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Posts
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Hello everybody, I'm here with Freedom's progress report on the Devouring Earth menace, Hamidon. In case you've not heard, heroes have been raiding The Hive and defeating Hamidon on a regular basis, with 13 raids this month organized by the ULTRA channel, and a few others (I don't have the number) by other parties. Since I am ULTRA's official cheerleader (I have the Carnie Ring Mistress costume to prove it!), I'm here to show everybody the amount of time that has been spent on every ULTRA raid this month, as some people still seem to think Hamidon raids take over three hours and are full of teamwipes and failure.
In the following graph, the time goes from -30 minutes to +1hr 30min from the "scheduled time". That time varies per raid; sometimes we start at 8pm EST, sometimes at 9pm EST, sometimes at 10pm EST. In the graph, the scheduled time is 0:00. If people show up early, we usually start killing monsters before the scheduled time, and that's why there's a "buffer" of 30 minutes before the scheduled time. We set ourselves a goal that no raid should take more than an hour and 30 minutes to complete from the scheduled time, and save one time (in which we went over for one minute), we've stayed in that zone.
In the following graph, the red bar is how long it takes to kill the monsters until Hamidon spawns; this is not considered part of the "raid time", but it's part of the "total time". Then, we have four alternating bars: green, blue, green, blue. Those are the attack waves to clear mitos around Hamidon and attack it. In case something goes wrong and we have to restart a wave, the color repeats: two green bars in a row means that we had to leave the goo before all the mitos were cleared, regroup, buff again, and restart the attack wave.
After the graph, I'll give a bit of a commentary on the raids that didn't go quite as planned.
January 18: during this raid, Hamidon moved noticeable to the west, making it harder for the teams to avoid the splash damage. The green team wiped during the fourth wave, and we had to reset it. Fortunately, it didn't take long.
January 23: we had two raids that night, one that went well, the other that didn't. We caught some griefers that kept drawing aggro into the green team, and we had to reset the last two attack waves. At 74 minutes, this was the longest Hamidon phase we've had, but fortunately monster phase was brief and we didn't go over the hour and a half.
January 27: the only day we went over an hour and a half from scheduled time (but only by one minute). During this raid, both the main Hamidon aggro tank and three of the mito aggro tanks disconnected before the last wave. There's a noticeable gap before the last wave, while the tank teams were reformed and given instructions.
January 30: Again, we had one good raid and one long as heck raid in the same nght. The monster phase took a ridiculous 38 minutes, and it felt like Hamidon would never spawn. The Hamidon phase itself took longer than usual, as everybody was tired after two raids in a row and almost an hour (combined) killing monsters.
January 31: When we arrived to The Hive at the scheduled time, there were no monsters, and Hamidon was already spawned. While we suffered from an unusual amount of leechers, we still managed to finish, though the going was slightly tough due to the yellow damage leader (me) disconnecting.
Now, for some stats:
Shortest Monster Phase: January 17th, we just spent 5 minutes killing monsters.
Longest Monster Phase: January 30th, at (ugh) 38 minutes.
Shortest Hamidon Phase: January 25th, at 36 minutes.
Longest Mito Phase: January 23rd, at 74 minutes. Thanks, griefers!
Shortest Total Time: January 24th, at 61 minutes.
Longest Total Time: January 30th, at 97 minutes, due to a ridiculously long monster phase.
Here's hoping to see a lot of new faces during our February raids, and due to the large amount of people trying to get in The Hive during the raids, we are going to try to organize dual raids in Hive 1 and Hive 2 during the weekends, so everybody can join the fun. No promises (yet) though!
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I miss the old character copy tool. This one seems to have a really, really long wait time between copies. I'm using a refresh plugin to see if I can make a lot of copies while I do something else, otherwise it'll take forever.
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I can check with Wireshark next time it happens; but the network status is incredibly silent during that time, no packets seem to be getting sent anywhere, which would mean one try.
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I've been in a Manticore TF for the past hour. At least, I would be, if I didn't keep crashing every time I zone and then getting this message EVERY TIME I try to log back in:
I can live with any other error message; I have no problem reconnecting when the mapserver dies. But being unable to LOG IN is what gets me. The login screen will sit there for 5 minutes, and then die with that error message. If at least the timeout were shorter, I would endure it -- but five whole minutes waiting for the server to reply? Why in the heck would it need to wait more than 30 seconds to know the server is not going to answer?
