Placta

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  1. Quote:
    Originally Posted by EU_Damz View Post
    So am i the only one who thinks SOMEBODY will sacrifice themselves to bring her back? Surely you all noticed her spirit above her when the spell happened right?
    She was already dead, killed either by Darrin Wade or a player villain. That was an illusion fading.
  2. Quote:
    Originally Posted by Schismatrix View Post
    So after several years of beating her senseless until the entire Phalanx came after us in the LRSF it finally stuck? (Even if it took someone else to provide the coup de grace.)
    Daughter (Alexis Cole-Duncan/Miss Liberty), not grandaughter (Jessica Megan Duncan/Ms. Liberty).
  3. Quote:
    Originally Posted by Shadowblaze View Post
    Anyone care to spoil what the villains get to learn that the heroes don't? I don't really play redside at all anymore.
    It doesn't come out and say it, but given Darrin Wade's role in the third mission it seems he's the hidden speaker from the previous two SSA's cutscenes.

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Statesman's daughter is dead.
    That happens in the hero version too. And I figured it would happen from the loading screen.
  4. Two runs this week, neither successful. Aside from not getting badges, the first run went very well; if 90% of Keyeses went that well, I don't think it would be getting easier, or at least, not as easier as it is. The second run was also smooth.

    During both runs, there was some confusion during the final battle as to whether the badges had failed. For future runs, I'm going to ask that:

    • Unless I say a badge has failed, assume it's still in play.
    • If you're absolutely certain the badge has failed, and I don't say anything, let me know. (If you're the one who dies/gets hit, that's certain enough. Send me a tell if you won't say it to the league.)
    • Don't assume that just because someone's health bar drops to "empty" that they've died unless you see the character faceplant, or a message "Anti-Matter has defeated Corpsey." With the new interface, 1 hit point is largely indistinguishable from 0 hit points.

    I've updated the first post to include the these, plus a few other things.

    Next week, I have an early afternoon RL event, but I should be able to, and will make every reasonable effort to, be in Pocket D at the usual time. If I'm not, feel free to start forming without me. (Just save me a spot!)

    In the event that 21.5 comes out this week, I'm going to try to get in as many runs before the weekend to get used to the changes, and possibly make changes to the Sunday badge runs based on that. No promises, but people who missed the earlier Anti-Anti-Matter/Bunker Buster runs may be happy.
  5. Tomorrow's first run will start forming in about 24 hours. (Don't forget to account for the time change.) See y'all in Pocket D.
  6. Quote:
    Originally Posted by Elendil View Post
    ...other than bodyguard/mayhem bank badges (one each 5 levels, right?) are there any other badges that you could miss while levelling?
    If you're a Praetorian, you can miss the badges for the moral choice missions (Loyalist, Resistance Member, and Moral High Ground). Primals currently can't get them at all.

    Efficiency Expert can't be outleveled, but is not available from Flashback. You get one chance at it.

    If you're a hero and miss the Baphomet mission from Angus McQueen, your options for getting the Demon Slayer badge are to switch to villains (Tavish Bell gives a flashbackable mission for it), run a Faathim the Kind TF, or join someone else's mission.

    Those and the Safeguard/Mayhem badges are the only ones I'm aware of.
  7. Quote:
    Originally Posted by MikeRobe View Post
    Knockup/down is just low mag knock back.
    Knockdown is low-mag knockback. Knockup is a completely different effect.
  8. The Halloween Event's still live; the official end is tonight, midnight Pacific. So if you want to jump on a House of Horrors trial, there's still time.
  9. Placta

    0900 eh???

    I was watching the server status page, and most of the servers had switched to "Unknown" shortly before the scheduled end, and then they all switched back to "Down."

    Also, Avatea posted a message in the French forums saying (assuming Google Translate is accurate) it's going to take an extra hour. Servers should be up around 10:00 PDT.
  10. We did pretty well this week, even if we didn't get badges. The second and third runs lasted a long time before we failed Green Stuff, or at least were sure we had. So I think the signs are encouraging, overall.

