollows

    Sign up
    2 Rookery
    3 @globally hidden
    4 Modern
    5@Schizokinetic
    6 @Ghost Wake
    7 tensionfade
    8

    5pm pac/8 est
    MASTER OF Imperious, "Time's Arrow,"
    level 45-50


    LOCATION Cimerora:
    Need 8 heroes/villains,
    Time 4 missions, approx 2 hrs.
    REQUIRED All members must have unlocked Midnight Club.
    REWARD: Grants 28 merits, "Master of" badge, Roman costume.

    SIGN UP
    2Oryo Ryouko
    3Modern Samurai
    4 globally hidden
    5 twipper
    6
    7
    8

    Synapse, "The Fall of the Clockwork King," at 8pm pac/11 est
    level 15-20

    Skyway City
    4-8 heroes
    15 missions, approx 2 to 3 hrs.
    Gives 58 merits, "Synapse's Cohort" badge (needed for "Task Force Commander" accolade) and "Clockstopper" badge.


    SIGN UP
    2 hoverbug blaster
    3 globally hidden
    4 Twipper ( a maybe)
    5 modern
    6@Schizokinetic
    7@Ghost Wake
    8
  14. Quote:
    Originally Posted by tensionfade View Post
    Thanks for having me along for Posi - will come along for Cavern of Transcendance if you still have room.
    of course on the list....

    Quote:
    Originally Posted by twipper_tux View Post
    Due to nasty snow storm, the psych final I was supposed to give tonight has been... delayed

    If the sick kitty at home is not needing some vet'ing by the the vet med wife tonight, I'll swing by Imperious and catch the TF if it hasn't filled. Hope to see you all there. Can bring a 40+ Bots/Traps or my current fav scrapper, either would work for me.

    Twipper
    be sure to have it 45+ im think master of ITF run if i get enough 45 to 50s
  15. Quote:
    Originally Posted by Cien_Fuegos View Post
    STATESMAN
    45 -50 ( preferred 47-50)
    Team composition
    1 Tanker – ( stone/stone highly recommended but anything is good)
    2 Scrapper
    3 Scrapper
    4 Buff /debuff ( ice,sonic,dark,kin)
    5 Buff /debuff ( ice sonic dark kin)
    6 empath/thermal
    7 Buff/Debuff (rad,dark,sonic)
    8 Blaster or Kheld


    Mission 1
    45 Web Parts to Destroy – destroy all but leave 2 on ramp
    Next to helicopter is a group of arachnos defeat all but leave one alive ( supposely ambush don’t come)
    Two ways ive seen it done ( remember buff is your friend)
    1 have everyone but tank behind helicopter have blaster kill final two web parts
    2 have everyone wait in ramp out of line of sight let tank grab agroo first
    Capture Arbiter Sands
    Melee attack sands keep squishies and blaster away from aoe range