Just venting. -
It's not that I forgot, it's that you didn't post the list with the actual log from the game, which is what my script is parsing. I'll write a script to turn your table into a bunch of "You received..." lines and then add it.
Edit: okay, it's posted in the wiki. 1650 rolls total. Anything I missed? -
By the way, I imported the data into the Wiki, here: Random Rare Recipe Drop Rates
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I parsed all of Hell_Jumper's drops, however there are three lines that are suspicious:
You received Unspeakable Terror: Acc/Fear/Rech (Recipe)
You received Impervious Skin: End/Rech/Res (Recipe)
You received Razzle Dazzle: Chance for Immobilize
Maybe it's an artifact of copy/paste, but the first two are missing a dot and the end, and the third is missing (Recipe) entirely. In any case, here's the full list, with 1150 rolls:
Code:Count Rate Percent Recipes 15-19 58 1/19 5,04% Tempest: Chance for end drain 57 1/20 4,96% Pounding Slugfest: Chance to disorient 54 1/21 4,70% Pulverizing Fisticuffs: Acc/Dam/End/Rech 48 1/23 4,17% Impervious Skin: End/Rech/Res 46 1/25 4,00% Impervium Armor: +Psionic Resist 42 1/27 3,65% Eradication: Chance for energy damage 42 1/27 3,65% Salvo: Acc/Dam/End/Range 41 1/28 3,57% Impervium Armor: Resistance 40 1/28 3,48% Basilisk's Gaze: Chance for -Rech 38 1/30 3,30% Kismet: Def/End/Rech 38 1/30 3,30% Impeded Swiftness: End/Rech/Slow 37 1/31 3,22% Impeded Swiftness: Chance for Smashing Damage 36 1/31 3,13% Eradication: Acc/Dam/Rech/End 34 1/33 2,96% Neuronic Shutdown: Chance for Psionic damage 33 1/34 2,87% Neuronic Shutdown: Acc/Hold/Rech 32 1/35 2,78% Gift of the Ancients: Defense 31 1/37 2,70% Razzle Dazzle: Chance for Immobilize 28 1/41 2,43% Gift of the Ancients: +7.5% Run Speed 26 1/44 2,26% Celerity: +Stealth 26 1/44 2,26% Regenerative Tissue: End/Heal/Rech 26 1/44 2,26% Unbounded Leap: +Stealth 24 1/47 2,09% Shield Breaker: Acc/End/Rech 24 1/47 2,09% Edict of the Master: Damage 24 1/47 2,09% Commanding Presence: Acc/Dam/End 22 1/52 1,91% Call to Arms: Defense Bonus Aura for Pets 22 1/52 1,91% Razzle Dazzle: Acc/Stun/Rech 18 1/63 1,57% Call to Arms: End/Dam/Rech 18 1/63 1,57% Shield Breaker: Chance for Lethal Damage 17 1/67 1,48% Theft of Essence: Chance for +End 16 1/71 1,39% Blessing of the Zephyr: Knockback Reduction (4 points) 15 1/76 1,30% Basilisk's Gaze: Acc/End/Rech/Hold 15 1/76 1,30% Cloud Senses: Acc/End/Rech 13 1/88 1,13% Cloud Senses: Chance for negative energy damage 13 1/88 1,13% Edict of the Master: Aura 5% Defense Buff for Pets 11 1/104 0,96% Theft of Essence: Acc/End/Rech 11 1/104 0,96% Induced Coma: Acc/Sleep/Rech 11 1/104 0,96% Unspeakable Terror: Chance for Disorient 10 1/115 0,87% Time & Space Manipulation: +Stealth 9 1/127 0,78% Cacophony: Acc/Confuse/Rech 9 1/127 0,78% Freebird: +Stealth 9 1/127 0,78% Debilitative Action: Acc/Immob/Rech 8 1/143 0,70% Debilitative Action: Chance for Stun 7 1/164 0,61% Unspeakable Terror: Acc/Fear/Rech 6 1/191 0,52% Cacophony: Chance for Energy Damage 5 1/230 0,43% Induced Coma: Chance for Recharge Slow
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Quote:Er... server transfers are made by a piece of software. No human has to do anything.