    Definitely going again next week. I've updated the first post with one new badge hint that occurred to me while going this week and to reflect next week's time.
  11. Going to start forming in Pocket D in 24 hours.
  12. [Edit] We finally got the last of the Keyes badges today, Sunday, December 18. Thanks and grats to everyone who stuck with it. I'm leaving the tips here to point someone else who wants to try this down the road, or in case I decide to do it again.

    Quote:
    Notes for the badges:

    General notes for the final battle:
    • Above all else, pay attention to chat for instructions.
    • Avoid chatting unless you're using a bind or macro.
    • Don't spam macros. Once is enough to let us know.
    • Assume all badges are in play until and unless I say otherwise.
    • If I don't say anything, and you die or are hit by the beam, let me know. Send me a tell, if you'd prefer. I promise I won't ban you from future runs, kick you from the league, yell at you, or even name you. (Just for making a mistake, anyway.) I just need to know so I can make the necessary adjustments.
    • Even if we fail badges, the only things we'd possibly do differently are destroy terminals and/or not try to isolate the beam from the time freeze. Everything else is still good practice for future runs.

    Regarding pets:
    • Only summon pets that have the Mastermind-esque controls. Set them to Passive and use the "attack my target" command to make them attack Anti-Matter. Make sure not to tell them to attack terminals unless I say to.
    • Hold Lore pets until I call for them, which would be late in the run if I think we won't have enough damage to complete the trial without them.
    • Even if I call for Lore pets, don't summon Storm Elementals, or other huge vision-obscuring pets.

    Tips for avoiding the Obliteration Beam:
    • If you have a power that could be confused with the Beam's targeting area, color it to something other than green. I know Rebirth Destinies are often brought up for this. Ageless is probably not a bad idea to recolor, either.
    • To keep the Beam visible, stay on the ground during the Anti-Matter battle. Don't fly. Try not to jump. Don't fight Anti-Matter on top of the reactors after he regenerates.
    • Zoom the camera out so that you can see where you're standing.
    • Turn Sprint on; its speed increase doesn't supress.
    • I will call out a warning at three seconds to the Beam targeting. After this, do not queue long-animating powers and be prepared to move.
    • Run, don't jump, out of the Beam.
    • Be careful not to re-enter the targeting area until the Beam has finished firing.
    • Unless time is becoming a factor, we'll leave the terminals and allow Anti-Matter to regenerate. If I say otherwise (generally, "Kill terminals," during the time freeze), be especially careful to watch for and dodge the Beam.
    • If you die, don't use resurrection powers or wakies. Just go to the hospital.

    Tips for dealing with Disintegration:
    • If you've largely exhausted your supply of greens during the reactors phase, let yourself die before we finish the third reactor, hosp, and buy more. Alternately, email a bunch of greens to yourself before the trial starts and claim them as the third reactor's winding down.
    • As soon as you realize you're disintegrating, get away from everyone else so you're not affected by Entanglement.
    • Use a bind or macro to call for help.
    • The final pulse hits for 80%. If you're below that, pop greens to restore your health.
    • I strongly recommend adding current hit points to your combat monitor.
    • Dying from other sources still heals Anti-Matter. Continue to avoid the Obliteration Beam. Don't attack or taunt Anti-Matter.
    • If you're not disintegrating, don't get close to someone who is, even to heal them. If you have a ranged heal, use that on the disintegrating person.

    As for the time freeze:
    • The easiest, best thing we can do about the time freeze is make it as short as possible. We will try to keep Anti-Matter close to his next regeneration station (NW, SE, SW).
    • If it looks like Anti-Matter's going to reach a time freeze threshold around the same time as the next beam, I will call for attacks to cease. Once you're safely out of the beam, resume attacks.