    Mission 2
    Capture Dr. Aeon
    This is an unavoidable trap dr aeon has you trap after a cheesey cut scene stealth to ruined atlas map and tp team
    Then in order
    Defeat Mu'Drakhan
    Defeat Korol
    Defeat Shadow Spider
    Defeat Viridian
    Return Home – everyone open a oroborus portal stealth tper heads to mission door
    Mission 3
    Two part stealth tp to mission door from sub then stealth tp to tree
    Be careful of crystals they knock out your stealth….
    Defeat cot in clockwise circle
    Vines to destroy: 88 – in same circle you made defeating cot go to left hand side middle. Tank goes south and everyone non tankish goes north meet at mouth of tree…
    Breach Thorn Tree
    Defeat the tree av and Tank
    Take Nexus of Thorns
    Mission 4
    Find Real Security Chief – this is random we tried it different ways be sure to eliminate the ambushes
    Once you have the keys
    Defeat Silver Mantis
    Defeat Barracuda
    Defeat Ice Mistral
    Defeat Wretch
    Capture Dr. Aeon – this is where use nexus of thorn power tank goes in first grabs agroo
    Then scrappers then debuff
    Mission 5
    When you pick up last mish be aware of time every 20 mins a flyer will spawn…
    Clear ramps leading up to the inner circle once clear
    Heres where most teams have trouble
    Defeat Recluse's Inner Circle!
    Strategy 1
    Snipe them in order. Have a stealth team mate watching if more than one comes run to boat
    Black Scorpion (Archvillain, level 54) – stay out of aoe range melee and tank close range
    Scirocco (Archvillain, level 54) – same as black scorpion
    Captain Mako (Archvillain, level 54) – once tank grabs agroo use debuff then same as with other two
    Ghost Widow (Archvillain, level 54) – cm tank 16 times plus make sure tank has tier 3 insps-attack from behind
    Ghost Widow - She has three means to healing herself on top of a high regeneration rate. The first is a minor PBAoE heal which can be overcome. The other two heals are ranged targeted heals that she will attempt to use on the person with aggro, but the range is fairly short on both. Have a tanker taunt her from range and attempt to keep away from her as best as they can staying at the maximum range of their taunt ability. Using hover or fly will not work since she also can fly. The second thing to watch out for with Ghost Widow is her hold which will break any tanker's normal mez protection. Stack as many buffs like Increased Density, Clear Mind, and Clarity as you can on the tanker, so it will prevent them from being held. [Note: Her Strongest hold is Mag 100]
    Scirocco - He has some very nasty AoE attacks, so try to point his attacks away from anyone else in the group not trying to draw aggro. The best method is to corner pull him and have the tanker keep their back to a wall with Scirocco facing the wall and everyone else attacking from behind.
    Black Scorpion - He is the most straightforward, but is a heavy hitter.
    Captain Mako - Pound him down as much as you can. At low health he will hit Elude, which has no obvious effect. When you notice all your attacks being Avoided, shout out for your team to hit the Insights and Geas of the Kind Ones if they have it.
    Strategy 2
    Tank pulls empath keeps tank cmed and heal ( from distance) 3 of the avs will get tired kill the one that is left
    This is dangerous on a master run
    Defeat flyer when it respawns then count 20 mins from there

    Defeat Lord Recluse
    Tank taunts hold lord recluse emp cms tank and heals also rad puts one debuff on lord recluse
    Most people like to take out yellow first I like red
    Red NE of Recluse Power Generator Real Status Effect Bonus(Knockback, Disorient), +105% DMG(Smashing, Lethal, Energy), +105% Res(Smashing, Lethal, Energy) (hardcapped at 100%)
    yellow SW of Recluse Dispersion Bubble Real +200% DEF(All) (hardcapped at 175%), +17.7 Protection(Hold, Immobilize, Disorient)
    Green NW of Recluse Healing Pulse Healing, +MaxHP (hardcapped at 150% or 46015.73 hp), +2000% Regen
    Blue SE of Recluse Temporal Manipulator +30% ToHit, +1000% Recharge (hardcapped at 400%), +200% Run Speed

    If flyer respawned take it out if not head in After all 4 towers are down, the team can finally focus on Recluse himself. Tank and scrappers in melee range and ranged stay out of aoe range
    Summon Army allows Lord Recluse to summon anywhere from 1-4 (or possibly more) Bane Spiders (usually bosses) who will rappel down from above. The power has a short timer which will allow Lord Recluse to literally flood his opponents with Bane Spiders if he is not defeated quickly. His Suppression uses a unique animation which is high damage all at once instead of being DoT like player and NPC Crab Spiders.
    The end
    too lazy to rewrite it today but by next week second draft will be up...ill look at some other guides ( specially trickshooters) for parts i missed
    im very impressed by ever strykers speed ( then again he did the 4 man stf)wondering what fastest time on masters run? slowest?
  16. Quote:
    Originally Posted by MaHaBone23 View Post
    *sigh*
    I signed on for a MotST the other night, never having done a Stateman's TF. A couple people on the TF were VERY helpful, and really clued me on what to do, what not to do, and what was coming next.
    By the fifth attempt (okay, at least one failure was my fault. I play aggressive, and didnt really understand the "no death" requirement) we got a head of steam and made it to the end of the fourth mission. That includes a Cyst explosion that sent half of the team into the red.
    In the fight with Dr. Aion, the tank dies. Then promptly quits. Another player curses, quits. And another and another, without so much as a "bye!" In the span of 20 seconds, 8 players becomes 2- me and a dead blaster. My poor squishy troller lasted longer than she had any right to against Aion and his clones, but down I went.

