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I'm actually glad there aren't an abundance of guides.
Good guides as noted take a lot of time and research (in the form of discussions, play time, comparison through experience with other alternatives, and re-evaluation). If everyone who leveled a character thought they could just slap a guide together, we'd be hard-pressed to weed out the good from the bad.
As an alternative to not finding a guide for whatever you're seeking, try searching in the forums for a topic thread discussion. Those tend to contain the essence of particular aspects of what a guide would gather together and present. -
My Guide to the Nuke Hami Raid is posted in the forum, if you could add to the Guide to Guides please. TY!
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Nukeem Til He Glows 10-min Hami Raid
Overview:
Virtue recently completed a series of Hamidon raids wherein we did not clear all mito blooms. Rather the goal was to stay in and kill Hami, ignoring mito blooms and defeat him before he defeated us. These were done merely for the fun and challenge of it, and in no way were meant to replace the normal raid strategy. This method is simply too time-consuming in prep and organization to use as a regular open public raid method.
Conventional strategy is to clear blooms, attack Hami until the mitos respawn (a one time spawn at each 25% of Hamis health), then evac out to regroup and clear again. This was chosen as the most efficient use of resources, as well as the easiest to implement among a generic group of raiders.
The nuke raids took this basic strategy and modified it. Key points were the need to compensate for the presence of healing green mitos countering raid damage, and bombardment by yellow mitos onto the raid group. Two to three yellows firing on the assembled raiders would wipe an unprepared raid, and we were looking at eighteen at once! The same for the greens; eighteen greens massively healing even the output of fifty raiders is an incredible obstacle to overcome.
Concept:
Essentially, the solution we used was to employ massive bombardment of the Warburg nukes temp powers. Also, Vanguard heavies (and any other more crunchy summons as well) were brought in to provide distractions for the other mitos shots, and to provide a bit of extra damage from any of the pets that managed to survive.
To maximize these advantages, the raid cleared the initial mito bloom and assembled in front of the nucleus. There, we buffed, debuffed and summoned; then proceeded to go full ahead and take Hamidon down.
Implementation:
The raid gathers at the saferock, buffs, and launches normally to clear the initial mito spawn. Use a tanker yellow taunt team with scrapper spike teams on the yellows, as well as a separate hami tank team. When all mitos are down, the raiders gather at the nucleus to begin a coordinated buff/debuff/summon phase. Tankers are then sent to their pre-designated yellow spawn points to taunt yellow blasts away from the raiders (spot is marked with a thumbtack, as there will not be yellows spawned yet for tankers to see). The attack is called and Hamidon is taken all the way to defeat.
Special teams, organization and notes:
Yellow Tanker team: 6 tankers and at least one empath. The tankers will be assigned one yellow mito each to taunt and hold agro. Empaths will maintain Clear Mind on all tanks at all times during the raid.
Hami taunt team: At least 2 tankers and one empath. This team will maintain Hami agro throughout the raid. Makeup of the team can vary to whatever is needed to keep a tanker taunting Hami agro off the raiders.
General teams (Assault and Melee): Every other team must have an empath or other support with a status protection buff. Status buffs will be applied throughout the Hami takedown attack. The raid should also have one or more Dark defenders with Howling Twilight in case of a large block of deaths, and they should be ready to use it immediately. Try to group the general teams by assault and melee roles, with support sprinkled in to each.
What to bring: Everyone should bring the following:- All three Warburg nukes (Bio, Chem, Blast).
- Two or more personal EOE's (extra EOE's from spawning Hami will go to the yellow taunters as normal).
- A Vanguard Heavy, as well as any other temp pets available (Shivans, etc.)
- Two or more Breakfrees (larger the better).
Raid leaders announcements:- This raid will be one big attack! We will clear mitos normally, then pause before attacking the Hami nucleus to buff. After that, we will take Hamidon all the way down, ignoring the mito spawns.
- At first launch, the Tanker yellow mito team will immediately go to their assigned yellow mito and MARK THE SPOT on their map with the Thumbtack (right click the spot on map).