When City of Heroes announced, a month ago, free character transfer between servers, I thought, "Wow, that's a lot work! Why would they do that?" Potentially, it could be a logistical nightmare, requiring a great deal of staff time and effort to process all of the requests. So, why would a company do it?
Doomsayers: NCsoft is probably making a lot more money out of the Booster Packs than the character transfers, and they decided to give us a great QOL feature. No doom, no conspiracy.
I'm really happy that the free server transfers are going to continue. I am one of the people who have been using them a lot for events; I've been transferring my main constantly to Justice and back to Freedom to participate in Hamidon raids and other events.
In my opinion, $10 per character transfer was way excessive; quick "server hops" to visit friends elsewhere and come right back would cost $20 each time. And that's really the only use I have for the feature; I know what my "home server" is... but I don't mind visiting others every now and then. -
Great one, Steelclaw. I'm stealing it to spam it on Broadcast during our next Hami raid.
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I have an slightly different obsession: IO recharge bonus overdose. I hate waiting for stuff to recharge.
I went as far as to grab powers I find useless (Group Invisibility) just so I could slot a LOTG 7.5 in it. I'm throwing billions of inf away to replace my Doctored Wounds (5% rech bonus) for Panaceas (7.5% rech bonus). I slotted Brawl with 5 purples to get the 10% rech bonus. That's how badly I want the extra 2 seconds of regen/recovery aura. -
As an afterthought, all those character under level 10 in Atlas probably will enjoy a bunch of SO drops with all those AVs that showed up...
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Atlas was much better. I didn't crash there (though I did get heavily murderized.)
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Well, I tried to be there, but I crashed 3 times due to lag even without attacking or even talking, so...
The client doesn't even give me a crash dialog anymore, just a hard crash to the desktop. -
Logged in, almost immediately started a Khan TF, 30 minutes later I was gathering people for a Statesman TF, an hour and 40 minutes later I moved to The Hive to get a Hamidon raid going, and an hour and 30 minutes after that, it's bedtime. The Hive was full within 20 minutes of announcing a raid was starting; if you can get that many people on a weekday night, I'd say the server is really active.
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Philly is volunteering her boobs to anybody who wants to give raid leadership a try. You all saw it! Come on, what more incentive could you possibly need?
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Quote:Oh noes! If you stay too much on a single minute, the Langoliers will get you! Run for your lives!
Just a slight difference on how i do this part. While i try to never go faster than one min i will not strictly go by the clock. If i don't see/hear alot of single target buffs going off i will slow countdown.
Quote:Leo calls himself a bind monkey but he is not he knows the raid he knows what to look for. This is just my opinion and how i do mine, just wanted to give my perspective on this point,
As for everything else: well said on all the points, but I think we already intimidated people enough with the not-really-that-detailed instructions. Come on guys, don't be shy -- we won't bite. Unless your name is Chocolate Woman, then you brought it upon yourself. -
As some of you know, the blueside Hamidon raid scene has gotten a lot more active lately. While the zone limit of 50 people makes it impossible to fit everybody who wants to participate at the same time, we can train more team leaders to schedule more raids, ensuring that there will be more leaders available to start a second raid when The Hive is full and there are 20 people trying to get in.
So, ULTRA is extending an invitation to everybody who has wanted to take an active role in the Hamidon raids, but never knew who to ask. We're raiding Hamidon almost every day now, and we're always looking for good players to join us.
The "tutoring" will be simple: you'll join the Hamidon raid as usual, and get on the team you want to lead. There will be an experienced leader in it to guide you if you need it, and it might do the whole leading bit for the first attack wave, so you can catch a feel of the binds or path if required. Then, on the second attack wave, you'll take over and do it yourself. The leader will stay on the team in case you need help, but otherwise, it's your show.
If you're interested, reply here or send me a PM in the boards, telling me your global name so I can catch you online. We raid Hamidon between 8PM and 10PM EST, so you'll have to be available one day (be it weekday or weekend) during that time. Don't worry about having no experience whatsoever in leading a raid; you'll earn the experience by doing it.
What follows is a very very very basic idea of what each team should do. If you decide to sign up and give it a try, I'll give you more detailed instructions, including any macros you'll need.
So, if you ever wanted to know more about Hamidon, and to proudly say, "I know how to defeat that son of an amoeba", this is your chance! Just leave a reply, and we'll see you in game.
