Omega Shockwave

Apprentice
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  1. Believe the CoP's have went the way of the dinosaurs... again, lol. As for the Rikti Raids who knows. I'm not sure that Azure has anything planned for them, so unless he says otherwise, let's assume those are on hold for the meantime. Maybe once I don't have so much work left with the incarnate stuff (and it is a TON) I could pick up the Rikti raids again.
  2. We can always NOT use pets, if you want Ulli.
  3. Got one more of the badges done for this... Loves A Challenge. Took about 6 hours to finally get it, but we ended up becoming very good/coordinated at this particular badge. We didn't quite get "Avoids the Green Stuff", but are close to it.

    Lot of good stories to go along with this. Ask about our "Terminal Man", .

    Here are the lucky ones who earned it.
    • Princess Scarletta (@Omega Shockwave)
    • Spring Chick (@Paish)
    • Ion Defense (@Mad Skills)
    • Calx Everto (@Rekatrednu)
    • Ullikummis (@Ullikummis)
    • Nephila (@Dark Energon)
    • Vixen Healer (@Vixen Healer)
    • Ampithea (@Kragothe)
    • It Outta Be Botly (@Botley)
    • SinnerSaint (@SinnerSaint)
    • Lady Willow (@LadyWillow)
    • Alita (@Leen)
    • Armeros (@Armeros)
  4. I'm setting up the next round of attempts for the MoKeyes. I'm planning on working really hard to get these badges done this weekend. I'm only going to list beginning times because I don't want to limit the time we spend on these.

    • Friday, 7/15/2011: Starting at 8pm EST(7pm CST)
    • Saturday, 7/16/2011: Starting at 2pm EST(1pm CST)

    Please read below regarding what we're doing and send a tell to @Omega Shockwave if you are interested.

    Once we get these two badges, we'll make another attempt at the other two for those who have missed those when they were run earlier.

    Quote:
    Originally Posted by Omega Shockwave View Post

    Our objectives:
    Loves a Challenge badge - During final stage no one can die AND none of the terminals can be destroyed
    Avoids the Green Stuff badge - During final stage no one is caught by the Obliteration Beam (green location AoE)

    Requirements:
    • Have Ventrilo installed. I want EVERYONE on voice communication. I don't care if you don't have a microphone (actually want talking at a minimum), but I want everyone to be able to hear directions.
    • Bring a character worthy of this... I'm not saying everyone needs to be +3 shifted..., but I would like for everyone to have all of their incarnate slots unlocked and have at least a tier 1 slotted for each. These powers are going to be very helpful during these badge runs, hence the requirement. This is not intended to be used to get your IXP, please do that on other trials. I'll reserve the right to make exceptions on this, but it will be highly unlikely.
    • You need to have run this trial before. Too easy to blow the MO badges if you don't have a clue as to what you're doing. Our goal here is to get the badges, not be learning this. We should already know how to do the basic trial. (also a good idea to read up on this unless you are very very familiar with all parts of the trial.
    • Be respectful of others in the league trying to work for this badge. Shouldn't need to say anything more about that. Check any egos at the door.
    • If you commit to a run, make sure you have time to finish it. Soon as the green button comes up, you better be able to click it. I'm sure something will come up or DC's, but let's do our best to prevent mid-trial interruptions. This DOES NOT mean that you need to commit for the full 4 hours. Just be able to finish any run that you started. Remember to use the Rejoin via LFG, if you DC.
    • Pay attention and follow directions. I'll have a chain of command established before we start running these (likely will be Main Lead > Team Lead > Team Member) . I think it's going to be very important to keep order with 24 people in on this so it doesn't turn into a mess that no one can hear what is going on. Group coordination is the name of the game here. More on this when it's go time.
    • Be patient. Will things will go perfect on the first run. Not likely. Mistakes WILL be made during this. As long as we learn from them, that's fine. It's probably just how this is going to work out. Let's just not make any stupid mistakes and not chastise anyone that makes a mistake during these.