    So I can understand rebooting the TF on the first or second mission, but by the time you mad eit to the end of the fourth, would it not make sense to just follow through for the merits?
    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I was on that team as well and I agree I'd have liked to finish the TF. Unfortunately I got DC'd right after the death and by the time I logged back everyone else had quit. I'm of the opinion that even if you fail the master requirement at that point you might as well do the last misison, it's fun and gives people practice fighting the AVs which improves odds the next time.
    yeah i was on that run too i think i was one who quit after tank ( cursing) sorry soemtimes i do complete after master option is out but that day i had a really bad migraine after 5 attempts..
    i apologize
  17. Quote:
    Originally Posted by PsychoPez View Post
    I've only done this as an emp/rad, so if I can add one key point from my pov.

    Make sure to CM everyone (or at the very least the squishies) during the Scirocco fight. His EMPulse will hit everyone, and while it might not kill on its own, it will stun folks not ready for it, which could set up for an unexpected kill.

    If you have a rad blast secondary, for the love of god blast while fighting Mako, every little bit of -def helps on him. (Irradiate and Cosmic Burst especially, and what emp/rad doesn't take Cosmic Burst...)
    good call =)

    Quote:
    Originally Posted by WoefulKnight View Post
    The timer for the Flyer starts when the first person on the team enters the map. So mark that time down and defeat the Flyer just after 20 minutes are up. Then it won't spawn again for another 20 minutes. If you don't pay attention to the timer the Flyer can surprise you. Also after you defeat the flyer and are working on Recluse and the Towers watch the time or you will get another Flyer spawn at a point where you are deeply engaged.
    two different ideas on how this can be done 1 clear ramps and wait for flyer to go boom.. then count 20
    2 keep clearing ramps and have someone keep eye on flyer and when goes boom count from there
  18. Quote:
    Originally Posted by bpphantom View Post
    And this is why I won't do master runs. I've team dropped twice after forming when the leader said it was going to be a master run. Once with my stone/ tank and once with my emp/ defender.
    master run is stressful i dont blame people who dont want to

    Quote:
    Originally Posted by BlazingTiger View Post
    Decent write up. I disagree with some points mostly the team build up but to each their own. There are a few sticky spots you dont really touch on but as it says its a rough draft. There are a few other MoSTF guides on the virtue forums if they still exist. I recommend looking through them.
    team build varies depending on OP. counting on some of comments to define sticky parts

    Quote:
    Originally Posted by Grae Knight View Post
    Most of my Master Runs were with Invulnerability Tankers and the rest were my Will Power tankers. Pretty much depending on the team composition, any tanker can tank a Master run. There are just too many variables involved to tell a player you need X to complete it successfully.
    any tank is good just that granite is one the favorites...wp tankers were popular for abit too

    Quote:
    Originally Posted by BlazingTiger View Post
    When i was running the Master Saturdays that was my reasoning. I really disliked seeing people getting rejected due to not being the right set. Sadly my want to run a MoTF has really waned so Im taking a break from them. The only keys to sucess are 3-5 buff/debuffs (depending on what you get) and people that know what they are doing or are willing to listen.
    LISTEN as you and fedor say is key,.,,

    Quote:
    Originally Posted by Peterbilt View Post
    QFT.

    Another server started running practice Master TFs with the idea that they were going to try different tactics in advance of regular MSFT runs. The second practice they got the badge. But this makes so much sense, I guess that's why most people don't do it.
    i like the idea of practice.... been thinking of incorporating practice runs
  19. dresses fedor up as crazy harry

    for people unfamiliar
    Crazy Harry was a Muppet with an explosives fixation, who appeared in The Muppet Show and was performed by Jerry Nelson. He had scruffy hair, an uncombed beard and huge baggy eyes
  20. Cien_Fuegos

    Purple Swap Meet

    i guess i was the only one who liked it?
  21. sounds like fun hope lot of people come
  22. Quote:
    Originally Posted by cp2_4eva View Post
    This sounds fun. I've never ran a STF. I hear they can be a pain. I have a few questions

    How many merits?

    Can a toon on this team be without IO sets and still manage to not suck on this TF? (Not that i would ever do that)

    On virtue is there a specific time and date that a person forms this team up?