- During the pause for buffing at the nucleus, there will be NO ATTACKING Hami. Watch for calls for specific actions from everyone and PAY ATTENTION!
- At all times, Empaths should keep Clear Mind up on their teams, as well as maintaining a healing bubble. Dark defenders be ready to fire Howling Twilight if you see a stack of orange names.
- Make sure you have an EOE running once the final attack begins...it will keep you alive. Eat a breakfree as well.
- You should have three different Warburg Nukes: BIO, CHEM, and BLAST. Keep these separate, as we will use them at different times from different teams.
- Here is the heads-up on the order for the special buffing: BIO nukes, Pets, RA/AM's, Assault teams CHEM nukes, EOE's .
- Watch for further Nuke calls after 50%...specifically the Melee teams CHEM nukes and all nuclear BLAST nukes. This is to stagger the debuff duration, giving us a damage spike at the hardest moment.
- When the final attack begins, focus completely on the nucleus and do your best/fastest damage possible. We MUST overcome the greens trying to heal it!
Raid leaders special buff phase calls:
[ QUOTE ]30 secs ATTENTION RAID: LAUNCH ALL BIO-NUKES NOW!
25 secs ASSAULT TEAMS LAUNCH CHEM NUKES!
20 secs SUMMON ALL PETS NOW!
15 secs FIRE ALL RA's/AM's NOW!
10 secs EVERYONE EAT AN EOE NOW!
5 secs TANKERS: MOVE TO YELLOW MITO POSITIONS!
0 ATTENTION RAID: KILL HAMIDON!!! (BE READY FOR SECOND NUKE CALL)
As Hamis health approaches 50%, give the final nuke call:
ATTENTION RAID: LAUNCH ALL REMAINING NUKES (CHEM AND BLAST)!
FOCUS ALL DAMAGE AND KILL HAMIDON!!!
[/ QUOTE ]
Warning! The times listed above are just to give some idea of how to proceed. The raid leader will have to watch carefully each phase, as the pets will start attacking the nucleus. It is very likely the debuffed Hami will reach the 75% spawn point quickly, so the leader will need to push the RA/EOE calls then get the tanks moved into position, and be ready to start the assault on the nucleus at 75% Hami health. Once the pets are summoned, you may have less than 15 secs until the 75% bloom. This phase is critical and success rests solely upon the leader's coordination of the calls.
It is likely many on the raid will lose target on the nucleus. Advise them to move in closer, and have anyone on their team with target speak up to target through them.
You will have roughly two minutes to take Hamidon down from attack start to finish. Good luck!
Final note:
To repeat, this type of raid was in no way meant to replace the standard strategy. It was a fun thing to try, and a proof of concept. The amount of prep work needed to have an entire raid gather a full set of Warburg nukes and pet Heavies is prohibitive to be done on a regular basis. But heres hoping you might want to try it once yourselves. Its a blast! -
Alex, I am constantly amazed at the intriguing poses and takes on the characters you have made. Very nice work!
(I see Sandolphan might be coming up, I thought I'd mention she's an illusionist, since it may not have been clear from her bio. Those pics are a couple of the rare times she's actually visible!)
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I recommend just leaving the macro as a targetcustomnext teammate, and applying the buff separately.
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Star Strider Forces Registry
Name: SANDOLPHAN
Global Contact: @SANDOLPHAN
Level of Classification: 50 (Illusion/Empathy Controller)
Origin: MAGICK
Super Rank & Super Group: LUMINARY (Leader), ANGRY ANGELS 5.0
Memories of the Rikti Invasion -
Very happy to hear about your grandpa!
And what a wonderful way to honor him by giving to the community! Thank you!
----------------------------------------------------------------
Sandolphan
"Princess of the Ashim, Queen of the Wind Rose, Countess of the Cardinal Points. de Obscuria, 23rd vol.
So intense was Amy Stewarts desire for answers to lifes imponderables that she meddled far deeper into the Obscuria than mortals ever should.