    Strategy:
    -----------------------------------------------------------------------
    Loves a Challenge - During final stage no one can die AND none of the terminals can be destroyed
    -----------------------------------------------------------------------
    Roles Needed:
    • AV tank (with taunt, and preferably with good energy resistance)
    • 3 primary healers (1 per team; should have a ranged heal)
    • 3 secondary healers (if short on healing, the primary healers will have to cover each other... I'll cover this in depth on Friday)
    Setup:
    • Bring healing inspirations... lots of them.
    • If you are one of the healers (especially a primary one) make sure to bring break frees too.
    Special Considerations:
    • Control your pets! We can't destroy any of the terminals during the final phase, so if you can't make sure they are not damaging the terminals... don't use them. (a scheme to avoid this is detailed in the plan below)
    The Plan:
    • Just like a normal run up until the final showdown with Antimatter.
    • We'll be avoiding the Obliteration Beam here just like we would for the "Avoids the Green Stuff" badge, but for this we do not have to worry about our pets.
    • Disintegration is possibly the biggest hurdle for this badge. If you are disintegrated... call for help immediately and head toward a healer. If calling for help on the voice server, say your team number and character name so the healers can find you. If using the chat window... just type "help" and your team number (eg. "help 3"). The idea is to quickly let the healers know you need healing. During this phase make sure all chatter on the voice server is related to the trial so nothing critical is missed.
    • Alpha and Beta entanglements aren't too much of a problem, just try to make sure you aren't next to someone that has a different bubble color.
    • We will only be fighting Antimatter at his initial spawn point (at least that is my intent). We're fighting at that spot so we can use AoE's/Pets to help defeat Antimatter without risk of destroying the terminals. (I figure it's easier doing it that way than trying to control pets, stick with only single target attacks, etc.)
    • The AV tank will grab Antimatter's aggro (a healer will have the tank's back here) and the rest of us will unload on Antimatter. Pets/AoE's/etc are all fair game as long as they are not going to hit the terminals.
    • Once Antimatter is down to 75% or so health, he'll freeze time and run to one of the spots with the 4 terminals to regenerate back to 100%. We'll NEED to let him get back to 100% before we can fight him again. The AV Tank will then grab aggro again (and ONLY the tank will go over there) and pull Antimatter back toward the initial spawn point again.
    • Once he's down to about 50% health, he'll freeze time again, regenerate fully, and our AV Tank will pull him back to the spot again.
    • Around 25% health, Antimatter will fully regenerate one last time. The AV Tank will pull to the spot again and we'll finish Antimatter for good.
    • As long as no one dies during this final stage, we'll get the badge. Healers, be on top of your game here.
    -----------------------------------------------------------------------
    Avoids the Green Stuff - During final stage no one is caught by the Obliteration Beam (green location AoE)
    -----------------------------------------------------------------------
    Roles Needed:
    • Beam Watchdog (calls out the beam and where it's located)
    • Mez Protection Buffers (as needed)
    Setup:
    • Once the final reactor is shut down we will DISMISS ALL PETS (Lore, Pri/Sec/Epic/Patron, Temporary). Everything must go! Mastermind pets included.
    • Stone Armor tanks/brutes will drop out of Granite Armor and Rooted. Everyone will need to be able to move quickly to get out of the way of the beam. (Hibernation would be good to avoid too) Bring break frees too in case something mezzes you.
    Special Considerations:
    • Pets: Last I knew, pets caught in the Obliteration Beam would disqualify the league from the badge. This is a known issue and once fixed, it will not matter if pets are caught in the beam.
    • Visibility: I'd highly recommend everyone zooms out as far as they can for the final stage to get maximum visibility.
    The Plan:
    • Just like a normal run up until the final showdown with Antimatter.
    • First, all pets will be dismissed. No exceptions. If you die, remember to NOT re-summon pets if it's a habit.
    • Stone Armor tanks and brutes will be ditching Granite and Rooted.
    • I'll be asking that everyone zooms out as far as they can so we've got the best chance possible to get a visual on what area the Obliteration Beam is targeting.
    • I'm also going to be asking that everyone is at ground level during this fight. (Note: This does not mean you need to turn off flight/hover, just keep it as low to the ground as you can... very low)
    • If you are lying on the ground dead and the beam is about to fire, hit the hospital. I have no idea if that counts or not if you're in the beam but dead. Best not to take any chances.
    • We'll try to fight Antimatter in the wide open area where he initially spawns. (we'll have to see how well this will work, no promises on this part of the plan.... so be able to adjust on the fly if needed) After each 25% we'll have a tank try to quickly pull him back to that initial spot. I want the Obliteration Beam AoE to appear on the ground, in the open area where we can all easily see it.
    • Aside from the no pets request, we should be able to throw everything else that we have available at him. I'll call out over the voice server whenever the Obliteration Beam is being used and where at. When the call is made, move away from the beam as quickly as possible (keeping low). We'll need to cut out the chatter over the voice server during this time to ensure everyone can hear the calls. (The only exception will be if you are mezzed by something other than time being stopped. If that happens, call out your team number, your character's name, and that you are mezzed.) Hopefully we don't get caught by the Obliteration Beam due to time being stopped, but that's not entirely in our control. I will be keeping an eye on when the time stoppages are about to occur, and will try calling those out as well. This badge is going to take a lot of attention and some luck to get.
  5. The preliminary strategies have been added to the first post.

    Here's the agenda for tomorrow.

    1. "Bunker Buster" (this will be our warmup)
    2. "Loves a Challenge"
    3. "Avoids the Green Stuff"
    4. "Anti Anti-Matter"

    I may swap #'s 2 and 3 depending what the league looks like at that point.

    There's been a lot of interest in this, and I've made notes of everyone who has contacted me and will work people into these attempts using that order.
  6. Quote:
    Originally Posted by Kheldarn View Post
    This badge is currently not functioning correctly. If a Pet is caught, it means the badge isn't awarded. Pets are supposed to be ignored, and they're working on a fix for this problem now.
    So noted, and will plan around it. Thanks for pointing this out.

    Wasn't afraid when the super green Hami's were around for MoLGTF, not going to be scared of this either.
  7. Thank you very much Shadow! Hope to see you there.
  8. Omega Shockwave

    Keyes Badge Run

    I'm willing to help with this. I've got a scheduled block for this on Friday (6pm-10pm EST) too.

    Post is here, http://boards.cityofheroes.com/showthread.php?t=264903.
  9. Hi all,

    I'm organizing a series of runs for the MoKeyes badges this coming Friday (and will keep going at this until they've been earned). I've sent out a bunch of tells to players for this already. If interested, please send me an in game tell (@Omega Shockwave).

    Our objectives:
    Bunker Buster badge - destroy the 3 doors on a bunker within 3 seconds; need to do this for all bunkers, but not all 3 bunkers simultaneously
    Anti Anti-Matter badge - pass trial after having taken Anti-Matter to under 10% health during the first reactor (Hope)
    Loves a Challenge badge - During final stage no one can die AND none of the terminals can be destroyed
    Avoids the Green Stuff badge - During final stage no one is caught by the Obliteration Beam (green location AoE)
    Master of Keyes Island Trial badge - complete the above 4 badges

    For most cases, I'd image we'd finish the trial in the event of a failed MO badge. However, until we get Bunker Buster badge, we will keep starting over IMMEDIATELY. My main concern is not components, threads, or incarnate XP; it is making the most of these 4 hours. If we finish before in less time than 4 hours, I'll keep running to help those who might have missed out on them because we were full before.