    What's the estimated time given a team wipe or two?
    37 merits

    you do need ios ( even generic better than sos) but i have seeen a so toon outlive io toon so might want to test it out

    masters are usually run after HERO hami raid ( around 445 pm pac/754 est) on saturdays
    on a master run the first thing is dont die

    REGULAR STF runs about 45 mins to 1 hr 15 mins ( depends on players)
    MOSTF runs about 1 hr 20 mins to 2 hrs 15 mins ( depends on players) since objective is dont die

    Quote:
    Originally Posted by Fedor View Post
    cp2 I think you are confusing Master of Statesman TF with just a regular STF. Almost any build can do a regular STF, it's a fun TF that can be completed in a couple hours. The MoSTF is a badge given for a run through the task force with no temp powers and no defeats. That is much harder and more time consuming as you have to be more careful.

    I would suggest doing a couple regular STF's before trying to get the master of badge.
    i 100% agree with fedor
  23. Quote:
    Originally Posted by Fedor View Post
    Good write up, but for a MoSTF I would substitute a bubbler for one of those scrappers. Bubbles can easily be the difference between a compeled run and a random dead squishie. Also the other scrapper slot can easily be a second blaster. It is important to note that squishies need to stay out of melee, MoSTF's are a bad time to play blapper with the AV's powerful PBAoE attacks. Even scrappers can get smoked by those if they are not careful.
    bubbler works for it i thought a second scrapper to help with damage

  24. Master of Imperious Task Force

    Team composition
    1Tanker
    2 Scrapper /brute
    3 Scrapper / brute
    4 Buff /debuff ( ice,sonic,dark,kin)
    5 Buff /debuff ( ice sonic dark kin)
    6 empath/thermal
    7 Buff/Debuff (rad,dark,sonic) or veat
    8 Blaster or Kheld

    Mission 1
    10 Sybils to rescue and Lead Sister Solaris to Altar

    Buff up follow melee around freeing the hostages if no need to fight avoid it once free 10 hostages go up backside of oracle and pull minotaur to you do not cross the middle circle this spawns the ambush
    Melee first keep range and squishies back. Tank is last to leave

    Mission 2
    10 Shadow Cyst - once again follow map kill crystals wait for ambush no squishies near crystal they go boom.. if more than one crystal present kill around crystal first
    When you have one or two left ( if in same room kill them and get out tank leaves last)

    Mission 3 ( where most task forces end chance at master)
    5 Generals
    A note on Daedalus (Hero Ally) – get him killed early he likes to attack passing patrols
    Once you free him buff then get off boat ambush comes kill ambush then either pull to
    Strategy 1- bridge
    Strategy 2- beach
    Seen both work no preference really. Buff tank and have him pull generals
    to spot ambush generals
    General Atilius (Elite Boss) –on bridge
    General Cordius (Elite Boss) – after bridge
    General Geminius (Elite Boss) –after arch
    General Rutilius (Elite Boss) behind geminius
    Last general is with rommie

    Romulus Phalanx ( stealth tp to before retangle and wait for ambush)
    Have a special stratagy for this one
    What I found:
    If you don’t touch the retangle around the computer you don’t get attacked by Mecha-men
    Defeat Romulus and requiem
    SO…
    Have squishiness and blaster outside of rectangle have melee direct attack the computer
    Mech MEN spawn at 75 50 25 %... squishies attack mecha men from outside of retangle don’t step on it or SQUISH!
    All melee stop attacking computer and attack mech while tank kill computer or have squishies kill mech.
    Then snipe req and rommie and kill as you usually do

    100 Cimeroran Traitors usually dead by then if not you can find them easy



    Requiem
    Dark Blast Ranged, Negative, Foe -Accuracy
    A long range blast of dark energy. Deals moderate damage and reduces the target's chance to hit.

    Gloom Ranged, High Damage over Time, Negative, Foe -Accuracy
    Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.

    Tenebrous Tentacles Ranged, Cone, Moderate Damage, Negative, Damage over Time, Smash, Foe Immobilize, -Accuracy
    Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target.

    Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
    Requiem taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to Requiem.

    Shadow Punch Melee Smash/Negative, Low Damage, Foe -Accuracy
    A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target´s accuracy.

    Smite Melee, Smash/Negative, Medium Damage, Foe -Accuracy
    More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy.

