[As a note, I'm not attacking you, just pointing out factors that my team has already tested.]
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Yeah, it's not nearly as important to take out as red. Basically, for the most part, if you drop that red tower first you're golden.
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Doesn't matter in general, because like I said earlier, you
cannot kill Recluse without destroying the Red Tower since the February updates. Even if you have someone with an Intange (which my STF runs ALWAYS have). We used to only detain the Red Tower, then destroy the Orange and Green, ignoring the Blue and going for Recluse, continually caging the Red. Since you can't "chain Intange", the few seconds of Intange downtime allow the resist buff to reduce damage again.
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We have gone to dropping the blue tower second because taking out the speed boost should theoretically reduce the recharge rates on his powers making it the second most important tower to the tank team.
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Recluse's powers are on such short timers I am unconvinced of the Blue Tower being as much SB as some form of Powerboost, or like I said above, a power that enhances his "Bloom". I couldn't run an STF last night because the key SG mate's connection was being goonish, but from my memory, I don't think I've ever seen his attack rate reduced.
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We've also tossed out the theory that the orange tower might be anti- to-hit debuff on top of anything else it does. To that end, if we have someone with a detention power, we've toyed with tossing it on that tower while we drop the other two.
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It's defense and possibly status resist. If given enough time to stack, I'm fairly certain that he is put at the defense cap of what, 205 or 210%? The problem with the status resist theory is that Recluse's particular forte is that he almost completely ignores any and all mezzes anyway, so it's virtually impossible to test.
I don't know if you can even Sleep Recluse.
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But we figure the only real way to test how effective detaining a tower is would be to detain the green tower to see if it interrupts health ticks or to try detaining red to see if it decreases damage and drop another first (obviously risky).
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My team has tested this already. Red Tower is damage, tohit, and the special resist, 100% certain and no doubt. If you want an example, my Granite which sits at 47.7% smashing defense as a static value, receives PBU bubbles which put me somewhere around 100-120% smashing defense (plus other types of course). If the Red Tower is left up and given enough time to cycle 2-3 "beams", he goes from 10.5% chance to hit (his 'floor') to roughly 20.75% chance tohit, which means it stacks over time and buffs to over +100% tohit. I don't necessarily think he so much has tohit debuff resistance as it is that your tohit debuffs don't mean anything when they're nerfed to 48% (correct value?) effectiveness, then resisted 85% and then are ignored by the RT granting copious amounts of tohit buffing.
You [u]cannot[u] kill Recluse if you only cage the Green Tower unless your team has MASSIVE amounts of resist debuffs, +damage buffs and high DPS besides...even then, it's questionable on if you can pull it off. The problem with caging the Green Tower is that the buffs stack, and as such, have a roughly 10-20 seconds-long duration (unsure at this time on the actual duration), meaning when it comes undone, it hits Recluse with its buff and besides healing him outright for 3000hp, it ALSO gives him Adrenaline Boost-levels of regen, and as far as my team can tell, 100% regen debuff resistance for roughly 10 seconds, meaning you will not kill him because even when at 3/4 health, it took only one buff from the GT to bring him full again...and the team this observation concerned was stacked with Sonic, Dark, and Kinetics.
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As far as Aeon, believe it or not, we've aggroed him early from both sides of the room: left and right. General rule of thumb is that is you stay to the left of the left side staircase and to the right of the right-side staircase, there shouldn't be any issues. It's when people creep inside that that we tend to have trouble.
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Our measurement stick is to tell them to either hug the wall or not go past the stair's second railing. If you do that, he won't aggro on the right side. The left side almost always is a crapshoot.
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Since we almost always pick up scrappers being one of the few groups willing to freely accept them, it's just easier to tell people to pull the groups back to the back of the room rather than try to get people in scrapper-lock to try to notice exactly where they are.
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People don't accept scrappers? Our 60 minute STF runs on Guardian consist of myself, a bubbler, and a kinetics from the SG, a dark if possible, a sonic if possible, and 4 fillers (getting a Sonic is pretty hard because the other person on the server that regularly speedruns the STF is
also one of the few high level Sonics I know of...and they claim the other one since they're their [woo, grammar] friend).
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And on to Lord Recluse's spawns. I think I used the word theory implying we weren't 100% sure what causes him to spawn. We had our two theories: movement and damage. And flying tanks necessarily move him all over especially if they're using someone else's Group Fly and they aren't used to it. It sometimes seems the "wow, I'm flying, and this is totally new to me" factor overrides the "big angry AV below me" factor and they scoot all over. Since out of our last four or five runs where we've used my Group Flight to put our tanks in the air we've had one single bane spawn when the tank went ground-bound for a bit, we sort of figured that shot the damage theory all to heck. There may be something to the range theory which no one we'd run with had yet posited nor had we come with it ourselves.
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Like I stated earlier, I think the AssloadO'Pets is some form of Recluse "Bloom" (e.g. Hamidon) and not a power of his own. It follows the same rules and does not interrupt his normal actions is why I think this to be true. His regular summon...that's a little wonky because like you said, at times, he'll use it repeatedly and sometimes he'll never use it.
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Another thought is that it may have to do with the amount of aggro you generate. Tanks have taunt and taunt auras that also add other generally bad effects to him like a mudpots that slows and immobs and damages or an ice tank's slows or a fire tanks DoTs etc. Maybe it's the amount of hate you generate that triggers it. By flying you can only use your taunt. Our defenders could only use their debuffs and even then, we sometimes had trouble holding his aggro. Just a thought.
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I doubt this for two reasons.
I don't think there is an in-game mechanic for reacting to mezzing (Taunt is a mez, as well), hence why not every Freakshow rezzes or why AVs with uberShield powers don't use them until certain health amounts. The A.I./coding just doesn't seem capable of that.
The second reason is that because he so venomously resists status effect duration, I doubt you could stack enough for some special flagged condition to fire.