    Requirements:
    • Have Ventrilo installed. I want EVERYONE on voice communication. I don't care if you don't have a microphone (actually want talking at a minimum), but I want everyone to be able to hear directions.
    • Bring a character worthy of this... I'm not saying everyone needs to be +3 shifted..., but I would like for everyone to have all of their incarnate slots unlocked and have at least a tier 1 slotted for each. These powers are going to be very helpful during these badge runs, hence the requirement. This is not intended to be used to get your IXP, please do that on other trials. I'll reserve the right to make exceptions on this, but it will be highly unlikely.
    • You need to have run this trial before. Too easy to blow the MO badges if you don't have a clue as to what you're doing. Our goal here is to get the badges, not be learning this. We should already know how to do the basic trial. (also a good idea to read up on this unless you are very very familiar with all parts of the trial.
    • Be respectful of others in the league trying to work for this badge. Shouldn't need to say anything more about that. Check any egos at the door.
    • If you commit to a run, make sure you have time to finish it. Soon as the green button comes up, you better be able to click it. I'm sure something will come up or DC's, but let's do our best to prevent mid-trial interruptions. This DOES NOT mean that you need to commit for the full 4 hours. Just be able to finish any run that you started. Remember to use the Rejoin via LFG, if you DC.
    • Pay attention and follow directions. I'll have a chain of command established before we start running these (likely will be Main Lead > Team Lead > Team Member) . I think it's going to be very important to keep order with 24 people in on this so it doesn't turn into a mess that no one can hear what is going on. Group coordination is the name of the game here. More on this when it's go time.
    • Be patient. Will things will go perfect on the first run. Not likely. Mistakes WILL be made during this. As long as we learn from them, that's fine. It's probably just how this is going to work out. Let's just not make any stupid mistakes and not chastise anyone that makes a mistake during these.