All teams
* Have a stable internet connection. If you disconnect a lot, you won't be able to lead a team properly. It's highly recommended that you go into the options and enable "Hide Buff Numbers" in 3 places near the bottom, as buff numbers increase the incoming traffic a lot, especially during something like Hamidon where lots of buffs are stacked.
* You need flight. A Raptor Pack from the Shadow Shard works. Make sure you have at least an hour of flight time on it, though 30 minutes will probably be enough.
* At least 11 points of Knockback Protection are recommended. You can get this through acrobatics, or four Knockback Protection IOs. This is a must for the tanks that will be willingly taking aggro.
Yellow Damage Team / Green Team
These are the easiest teams to lead; the "entry point" for leading in a Hamidon raid. Basically, you will target a mito, and everybody will target through you.
If you're leading the Yellow Damage team, you have melee characters following you and attacking yellow mitos with everything you got (as long as it's melee).
If you're leading the Green team, you have characters with holds and attack powers following you. You have to stack enough holds to bring down the mito's shield and destroy it.
When a mito is dead, you target the next one, usually clockwise. Start with the mito closest to the gathering point and work around the core. As a Green leader you will want to rotate your camera vertically to make sure you're targetting the next mito correctly, as sometimes you might skip one that's too high or too low to see.
* You must stay focused in one target. Switching targets will prevent a lot of people from attacking through you, and cause everything to go much slower.
* If you're leading the Yellow team, you'll focus on the greens after the Yellows die, and target through the Green leader; you are no longer targeting. If you are the green leader, you'll focus on the blues after the greens die, and you'll keep targetting; don't let the players scatter on the blues, as that just slows things down.
Hamidon Aggro Team
We're taking tanks for this position, as support doesn't have much to do other than buff the tank. Your team will have you, some empaths (essential) and some kinetics (optional). They have to buff your regen to high heaven to make sure you survive the Hamidon attacks.
Your job is to jump in the mito while properly buffed, and taunt Hamidon from a distance. Try to avoid being hit by the green mitos, and draw the Hamidon blast away from the other teams.
* Keep a close eye in your health. If it drops a bit too much, you may need a little extra support; yell in Request for Empaths to AB you.
* Don't be intimidated by having to take Hamidon's assault; remember that there will be a backup tank ready to give you advice, and step in if you can't take the heat.
* At least 11 points of Knockback Protection is essential here.
Yellow Aggro Team
This job can be done by anyone, but a tank or a powerset with heals would be better suited for it. Your team will consist of six tanks, each of them taking a different mito in the goo, and a couple of support characters. With time and experience, a tank can take more than a mito at a time, but for training, we're having a tank at each mito as backup.
Your job is to assign a mito to each tank, and to target them to see which one they're targetting through assist. Ensure that each tank is targetting the proper mito, and give the sign that you're ready. Then, when the signal is given, all tanks will fly towards and/or around the goo in order to reach their targets, and taunt them from outside the goo at the maximum distance.
As team leader, stress those two points: taunt from maximum distance possible and from outside the goo. Go around the goo to get to your mito, not across it. Draw aggro away from the other teams at all times.
Once the six tanks are on their way, if you're not one of them, you can join the other teams into attacking the mitos, as long as the tanks don't need any help. Keep an eye on the tanks, and if their health goes dangerously low, be ready to buff/heal them, or step in their place, depending if you're a tank or a support AT.
* You must be comfortable using macros or binds for this. I prefer macros. You'll have ten macro buttons: two with introductory instructions, six (one for each mito) in order to tell each tank which mito they have to target, one to confirm each tank's target, and one to signal you're ready. The macros allow for targeting to happen a lot faster than typing a lot; we want to spend no more than two minutes between a bloom and the next attack wave.
Raid Coordinator
Or, as I call it, the bind monkey. You're the most visible name in the raid, mainly because you'll spend most of it shouting broadcast and making sure everybody else is on the ball. Raid coordinators usually lead one of the other teams as well.
* To make sure you have the hang of the whole raid first, we'll want you to lead other teams before you jump into this role. Don't worry; even if you start from the lowest rung, the Yellow Damage/Green team, you should be leading a raid in a week if you have the focus for it.
* You must be extremely comfortable using macros or binds. Extremely We're talking 3 trays full of macro buttons here.