    Some other notes on the revamped trial and some of my idiosyncrasies:
    • With only six terminals required, to avoid wasting cells, focus on the six terminals on the top two levels of each reactor. (All further notes about clearing the reactor and tagging terminals should be understood to refer to the top two levels only.)
    • At the first terminal, I don't care who's collecting cells and who's clearing the reactor as long as both get done. This generally hasn't been a problem.
    • At the second and third reactors, Anti-Matter doesn't have to be present if a cell has already been used on a terminal, so try to "tag" (use a cell on) each of the terminals before he gets there.
    • At the third reactor, I assign each team to a bunker, and ask that no one collect the glowies until all three bunkers are clear. The reason for this is that once five glowies have been collected, the countdown to Anti-Matter's arrival starts, and I'd like to be able to have a full collection of cells (18) shortly after that countdown starts to ensure that everyone has as much time as possible to clear the reactor and tag terminals before we have to deal with Anti-Matter.
  13. Well... that could have gone better.

    Interest was low this week, so we took forever to form. (It wasn't just our trial, either, everyone else forming seemed to be having trouble, too.) Then we had one player have queue problems, so we had to reform. We didn't start the trial until 5:00, so we were only able to get the one run in before people left.

    And we didn't get it. Soo... there's always next week. Or there will be until the holidays make everything go screwy.
  14. Quote:
    Originally Posted by Sinfultee View Post
    I would like to go again (last week was my first Keyes) and while I wasn't sure where to be at every moment, I didn't die and ,more importantly, I didn't cause anyone else to. I have to say I did get frozen(time stop) really close to the beam patch once (scary).
    Love to have you again.

    I'll be forming up in Pocket D in a little over three hours.
  15. Quote:
    Originally Posted by Snow Globe View Post
    It does have a hold component, and Break Free inspiration will not help you to escape it.
    Just to make sure we're talking about the same thing:

    I've known, since the first time I got caught in the beam, that it does a hold moments before it fires. Characters caught in this hold float a bit off the ground, flailing their arms and legs helplessly before crashing to the ground and getting hit by the beam itself. Getting caught by the hold fails the Green Stuff badge, even if you get away from the beam itself in the split-second between being let go and the beam hitting.

    That's not what I'm talking about.

    Yesterday, the warning popped up and sure enough, I'm standing in the green patch. As I tried to move, I found I couldn't, and my status bar said I was held. Unless my reaction time was exceptionally slow, this was before the beam's hold kicked in. In any case, I wasn't doing the "air swim" animation.

    Based on the discussion afterward, I think what likely happened is I got used to ignoring Atomic Blast on my scrapper (who could survive it, and has hold protection) and my blaster and controller (who work just as well at range), but my peacebringer can survive the damage, but didn't have the mez protection to take the hit.
  16. Quote:
    Originally Posted by Rapthorne View Post
    I have to say, this thread is worrying to me.

    Are all incarnate trial goers going to expect me to know exactly what to do from the start? I mean I read up on the wiki but until I have actually tried this stuff out myself I'm going to be a little hopeless.

    I really don't like to think I won't be welcome on incarnate trials just because I don't have experience in them
    I can't speak for everybody, but every Keyes/Underground I've joined, the leader has asked if anyone is new to the trial and given a basic rundown if someone said they were. I see it less with BAF and Lambda, but they're less complicated. (I don't think Underground is that complicated, with the possible exception of the final AV, but it's also relatively new.)

    And when I was new to the trials, I learned to make a point of asking, "I've never done this trial before, so if there's anything I need to know, please tell me." People were more than happy to give me pointers.
  17. Quote:
    Originally Posted by Arcanaville View Post
    The stealth procs don't work? Odd: I never noticed that. I stealth around with a stealth proc stacked on superspeed in Keyes all the time and I seemed to be invisible, at least when running into bunkers. If the stealth proc was off and all I had was SS, I think they would spot me at that range.
    During the reactor phase, some stealth abilities are disabled. I monitor my blaster's stealth, and throughout the reactor phase, it's constantly 0 no matter whether I'm running Stealth and/or the Celerity IO in Sprint. For my controller, Steamy Mist works fine.