    Strategy:
    -----------------------------------------------------------------------
    Bunker Buster - destroy the 3 doors on a bunker within 3 seconds; need to do this for all bunkers, but not all 3 bunkers simultaneously
    -----------------------------------------------------------------------
    Roles Needed:
    • 3 Voice Leads (one from each team)
    Setup:
    • Everyone will save their judgement power and have it ready to use by the time we begin with the bunkers.
    The Plan:
    • Before starting: Everyone should save their judgement power.
    • Each team will gather at a door at the Boson Bunker. One team at the front (large) door, one team at the door on the right, and one team at the door on the left.
    • We'll begin the attack and bring it's HP down to around 10% and then stop. Once all have been evened out, we'll all fire judgement and everything else that we have at it. Should be very easy.
    • Repeat this for the Fermion and Lepton bunkers.
    -----------------------------------------------------------------------
    Anti Anti-Matter - pass trial after having taken Anti-Matter to under 10% health during the first reactor (Hope)
    -----------------------------------------------------------------------
    Roles Needed:
    • 1 Power Cell Team
    • 2 Clearing Teams (to clear off the reactor towers)
    • 1 AV tank (with taunt)
    • 1 Healing Assist (for AV tank)
    • Voice Lead for Clearing Team
    Setup:
    • Everyone should clear out at least 3 spots in their tray (or have a macro set to use) for using the power cells.
    The Plan: Each reactor will have a slightly different strategy.
    • Reactor Hope: The Power Cell Team will assign 2 players to collect and use the power cells, the rest of the team will provide cover for them while grabbing the power cells. If waiting on more power cells to be delivered, the collectors should head to the terminals and use them. The two Clearing Teams will start on the first floor of the reactor. They will move counterclockwise and swarm the Warworks that are guarding the terminals. Make sure to kill the Warworks so we aren't looking for them if the fall off, but remain too close to use the power cells. Once each floor is cleared, the Voice Lead for the Clearing Teams will call out "Next Floor" and the two teams will move up to the next floor. If anything respawns below on an already cleared floor, we'll adjust. On the last floor, we will leave one terminal alone for the time being. At this point we start drilling Antimatter. When he gets to 15%, I'll call for a halt. I'm doing this intentionally so we don't blow past the 9% we need to get him to. We'll then slowly work him down to 9% health and will then take care of the last terminal.
    • Reactor Genesis: The Power Cell Team will take out the Warwalkers to collect the power cells. A player from this team (probably someone with a good self heal) should be designated to be given the power cells until Antimatter arrives. Every time this player has accumulated 3 power cells, they should head to the AV Tank and use the power cells on the terminal (as of now, you can use power cells on the terminals without needing Antimatter near them as long as it's before he has appeared for the phase). Once all 15 Warwalkers have been defeated the rest of the team will join the league on the reactor. The Clearing Teams will clear the Warworks in the same manner as was done for Reactor Hope. The AV Tank and the Healing Assist will wait by the first cleared terminal until Antimatter appears. It will be their job to keep Antimatter's aggro (most importantly keeping him away from the clearing group so he does not get damaged).
    • Reactor Infinity: Each team will head to a bunker and break down the door to it. Only break down the door. The Power Cell Team will collect the power cells from the bunkers. If Antimatter has not yet appeared, every time a player on the Power Cell team collects 3 power cells they should head to the AV Tank (watch out for the pulse) and take down a terminal. The Clearing Team, AV Tank, and Healing Assist all have the same responsibility as they did for Reactor Genesis. Hopefully you've been able to not destroy Antimatter before this point. If so, all you need to do from here on out is beat the trial normally.
    -----------------------------------------------------------------------
    Loves a Challenge - During final stage no one can die AND none of the terminals can be destroyed
    -----------------------------------------------------------------------
    Roles Needed:
    • AV tank (with taunt, and preferably with good energy resistance)
    • 3 primary healers (1 per team; should have a ranged heal)
    • 3 secondary healers (if short on healing, the primary healers will have to cover each other... I'll cover this in depth on Friday)
    Setup:
    • Bring healing inspirations... lots of them.
    • If you are one of the healers (especially a primary one) make sure to bring break frees too.
    Special Considerations:
    • Control your pets! We can't destroy any of the terminals during the final phase, so if you can't make sure they are not damaging the terminals... don't use them. (a scheme to avoid this is detailed in the plan below)
    The Plan:
    • Just like a normal run up until the final showdown with Antimatter.
    • We'll be avoiding the Obliteration Beam here just like we would for the "Avoids the Green Stuff" badge, but for this we do not have to worry about our pets.
    • Disintegration is possibly the biggest hurdle for this badge. If you are disintegrated... call for help immediately and head toward a healer. If calling for help on the voice server, say your team number and character name so the healers can find you. If using the chat window... just type "help" and your team number (eg. "help 3"). The idea is to quickly let the healers know you need healing. During this phase make sure all chatter on the voice server is related to the trial so nothing critical is missed.
    • Alpha and Beta entanglements aren't too much of a problem, just try to make sure you aren't next to someone that has a different bubble color.
    • We will only be fighting Antimatter at his initial spawn point (at least that is my intent). We're fighting at that spot so we can use AoE's/Pets to help defeat Antimatter without risk of destroying the terminals. (I figure it's easier doing it that way than trying to control pets, stick with only single target attacks, etc.)
    • The AV tank will grab Antimatter's aggro (a healer will have the tank's back here) and the rest of us will unload on Antimatter. Pets/AoE's/etc are all fair game as long as they are not going to hit the terminals.
    • Once Antimatter is down to 75% or so health, he'll freeze time and run to one of the spots with the 4 terminals to regenerate back to 100%. We'll NEED to let him get back to 100% before we can fight him again. The AV Tank will then grab aggro again (and ONLY the tank will go over there) and pull Antimatter back toward the initial spawn point again.
    • Once he's down to about 50% health, he'll freeze time again, regenerate fully, and our AV Tank will pull him back to the spot again.
    • Around 25% health, Antimatter will fully regenerate one last time. The AV Tank will pull to the spot again and we'll finish Antimatter for good.
    • As long as no one dies during this final stage, we'll get the badge. Healers, be on top of your game here.
    -----------------------------------------------------------------------
    Avoids the Green Stuff - During final stage no one is caught by the Obliteration Beam (green location AoE)
    -----------------------------------------------------------------------
    Roles Needed:
    • Beam Watchdog (calls out the beam and where it's located)
    • Mez Protection Buffers (as needed)
    Setup:
    • Once the final reactor is shut down we will DISMISS ALL PETS (Lore, Pri/Sec/Epic/Patron, Temporary). Everything must go! Mastermind pets included.
    • Stone Armor tanks/brutes will drop out of Granite Armor and Rooted. Everyone will need to be able to move quickly to get out of the way of the beam. (Hibernation would be good to avoid too) Bring break frees too in case something mezzes you.
    Special Considerations:
    • Pets: Last I knew, pets caught in the Obliteration Beam would disqualify the league from the badge. This is a known issue and once fixed, it will not matter if pets are caught in the beam.
    • Visibility: I'd highly recommend everyone zooms out as far as they can for the final stage to get maximum visibility.
    The Plan:
    • Just like a normal run up until the final showdown with Antimatter.
    • First, all pets will be dismissed. No exceptions. If you die, remember to NOT re-summon pets if it's a habit.
    • Stone Armor tanks and brutes will be ditching Granite and Rooted.
    • I'll be asking that everyone zooms out as far as they can so we've got the best chance possible to get a visual on what area the Obliteration Beam is targeting.
    • I'm also going to be asking that everyone is at ground level during this fight. (Note: This does not mean you need to turn off flight/hover, just keep it as low to the ground as you can... very low)
    • If you are lying on the ground dead and the beam is about to fire, hit the hospital. I have no idea if that counts or not if you're in the beam but dead. Best not to take any chances.
    • We'll try to fight Antimatter in the wide open area where he initially spawns. (we'll have to see how well this will work, no promises on this part of the plan.... so be able to adjust on the fly if needed) After each 25% we'll have a tank try to quickly pull him back to that initial spot. I want the Obliteration Beam AoE to appear on the ground, in the open area where we can all easily see it.
    • Aside from the no pets request, we should be able to throw everything else that we have available at him. I'll call out over the voice server whenever the Obliteration Beam is being used and where at. When the call is made, move away from the beam as quickly as possible (keeping low). We'll need to cut out the chatter over the voice server during this time to ensure everyone can hear the calls. (The only exception will be if you are mezzed by something other than time being stopped. If that happens, call out your team number, your character's name, and that you are mezzed.) Hopefully we don't get caught by the Obliteration Beam due to time being stopped, but that's not entirely in our control. I will be keeping an eye on when the time stoppages are about to occur, and will try calling those out as well. This badge is going to take a lot of attention and some luck to get.
  10. Quote:
    Originally Posted by KayJMM View Post
    You say that Master Runs should be difficult. Well, we CAN make then difficult even with the I-Stuff. We control settings that never were used before. Its all on our hands to make it as difficult as we want.

    I see a great advantage on the I-Stuff on regular content (and yes, master runs are regular content). There is now more room for experimentation. You dont have to keep on cookie-teams. You can try amazing combinations on teams.
    And there's your mistake, Kay. We're not saying that Master runs should be difficult. We're saying they shouldn't be easy. There's a difference.

    The incarnate abilities make it easy.

    The real issue here is that there are too many that don't want to put in the effort to "master" these TF's, so they like that it's much easier to do with Incarnate abilities right now.

    .... and yeah, I tend to side with the people that spent time honing their craft that feel like they wasted their time because if they had waited until now they could have slept through it. These were supposed to be hard, that was the whole point of them. The "not hard" version was the completion badge. If people want more (ie. the MO badge), they should have to work harder at it. It's not impossible. I'm not sure who said it first, but suggesting that people should re-up their difficulty to revalidate or get a new badge comes off as a slap in the face if you've already paid your dues to earn it when it was difficult.