* You need a chronometer in your clock, cellphone, or whatever in order to time the buff waves. We'll be watching, so don't try to eyeball it!
* Your first job will be to get the other three teams in place. Make sure everybody has what they need. Usually, as long as you have the Hamidon tank team and the Yellow Aggro teams ready, you can start killing monsters; the other teams will populate naturally.
* When Hamidon spawns, gather everybody at a designated point, and again check on your teams. Green, Yellow Damage and Hamidon Aggro usually need little preparation; the Yellow Aggro team will need to acquire their targets, and you should wait for them. When the Yellow Aggro team is ready, you'll start the famous countdown.
* After everybody is in the goo fighting for their lives, you'll have to constantly remind people to target through the specific leaders, that holding the greens is more important than damaging them, that Kinetics should be using Fulcrum Shift to buff the teams, and other things. Constant repetition will remind people what needs to be done in the heat of the battle.
* Once all the mitos are down, you'll monitor Hamidon's health and call for people to leave the goo when it reaches one of the bloom thresholds. Once the bloom happens, everybody should port out, and the cycle starts again; gathering, waiting for the teams to be ready, buffing, countdown, attack.
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To clarify the post above:
0:00 - This is the time the raid is scheduled to start. Be it 8PM, 10PM or whatever, it's always 0:00 in the chart. Sometimes we get a lot of people early, so we start killing monsters before this time; hence the negative 30 minutes. If people turn up late, we have "dead time" until the monster phase starts, and it's marked. The chart goes up to one hour and a half from the scheduled time, no matter when do we actually start.
Red bar - Monster phase. The last one was ridiculously long.
Green / blue bars - Each mito wave is marked with a color; if two consecutive bars are the same color, it's because something went wrong with that wave, and we had to reset and reenter the goo. This can be seen in January 18th and January 23rd; on January 18th, Hami moved to the left, and the messed up positions were enough to cause a wipe in the final wave, which we had to recover from. In January 23rd, we had a few griefers taunting into the green tea, which caused wipes in the last two waves.
Fortunately, in both cases we still ended within an hour and a half of the scheduled time. The goal is to consistently get it within an hour of the scheduled time, though of course long monster phases can screw that up.
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Quote:Power Drone was a gift from Vanguard (as the description says) after I saved the world from Hro'Dotz.As far as RP-wise, I've never seen people pay attention to any of the vet/pack powers. Otherwise, justifying why everybody has a wisp/drone/clockwork/fairy pet, a wand/Nemesis staff, a ghost-slaying axe and/or the ability to punch people with darkness, the ability to read fortunes, the ability to run fast and do backflips, and a self-destruct system would get a little taxing.
The clockwork noncombat pet is one of Penelope Yin's protectors, that sometimes follows me around because I'm a friend of Penny's.
The blackwand I took away from a villain; it was a very powerful staff that he used to bring a city to its knees, but it lost most of its power during the fight with me.
The Sands of Mu? Either my character (an illusion controller) is just causing the illusion of punching that fast, or it's an actual flurry of punches justified by my superspeed.