    Shadow Maul Melee, Smash/Negative, High Damage over Time, Foe -Accuracy
    This deadly attack unleashes a flurry of shadow punches pummeling your foe with focuses negative energy. Shadow Maul deals a lot of damage over a short period of time. Like most Shadow Punches, Shadow Maul can reduce the target´s accuracy.

    Dark Regeneration Point Blank Area of Effect, Minor Damage, Negative, Self: +Health
    You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed.

    Oppressive Gloom Toggle (Point Blank Area of Effect), Self -Life, Foe Disorient
    Taps the dark powers of the netherworld to drain a small ammount of life from yourself to keep your nearby enemies Disoriented!

    Resistance Res
    Auto, Self

    Resistance Auto, Self
    In his normal form, Romulus will use the following powers:
    Energized Shield Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    Kinetic Shield creates a harmonic Energy Aura that can deflect physical attacks. Your Defense to Smashing and Lethal attacks is increased as weapons and powers like bullets, blades and punches tend to deflect off the shield. Kinetic Shield also
    grants you good resistance to Defense Debuffs. The Energy based nature of Kinetic Shield also offers some minimal Defense to Energy attacks. Recharge: Fast

    Hack Melee, High Dam(Lethal), Foe -DEF
    You Hack your opponent for a high amount of damage. This attack can reduce a target's Defense, making him easier to hit. Damage: High, Recharge: Moderate

    Pilum Ranged, High DMG(Lethal)
    You throw a pilum at a foe, dealing heavy damage. Damage: High, Recharge: Moderate

    Phalanx Fighting Auto: Self +Res (Smashing,Lethal)
    Your body resonates a mild Dampening Field that absorbs kinetic energy from physical weapons. This auto power permanently reduces all incoming Smashing and Lethal damage. This power is always on and costs no Endurance.

    Push Back Melee, Extreme DMG(Smash), High Knockback
    You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage and can knock foes back a great ways. The power of this attack can actually extend a short distance through multiple foes. Damage: Extreme, Recharge: Slow

    Shout of Command Ally +Res(Disorient, Hold, Sleep, Immobilize, Terrorize, Confusion), +Perception
    By bouncing a carefully pitched sound wave off an ally's ear drum, you can free him from any Disorient, Hold, Sleep, Confusion, Fear, or Immobilize effects, and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally enhanced perception. Recharge: Fast

    Slash Melee, Moderate Dam(Lethal), Foe -DEF
    You perform a quick Slash that can reduce a target's Defense, making him easier to hit. This attack causes moderate damage, but has a quick recharge time. Damage: Moderate, Recharge: Fast

    Slice Melee (Cone), Moderate Dam(Lethal), Foe -DEF
    You Slice your sword in a wide arc, attacking all enemies in front of you. Slice does less damage than Slash, but can hit multiple foes and reduces their defense. Damage: Moderate, Recharge: Moderate

    Whirling Sword PBAoE Melee, Moderate DMG(Lethal), Foe -Def
    You perform a Whirling Sword maneuver, attacking all foes in melee range. This attack wounds your opponents, causing them to take minor damage over time and reduces their defense. Damage: Moderate, Recharge: Slow

    Resistance Resistance

    MISSION 5 FINALE
    Two strategies to share
    STRATEGY 1
    Fight to romulus and clear around him ( without agroo) you want to get the NPC hero ( Imperious killed he agroos un necessarily
    This is dangerous on a masters
    Strategy 2
    Get imperious (NPC hero) killed kill ambushes ) then stealth tp to last part after cut scene then kill around romulus. Once rommie down head to towers and kill what remains of the 300 traitors
    Defeat Romulus & Minions
    Once you clear around rommie then four strategys
    STRATEGY 1: pull romulus to grass this prevents a ambush from coming
    Then p ounce him melee first then range and blasters. Remember when he dies he activates a stun so bring break frees or get out of line of sight
    Strategy 2: pounce him where he stands ( popular but be careful on a masters) have melee engage him on stairs and range and squishies out of aoe range. Be careful of ambushes and of the stun when he rezzes.
    Strategy 3: have two tanks on team ( or 1 tank one broot) and have brute keep the healing nictus busy while you pound him leaving healing nictus for last
    Strategy 4 Use tower above rommie to keep nictus out of line of sight usually ambushes cant touch you but you never know
    After transforming into Nictus, Romulus will use a separate set of powers from those listed above.
    Dark Detonation Ranged (Targeted AoE), Moderate DMG(Negative), Foe Knockback, -Recharge, -SPD
    You hurl a blast of Dark Matter that violently explodes on impact, damaging all foes near the target. All affected targets' have their attack rate and movement speed slowed. Some foes may be knocked down. Damage: Moderate, Recharge: Slow