    ANYWAY... there are more important things for the devs to worry about than this. The server performance of CoH has been terrible since I-20. Let's try to get them to decrease lag/mapserves/crashes before worrying about this, ok?
  11. Ok, back for more.

    On that MoSTF run this earlier week this week, I'm absolutely shocked that the couple of attempts before I came in to help out had failed. The incarnate abilities make it comparable to a high schooler beating up a 3rd grader. Sure, it is still failable, but if you work together and/or don't have an absolute MAJOR hole in the team makeup, you are very unlikely to fail. There was 1 or 2 close calls on ours, but those were because of the group not sticking together.

    Some (actually a lot) seem to like having the +1 level shift and being able to use incarnate powers on the older TF's. Heck, I'm one of them. I'll do it again. But there's nothing masterful about doing it that way.

    One of the definitions of master is to mean "eminently skilled in something". With using all the new goodies a team doesn't need to be eminently skilled. They need to be 'kind of paying attention'.

    There are other examples about why the MO's are no longer consistent... Back when they changed the difficulty settings there was a time when you could run a TF (even an MO) at -1 difficulty. People complained and it was changed so that you couldn't run at -1. How is running with a bunch of +1's any different than pre-alpha -1?

    Temp powers were excluded from MO's because they made it too easy...
    What's the difference between what those do versus what the Incarnate powers do? If one is ok for an MO, why not the other?

    I like that you can use the full arsenal to run these TF's, I'm just disappointed that there is no real challenge left to the old MO's. Everyone should have a chance to be able to complete these TF's normally and get the badges. I don't think it's unfair to ask them to work harder (master the techniques and teamwork) if they want to get an MO.
  12. Lol Vix, you knew I just couldn't resist this one... <walks knowingly into trap>

    I was on that team that recently got the MoSTF, but keep in mind I have had mine for 3 years now. I did it for 2 reasons: I wanted to help some friends and also to see if this really had become as easy as I suspected.

    I have to head into work for a bit, but I'll finish this later.
  13. Been a while since I've been able to post on this....

    First thing, congrats to the 2 teams that were victorious on the 3/27 runs and also to those who were on the 4/10 CoP's (I'll talk more on the red 4/10 CoP later...).

    So Issue 20 is once again having an impact the CoP with some good and some bad. I'm undecided on how I feel about the league system for forming teams. It should make things easier to organize, but I felt the 4/10 runs took me more time to organize than I needed for quite some time. It might just be that it was the opening launch weekend for I-20. I did find it helpful on my end because I could see which teams were struggling. The league chat should eventually eliminate the need to use the Guardian CoP Trial channel aside from checking the MotD. Incarnate powers also make things interesting. In serveral cases the use of Judgement messed up the syncing between the 3 teams. It's nice to have, we just need to adjust and know when to use it. I think eventually incarnate abilities will make this a very easy trial if the teams are well coordinated.

    At last but not least, on to my swan song for the Red CoP. I started off the day a little worried about zones filling up and whether or not the league system would even work for this. I also had about a dozen spots to fill. Then one of our leaders let me know they might have to leave early, but 9 times out of 10 we get done quick enough. Then we had some issues with rogue/vigilante confusion that delayed us a bit. At that point I said to myself, "What else can go wrong?". Big mistake. We then had a d/c or two... more delays, so now I was worried about our leader making it through to the end. We got into the trial and took out the resonators just like always. We got Stormy (of course... don't know why, but I just had a bad feeling about this one) for the AV. We went into the cathedral and during the explanation we had several teams false start on vengeance. Waited that out so we were all in sync again. We finish buffing and head to the cubes. One team got through theirs so fast that it respawned before the others finished theirs. We cleaned it up and piled on Stormy. Got him down to 50% and had to clear mobs. Back up to 75%, but got him down to around 35-40%. Back to the mobs. Stormy was back to 75% again and we got him just below 50. Mobs again. Now stormy was back up to 100% and the team leader was dead on the floor because they had to leave (btw, I was aware of this and ok'd it). Now I'm getting a little angry/panicked because in my instructions I say i'll call it after the shield goes back up for a 3rd time. I'm also in imminent danger of blowing my perfect record on the red CoP. I try to reset us back to the point where we do the superbuff, but the spawns are following us. I ordered everyone to head outside of the cathedral. People were confused/mad/etc at this point.... this NEVER happens on my runs anymore. After a minute we head in again and buff again, although at this point most of the pets/inspirations were used up. We broke for the cubes again. We went back and forth between Stormy and the cubes at least a dozen times, not making much progress. Every once in a while, we'd lose progress even. 15:00 min left and we still weren't getting him much below 50%. But all the running between him and the cubes was making us quicker at switching targets and we starting to slowly gain progress. Less than 10 min were left but we were starting to get him down to less than 25%. We finally defeated him with less than 2 minutes left. Perfect record still intact.

    The hardest we've ever had to work at that. I tried figuring out what went wrong, but in short it was a multitude of things that all stacked against us.

    But that epic CoP makes for one heck of a story. Many, many thanks to those who stuck it out and didn't bail out on us. I hope to never have one like that again.
  14. Thanks for getting this up on the forums Kragothe... for some reason I can't get the CoH website up on any other computer than my Vista machine.