    I've been told that the pulse messes with stealth, leaving stalker Hide and VEAT abilities alone, but I haven't seen this in any official guide, and the captions are hidden behind my combat monitor/event monitor so I don't know if it's mentioned there.
    -------
    As for the original post, in a Keyes run a few hours ago, I got held by Atomic Blast shortly before the beam hit. And no break frees in my tray. And when I asked about the hold after the trial, it took me and one other regular Keyes runner a few minutes to figure out what had happened.
  18. Quote:
    Originally Posted by Amygdala View Post
    The issue with doing more runs is that the league seems to dissipate after the second run. I realize only two runs were scheduled at a time, but even the times Placta has suggested a third most people seem to be on their way out. I think perhaps we are cutting it too close to dinner time? Maybe setting the start time an hour earlier would allow us to get a third in.
    When I started leading these, I was hoping to do three runs a week, but I quickly realized that the league breaks up after two runs, so I just started scheduling two with the idea/hope that we could do more if enough people stuck around.

    I'm open to pushing the start time back. I think I'll keep this week at 4 and discuss changing it for the future on Sunday.

    Quote:
    Originally Posted by Amygdala View Post
    We could also focus only on Green Stuff and Loves a Challenge and try to whip through the runs as quickly as possible in order to fit more in. Anti Anti Matter and Bunker Buster add a good chunk of time to the runs.
    Agreed. I'll do that this week.

    And of course, only having to explain the the quirks of badge runs rather than the full trial will speed things up too.
  19. Quote:
    Originally Posted by Spatch View Post
    I think, if at all possible, we really ought to restrict the league to folks who are intimately familiar with the trial. Both Green Stuff and Challenge are extremely difficult to attain at the best of times, without having inexperienced players who are learning a challenging trial on the fly.
    I hate telling people they can't come, so I've been reluctant to do it, but I agree.

    Quote:
    Originally Posted by Tenjoy View Post
    I've seen suggestions that only a handful of players should go into the final battle; the rest should self-destruct into the hospital once the third reactor has been secured, and stay there until Anti-Matter has been defeated. Maybe the players who don't have any experience with the trial could try that once?
    This I really, really don't want to do. If our luck doesn't improve, I might consider it, but... let's call it a last resort.

    Quote:
    Originally Posted by Tenjoy View Post
    Also, do you think it might help if we try to manage AM's HP so that the time freeze starts as long before the next obliteration beam as possible, so there won't be much overlap between the two?
    I have the binds set up, but have never used them. Misjudged both times it could have made a difference.
  20. Planning two runs again this week. I'm willing to stay longer, as long as there's interest.

    Once again, we'll focus on Avoids the Green Stuff and Loves a Challenge. Edit: I'm not going to do Anti-Anti-Matter or Bunker Buster this week, unless we get the other two in the first run and enough people stick around.

    If you haven't done so, please color powers such as Rebirth Destinies to not green.

    Edit: Starting this week, I'm going to ask that all players who come out be familiar with the basic trial and have some experience dodging the Obliteration Beam. If you haven't done it and would like to come, either watch globals and hop on one that forms, or let me know and I'll try to work out a time to run the trial with you in advance. (I can't guarantee that the latter will work out, but I'll try.)

    Pocket D, Sunday, October 23, 4 PM EDT.

    Roster
    @Placta - elec/elec blaster
    @Spatch - peacebringer
    @Tenjoy - MA/SR scrapper
    @Amygdala
  21. Got Bunker Buster and Anti-Anti-Matter for the newcomers. Still no luck with Avoids the Green Stuff/Loves a Challenge.

    Thanks to everyone who came out, 'grats to those who got badges, and see you all next week for another try.
  22. Taking a short break then heading to Pocket D to form up.