I don't have the magic pack or the cyborg pack, but once I get them, I'll find similar justifications. I also justify several temp powers I use; for example, the raptor pack jetpack I recovered while saving the Terra Volta reactor from the Sky Raiders; I don't "buy new packs", I just buy the "fuel" for it. -
I merged the lists from Hell Jumper and Energizing Ion, and ended up with this list of 645 drops:
Code:Count Recipes 15-19 Percent 35 Pounding Slugfest: Chance to disorient 5,43% 30 Tempest: Chance for end drain 4,65% 30 Pulverizing Fisticuffs: Acc/Dam/End/Rech 4,65% 29 Impervium Armor: +Psionic Resist 4,50% 25 Basilisk's Gaze: Chance for -Rech 3,88% 25 Impervium Armor: Resistance 3,88% 24 Impervious Skin: End/Rech/Res 3,72% 24 Eradication: Acc/Dam/Rech/End 3,72% 23 Impeded Swiftness: End/Rech/Slow 3,57% 22 Kismet: Def/End/Rech 3,41% 22 Impeded Swiftness: Chance for Smashing Damage 3,41% 22 Neuronic Shutdown: Acc/Hold/Rech 3,41% 21 Eradication: Chance for energy damage 3,26% 21 Salvo: Acc/Dam/End/Range 3,26% 18 Neuronic Shutdown: Chance for Psionic damage 2,79% 17 Regenerative Tissue: End/Heal/Rech 2,64% 16 Shield Breaker: Acc/End/Rech 2,48% 16 Gift of the Ancients: Defense 2,48% 16 Razzle Dazzle: Chance for Immobilize 2,48% 14 Theft of Essence: Chance for +End 2,17% 14 Celerity: +Stealth 2,17% 14 Gift of the Ancients: +7.5% Run Speed 2,17% 14 Razzle Dazzle: Acc/Stun/Rech 2,17% 13 Edict of the Master: Damage 2,02% 12 Call to Arms: Defense Bonus Aura for Pets 1,86% 12 Shield Breaker: Chance for Lethal Damage 1,86% 11 Blessing of the Zephyr: Knockback Reduction (4 points) 1,71% 10 Basilisk's Gaze: Acc/End/Rech/Hold 1,55% 9 Commanding Presence: Acc/Dam/End 1,40% 9 Cloud Senses: Acc/End/Rech 1,40% 9 Unbounded Leap: +Stealth 1,40% 8 Cloud Senses: Chance for negative energy damage 1,24% 7 Call to Arms: End/Dam/Rech 1,09% 7 Time & Space Manipulation: +Stealth 1,09% 6 Edict of the Master: Aura 5% Defense Buff for Pets 0,93% 6 Theft of Essence: Acc/End/Rech 0,93% 5 Induced Coma: Acc/Sleep/Rech 0,78% 5 Debilitative Action: Acc/Immob/Rech 0,78% 4 Debilitative Action: Chance for Stun 0,62% 4 Cacophony: Chance for Energy Damage 0,62% 4 Induced Coma: Chance for Recharge Slow 0,62% 4 Unspeakable Terror: Chance for Disorient 0,62% 4 Freebird: +Stealth 0,62% 2 Unspeakable Terror: Acc/Fear/Rech 0,31% 2 Cacophony: Acc/Confuse/Rech 0,31%
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Quote:"We're sorry, leandrotlz@gmail.com does not have permission to access this spreadsheet.Again, posted results on google's site...
http://spreadsheets.google.com/ccc?k...0eE40UVE&hl=en
It's on the 2nd sheet (15-19)
Interesting, two recipes I only got 1 of them both....heh.
You are signed in as leandrotlz@gmail.com, but that email address doesn't have permission to access this spreadsheet."
Edit: try this link instead (/pub, not /ccc) -
I was watching the buffs bar; 1-2 bubbles of Fulcrum were getting through (had several kins though, so yes, they were missing a lot). I wonder if the blues are in range for FS targetting at each yellow; that way the kins could target a blue and FS while hanging with the scrappers, giving them the 50% buff (40% for trollers); they'd miss the 25% buff (20% for trollers) but they could stack it a lot more.
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We had a lot of people showing up from RF2009, Freedom Events and Freedom TF for tonight's raid, and other than the monster phase taking FOREVER (27 minutes), it was a really quick raid (the four attack waves took 34 minutes). Instructing the Kinetics users to follow the Yellow Damage team and spamming Fulcrum Shift seemed to do quite a difference.
(Red: monster phase; alternating green/blue: mito waves. The time scale is adjusted so the scheduled time to start = 0:00, regardless on when we actually start.)
We attempted to get Fulcrum Shift going beforehand by targeting an Oil Slick Arrow during the countdown, but it didn't seem to help that much. The difference was very noticeable in the goo, however. -
Quote:And you won, according to the September 15th Patch Notes:You can pick up an alternate reward, but not the same reward, within the time period. This works for Hamidon, Stateman's TF, and Recluse's SF.
I also thought it was 24 hours, but I remember begging the devs during Beta to reduce it so that regularly scheduled raids and TFs could be run everyday at the same time, without worrying if you finished it 1 minute too fast.
Rewards
The Hero and Villain Respec Trials, Terra Volta Trial, Eden Trial, Sewer Trial, Hamidon Raid, Statesman Taskforce and Lord Recluse Strikeforce had their Merit Reward diminishing return timer reduced from 24 hours to 18 hours to be consistent with other taskforce diminishing return timers.