    I want to congratulate the team again on a wonderful trial... and to pass on the strategy used for it.
    1. Debuffs (particularly resistance, but -regen helps too) are critical to defeating Marauder. I've spoken with people from other servers and the concensus as of Issue 20 is that you should have between 6-8 of them on the league.
    2. Damage type is important too. Below are the resistance levels for Maruader when he is not pacified (without debuffs applied):
      1. Smashing: 100% (even with tons of debuffs on him our smashing damage players were still not able to damage him)
      2. Lethal: 100% (even with tons of debuffs on him our lethal damage players were still not able to damage him)
      3. Fire: 95%
      4. Cold: 95%
      5. Energy: 95%
      6. Negative Energy: 95%
      7. Psionic: 95%
      8. Toxic: 95%
    3. Marauder has nearly zero defense from the get go.
    4. When Marauder goes into his invulnerable state, you will not be able to damage him EXCEPT for psionic damage. I think this is how the rumor that he's weak to psi damage got started. There's some truth in it, but the reality is that it's only his weakness during invulnerability.
    5. In the group I lead, we did everything as normal up through defeating the EB before the acid/grenade phase. Before we started with that phase, I instructed one of the teams to get all of their destroyable objects and meet outside in the courtyard and buff up. The other team would leave one or two objects remaining and then send out the majority of their team to the courtyard to buff up, leaving only a few behind to finish the job. (our specifics were 2 destroyable objects left at about 10% health, and we left 3 behind on that team) I chose two because inevitably something goes wrong and at least you'd have one left. This strategy helps maximize the time you spend working on Marauder.
    6. The second part of the strategy involved using the Lore pets. My theory originally is that they should be used immediately to sprint as quick as you can to the invulnerable phase for Marauder. However, since Psionic damage works during his invul phase, I had my group drop Lore immediately only if they did NOT take Seers as their lore pets. If the took the Seers, I had them wait for the call (did it as we got Marauder under 30% health; the invul kicks off around 25%). About half the league had seers so this worked out very well.
    Dispelling any rumors...
    1. You need to be a level 53 to have a chance. INCORRECT, but it is true that the higher level you are, the more value you bring to the team. It might not be the most PC thing... but it is an accurate statement. That said, we didn't have any 50's, but not everyone was 52 or 53.
    2. You can't have any smashing and lethal chars on the team if you want to pass. INCORRECT. You can have them on the team (my group had 5 of them), you just need to make sure that those damage type don't overwhelm the team. It's worth noting that non-smashing/lethal damage procs help out with this, as well as non-smashing/lethal powers from epic/patron pools. The Lore pets help with this too.
    In recruiting for these MO attempts, I took an awful lot of flack from a handful of people that called me a jerk/elitist/other obscenities because I declined them and didn't open up the doors wide for just anyone to participate. That's fine, they are entitled to their opinion. But many of the players on this team had spent the better part of a week working toward the completion of this Master's badge and had struggled mightily with it. I think it's fine that we were picky about who joined. First I was looking for players I had teamed with and trusted their abilities. I didn't automatically turn away players that weren't 52 or 53 or those who did smashing and lethal damage. At a certain point we were filled with as much smashing and lethal as we could handle, so I had to turn some away. Overall, I think if the people who got upset with me had been running with us and understood how difficult this was they would understand where I was coming from.

    I'm a fan of PUG's. I think they are vital to the success of this game. I take just about anyone on CoP's all the time. This Masters badge is VERY difficult. If we hadn't been trying for the MO, I'd have invited every one of the players I declined.
  15. First thing, I want to thank all of those who have participated in the CoP's and Rikti Raids over the last 6 months. It's been both fun and challenging for me.

    So here's the plan for the next few months...

    1. No more Red CoP's... at least for the foreseeable future. (cue the tiny violins)
    2. Starting on 4/17/11, we'll be running 2 Rikti Raids every week begining at 4PM Eastern (1PM Pacific) each week.
    3. Every 4th week, a Blue CoP will be run after the two Rikti Raids are done. (next one is on 5/8/11, then 6/5/11, and so on...)
    4. The projected start time for the Blue CoP will be 6:00 PM Eastern (3PM Pacific).
  16. Roster notes from 3/13. Both runs went extremely well.

    3/13/11 - RED - 5pm EST
    x1. @Omega Shockwave (Blushing Phoenix; sonic/thermal corruptor)
    2. @Vixen Healer - reserved for leader
    3. @Busta Move - reserved for leader
    x4. @Azure Lightstar - TBD
    x5. @Echoes of Darkness - TBD
    6. @Ariel' (Ariel'; elec/elec blaster)
    7. @Blood Beret2 (Stone Barricade; stone/stone brute)
    8. @Thorndragon (Kerr Gorrin; DB/WP brute)
    9. @Anne Marie (flex char)
    10. @Celtic Coders 2 (Celtic Arranger; bots/dark mastermind)
    11. @Negative Isotope (Citadel's Scion; bots/FF mastermind)
    cancelled 12. @BL00DBATH (???; fire/fire blaster OR ???; WP/SS tank)
    12. @Armitage (Armitage; dark/invul scrapper)
    13. via @Armitage (Dark Caducean; emp/dark defender)
    14. @Soul's Inferno (Fabo Rainbow Fender; rad/rad defender)
    15. @Armeros (Armeros; fire/fire blaster)
    16. @Troy W (Captain Kindler; fire/fire corruptor)
    17. via @Troy W (Chaos Elve; fire/kin corruptor)
    18. @Capa Devans2 (Laird; fire/dark corruptor)
    19. @Carries Deadly Yarn (???; ninja/traps mm)
    20. @Volcano Max (Smouldering Samurai; fire/fire brute)

    Alt:
    1. @k26dp (Huntswoman Emmante; arachnos soldier)