    Ebon Eye Ranged, Moderate DMG(Negative), Foe -Recharge, -SPD
    You can emit a beam of dark energy from your eyes, dealing moderate Negative Energy damage. Ebon Eye can also slow your target's attack rate and movement speed. Damage: Moderate, Recharge: Fast

    Energized Shield Toggle: Self +DEF(Smashing, Lethal, Energy), Res(DeBuff DEF)
    Kinetic Shield creates a harmonic Energy Aura that can deflect physical attacks. Your Defense to Smashing and Lethal attacks is increased as weapons and powers like bullets, blades and punches tend to deflect off the shield. Kinetic Shield also grants you good resistance to Defense Debuffs. The Energy based nature of Kinetic Shield also offers some minimal Defense to Energy attacks. Recharge: Fast

    Essence Drain Melee, Moderate DMG(Negative), Foe -Recharge, -SPD; Self +HP
    You tap the primal forces of your Nictus power to create an Essence Draining conduit between a foe and yourself. This will transfer Hit Points from your enemy to you. Foes drained in this manner have their attack rate and movement speed reduced. Damage: Moderate, Recharge: Slow

    Extra Lives Kill Ally
    Kill Ally

    Gravitic Emanation Ranged (Cone), Minor DMG(Negative), Foe Disorient, Knockback, -Recharge, -SPD
    Gravitic Emanation sends bolts of dark Nictus energy to multiple targets within a cone area in front of the caster. Gravitic Emanation deals only minor Negative Energy damage to each affected foe, but knocks them back, leaving them Disoriented and with reduced attack rate and movement speed. Damage: Minor. Recharge: Slow

    Hack Melee, High Dam(Lethal), Foe -DEF
    You Hack your opponent for a high amount of damage. This attack can reduce a target's Defense, making him easier to hit. Damage: High, Recharge: Moderate

    Phalanx Fighting Auto: Self +Res (Smashing,Lethal)
    Your body resonates a mild Dampening Field that absorbs kinetic energy from physical weapons. This auto power permanently reduces all incoming Smashing and Lethal damage. This power is always on and costs no Endurance.

    Push Back Melee, Extreme DMG(Smash), High Knockback
    You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage and can knock foes back a great ways. The power of this attack can actually extend a short distance through multiple foes. Damage: Extreme, Recharge: Slow

    Shout of Command Ally +Res(Disorient, Hold, Sleep, Immobilize, Terrorize, Confusion), +Perception
    By bouncing a carefully pitched sound wave off an ally's ear drum, you can free him from any Disorient, Hold, Sleep, Confusion, Fear, or Immobilize effects, and leave him resistant to such effects for a good while. Protection will improve with multiple applications and as you advance in level. Clarity also provides your ally enhanced perception. Recharge: Fast

    Slash Melee, Moderate Dam(Lethal), Foe -DEF
    You perform a quick Slash that can reduce a target's Defense, making him easier to hit. This attack causes moderate damage, but has a quick recharge time. Damage: Moderate, Recharge: Fast

    Slice Melee (Cone), Moderate Dam(Lethal), Foe -DEF
    You Slice your sword in a wide arc, attacking all enemies in front of you. Slice does less damage than Slash, but can hit multiple foes and reduces their defense. Damage: Moderate, Recharge: Moderate

    Sunless Mire PBAoE, Moderate DMG(Negative), Foe -Recharge, -SPD; Self +DMG, +ACC
    Sunless Mire can drain the essence of all nearby foes, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy. Damage: Moderate, Recharge: Very Long

    Whirling Sword PBAoE Melee, Moderate DMG(Lethal), Foe -Def
    You perform a Whirling Sword maneuver, attacking all foes in melee range. This attack wounds your opponents, causing them to take minor damage over time and reduces their defense. Damage: Moderate, Recharge: Slow

    Resistance Resistance


    300 traitors to defeat