    3/13/11 - BLUE - 7:30pm EST
    1. @Omega Shockwave (Toxic Soundwave; rad/sonic defender)
    2. @Echoes of Darkness - reserved for leader
    3. @Azure Lightstar - reserved for leader
    4. @Master Tang Sudo (Master Tang Sudo; MA/SR scrapper)
    5. @voltmeter2 (Mental Misfit; fire/mm blaster)
    6. @2BeOrNot2Be (2BeOrNot2Be; ill/kin controller OR EngiNerd; eng/elec blaster)
    7. @Blood Beret (American Mage; ill/rad controller)
    8. @Thorndragon (Frostbot4-2; psi/ice blaster)
    9. @k26dp (Rosa Quartz; stone/mace tanker)
    cancelled 10. @Quik Blast (Full Auto Quik; AR/traps blaster)
    10. @Anne Marie (Sonic Sirenna; sonic/sonic defender)
    11. @Negative Isotope (Negative Isotope; dark/regen scrapper)
    cancelled 13. @BL00DBATH (Perfected Scrapper; fire/regen scrapper)
    cancelled 14. @MashtonMan (Ms. Freedom; invul/SS tanker)
    12. @Kylon (Aewyn; plant/rad controller)
    13. @Grease Monkah (Grease Monkah; fire/fire blaster)
    14. @PaladinZero (Swiftstar; emp/dark defender)
    15. @Crimson Cipher (Sakura of the Shadow; katana/dark scrapper)
    16. @Canadian Meltdown 1 (Canadian Meltdown; fire/kin controller)
    17. @Last Man on the Moon (Last Man on the Moon; invul/SS tanker)
    18. @Easyknife (Entrepic; MA/regen scrapper)
    19. @Lumikiarda (Night Stormer; storm/elec defender)
    20. @Mrsmartian (Royal Violet; fire/emp controller)
    21. @M.Meaner (Twilight Ward; dark/SD scrapper)
    22. @Flying Crane (Flying Crane; MA/regen scrapper)
    23. @Shard Guardian (Shard Guardian; eng/eng blaster)
    24. @nexus77777 (Nexus; eng/dev blaster)
  17. Blue went very nicely, quick on the resonators outside and took down Big Red in one window. Red struggled quite a bit on the outside, but once inside took down Big Red very quickly.

    2/27/11 - BLUE - 5pm EST
    1. @Omega Shockwave (Toxic Soundwave; rad/sonic defender)
    2. @Echoes of Darkness - reserved for leader
    3. @Azure Lightstar - reserved for leader
    4. @Bamahulk (Miss Question Mark; ill/kin controller)
    5. @mousedroid (Erin Brand; BS/WP scrapper)
    6. @Testguy Epik2 (Failed Test Subject; thugs/storm mastermind)
    7. @voltmeter2 (Mental Misfit; fire/mm blaster)
    8. @Exhalted Fallen (Ohm Hammer; elec/war mace tanker) 1st timer
    9. @doctor killdare (Doctor Killdare; emp/dark defender) 1st timer
    10. @Blue Dawn, et al (Balthazar Dinawk; emp/psi defender)
    11. @Blue Dawn, et al (Elaindra; ice/ice blaster)
    12. @agentzed (Insert Name Here; claws/invul scrapper)
    13. @Nytwraith (Nytwraith; dark/dark scrapper) 1st timer
    14. @jray (jray; inv/SS tanker)
    15. @Capa Devans (Ziggy; inv/ss tanker)
    16. @k26dp (Rosa Quartz; stone/mace tanker)
    17. @srmalloy (Luchevoy Mirazh; ill/rad controller)
    18. @Numbster (Lady Shaeanara; elec/elec blaster)
    19. @Rue Keira (Rue Queen of Night; emp/elec defender) 1st timer
    20. @Anne Marie (K'lanna; peacebringer OR Sonic Sirenna; sonic/sonic defender)
    21. @Sai Avereonica (Fractured Existance; ill/storm controller)
    22. @Guardian Gaz (Gaz; katana/dark scrapper)
    23. @2BeOrNot2Be (2BeOrNot2Be; ill/kin controller OR EngiNerd; eng/elec blaster)
    24. @Leen (Alita; widow - mostly melee)

    Alternates:
    1. @Bloodbath

    2/27/11 - RED - 7:30pm EST
    1. @Omega Shockwave (Blushing Phoenix; sonic/thermal corruptor)
    x2. @Vixen Healer - reserved for leader
    3. @Busta Move - reserved for leader
    4. @Azure Lightstar - TBD
    5. @Echoes of Darkness - TBD
    6. @Blue Dawn, et al (Mariah Firebrand; fire/rad corruptor)
    7. @Blue Dawn, et al (Nagash; katana/ninjitsu stalker)
    8. @Capa Devans (Brachurya; crab spider)
    9. @k26dp (Molm Reindar; claws/regen stalker)
    x10. @Anne Marie (
    11. @Sai Avereonica (katana/ninjitsu stalker OR Cold/Dark corruptor OR elec/elec brute)
    12. @Guardian Gaz (Murder Tramp; DP/pain corruptor)
    13. @Wolfechylde6 (Fyre Rose; fire/elec blaster)
    14. @Wolfechylde6 (Zzt; elec/elec brute)
    15. @Just-X (Ion-X; energy/devices blaster)
    16. @Just-X, et al (Raven Valkyrie; BS/regen scrapper)
    17. @Negative Isotope (Citadel's Scion; mastermind)
    18. Armitage (Armitage; dark/invul scrapper)
    19. Armitage (Dark Caducean; emp/dark defender)
    20. @White Mage Yumi (???; rad/kin corruptor)
    x21. @Bloodbath - ???
  18. Yes... kudos to the long time vets that don't get recognized as leaders of this from me too.

    • Mental Misfit
    • @Celtic Coders 2
    • @Shard Guardian
    • @Anne Marie
    • @kd26p
    • Insert Name Here
    • @2BeOrNot2Be

    These guys/gals are all-stars in my book and have rarely missed (if at all). Please yell at me if I missed someone and I'll get you added.
  19. My comments on today's CoP:
    It was awesome having enough people sign up in advance to get all the spots claimed early. It really helped me out (I was able to start team placements an hour before the first CoP was run, ) by not having to assign teams 5 min before we intended to start. We'll see if the interest continues (specifically redside) or if it was more of a one time good showing. A LOT of new faces getting in on the action for the first time or having their first successful CoP. Good, good. Also were a fair amount that couldn't get in because we filled up. Signing up ahead of time is your best chance of getting in on one.

    Also, this was the first time we've had level shift factor in on a CoP run. 14 out of 24 on the Blue CoP had it and 15 out of the 24 on the Red CoP had it. Pretty good, but personally I didn't notice its impact at all. Not what I expected, but we still did just fine.

    Congrats to the latest winners...

    2/13/11 - RED
    1. @Omega Shockwave (Blushing Phoenix; sonic/thermal corruptor)
    2. @Vixen Healer (ice/thermal corruptor)
    3. @Busta Move (Busta Move; tanker)
    4. @Echoes of Darkness (Primeordeal; plant/earth dominator)
    5. @MashtonMan (MashtonMan; fire/fire blaster)
    6. @Kinesis182 (Professor Sinister; fire/dark corruptor)
    7. @Celtic Coders 2 (Celtic Arranger; bots/dark mastermind)
    8. @Cole McCool (Dusk Eternal; warshade)
    9. @Shard Guardian (Princess Felena; claws/regen scrapper OR Barren Dream; mind/psi dom)
    x10. @Kermy (Kermy?; dark defender)
    11. @Anne Marie (grav/psi dominator)
    12. @Thorndragon (Jagguar Huntress; crab spider)
    13. @Lord Nightfall (Lord Nightfall; dark/dark corruptor)
    14. @Draconis 1, et al (Pink Ice Princess; ice/ice blaster)
    15. @Draconis 1, et al (Gamesman; archery/fire blaster)
    16. @Draconis 1, et al (Hecitate Hellcate; fire blaster)
    17. @Draconis 1, et al (Aeron Dragonbane; SD/WM tanker)
    18. @Mind Over Matter (Weaponeer; DP/traps corruptor)
    19. @Azure Lightstar (Azure Lightstar; grav/rad controller)
    20. @Gazinshe' (Gazinshe' and Crew; thugs/dark mastermind)
    21. @Gazinshe' et al (Mariah Firebrand; fire/rad corruptor)
    22. @Gazinshe' et al (Nagash; katana/ninjitsu stalker)
    23. @Blood Beret (Baron Houston; crab spider)
    24. vig@JayB (Mystic Becca; ill/emp controller)

    Alternates:
    25. @Just-X
    26. IN @k26dp (Molm Riendar)
    27. IN @xXHalfSliceXx

    2/13/11 - BLUE
    1. @Omega Shockwave (Toxic Soundwave; rad/sonic defender)
    2. @Echoes of Darkness (Prince of Glimpses; ill/rad controller)
    3. @Azure Lightstar (Mudflow; earth/kin controller)
    4. @mousedroid (Erin Brand; BS/WP scrapper)
    5. @voltmeter2 (Mental Misfit; fire/MM blaster)
    6. @Gray Storm (???; storm defender)
    7. CANCELLED @Troy W (Demetri Hawk; kin/psi defender)
    8. CANCELLED @Troy W [husband's acct] (Trogdors Girlfriend; fire/kin controller)
    9. OFFERED UP SPOT @Vixen Healer - TBD
    10. @2BeOrNot2Be (EngiNerd; Energy/Energy blaster OR 2BeOrNot2Be; ill/kin controller)
    11. @Quik Blast (Agent Quik; DP/energy blaster)
    12. @Shard Guardian (Shard Guardian; energy/energy blaster)
    13. @Boombastic (Boombastic; MA/SR scrapper)
    14. @Anne Marie (Coffee Mate; fire/kin controller)
    15. @Thorndragon (Shelly SharpShock; spines/elec scrapper)
    16. @agentzed (Insert Name Here; claws/invul scrapper)
    17. @Lord Nightfall (Hater-Aid; SS/WP tanker)
    x18. @Alushya (fortunata?)
    19. @Draconis 1, et al (Pointed Thoughts; archery/MM blaster)
    20. @Draconis 1, et al (Cristyl; earth/kin controller)
    21. @Draconis 1, et al (Inga; ice/energy blaster)
    22. @Draconis 1, et al (Neo Code; elec/energy blaster)
    23. @Draconis 1, et al (Wintery Wonder; cold/ice defender)
    24. CANCELLED @Mind Over Matter (Clandestined One; night widow OR Corporeal Punishment; warshade)

    Alternates:
    x25. @Testguy Epik2 (Failed Test Subject; thugs/storm mastermind)
    26. IN @Omega Knightstar (Friezerburn; rad/ice blaster)
    27. IN @NumbSter (Lady Shaeanara; elec/elec blaster)
    28. IN @Crimson Cipher (Sakura of the Shadow katana/dark scrapper)
    29. IN (Polly Fania; sonic/sonic defender)
  20. I won't be around this Sunday (have a Super Bowl party to go to). Azure Lightstar is interested in leading the raids in my place. I'll delegate the 2/6/11 raids to him.
  21. I'm afraid I'll be unable to attend this Wednesday's (1/26) Hami Raid... . Had a prior commitment that I need to go to.
  22. Sounds like a good week in the infancy of its planning here.

    Definitely would be able to host a CoP. Did you have a specific day in mind that you wanted to do that on? I think Fri(evening)/Sat/Sun would work best for a CoP. I usually do mine on Sunday's but maybe it wouldn't be a bad idea to do this on a different day to allow those who can't make it on Sundays participate.
  23. Been sizing up leading a Hami raid as a future SG event anyway... this would be a good stepping stone. I'll help lead a team as well. I've got solid 50's that could lead for any hero AT.
  24. Almost forgot...

    On the tankless blue CoP, Big Red actually died INSIDE his protective bubble. The mobs around the cubes even were spawned again. The DoT did him in. Anyone else heard of that happening before? Kind of cool/weird.
  25. I know there were others who verbally committed, but I can't remember the specifics...