Gifted with great powers of the mind, and access to even greater knowledge, her journey took her where few had traveled before. No one knows if she ever achieved success in the ritual summoning of The Guide, Sandolphan, but in her desperate attempts Amy sacrificed her sanity.
Now what is left of her wanders this world in a state of sublime madness, believing she is the incarnation of that great being from beyond the Subtle Planes. Though clearly insane, her caring spirit and righteous might have saved many. She is held in both high regard and great pity by the mystical community, who often benefit from knowledge she seems to possess well beyond her abilities.
Sandy screenshot1
Sandy screenshot2 -
A six-tank yellow agro team is the optimal choice (preferably employing ranged taunts to keep the aoe blasts away from the spikers).
However, Virtue has never before had enough tanks show for a raid to use it; hence our adaptation of the scrapper agro teams. I know at least one other server (possibly two) use the tank-agro team method, simply because they have more tanks attending regularly.
It's good that Virtue finally had more tanks show, and realize that they can have a greater role than just the Hami-taunt team. -
Excellent Guide!
A couple of notes...
Getting the 'Mission Accomplished' in Aeon's future:
1. I've seen it bug if the designatee moves too quickly to the exit. There appears to be a delay (as Aeon 'gets away') before you can trigger the exit, so it's best to head out at a somewhat less urgent pace. This seems to give the mission time to trigger the exit.
2. The designatee left behind should save their O-portal and use it once the exit is up. It's faster to IP, and you don't want to have to run back out to the Viridian fight if you had been the one who used it for the group to exit.
When heading down invisible to the Tree:
1. Any crystal will suppress invisibility, not just red.
2. If you get knocked out of invis by a crystal, get clear of any mobs, block line of sight, and let the suppression end before proceeding (10 secs).
3. At the villain team, they may have a Rain of Fire active while they are attacking the CoT. You may get tagged by it without knowing as you speed through and get invis suppressed. Be aware of this and pause around the corner before heading through the CoT spawns ahead.
In the Tree Room:
1. Open the map (you should always have the map open, at least in here!) and click on the red star objective on the map. This will place a compass marker on your field of view at the Tree. You will then always know where the Tree is and can help avoid any line-of-sight issues.
2. Worth mentioning again...the Tree's agro cannot be controlled until the vines are down. It can and will shoot anyone it sees, whether a tank is active next to it or not.
Aeon's Four AV's:
1. Be careful if you are pre-emptively confusing any mobs in an AV group. Something seems to agro the AV at times that I haven't figured out. I often like to take out the Night Widows (or any other troublesome mob) in any group quickly with confuse, but have had this trigger agro despite being invis, blocked line of sight, and out of AV agro range.
Confusing Dr. Aeon:
1. Some teams like to have Aeon confused prior to the tank rushing in. This has the effect of summoning the clones and they all attack Aeon himself. While the confuse only lasts about 20 secs due to his PTOD's, it does soften the alpha from all the EB's. Check with the tank/team leader if they want to use this option.
Finally...
1. Never ever ever follow Sandy! -
Henchmen powers are not under the direct control of the Mastermind.
Henchmen will select powers based upon their own AI scripting, their range to target and which powers are available (recharged).
You only have control over stance and command (and which upgrades are applied). -
Adding to the Bio-Nuke info:
Number of targets on the nuke temp power is capped at 20. Therefore to ensure that the brutes are all receiving priority on the nuke, we have the rest of the raid (ie everyone who is not taking direct damage from a yellow mito) move off to the right of the assembling area (there's a small ridge on the east saferock there that the rest of the raid moves up on to).
This has worked out tremendously well. -
This is a very nice utility. It will be quite handy when stocking up base bins or whipping up a batch of IO's for alts. Thank you!
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[ QUOTE ]
[ QUOTE ]
Level 1: Poison Dart
Slotting : I skipped this power
[/ QUOTE ]
And that would be the point I stopped reading D:
[/ QUOTE ]
You might have stopped reading earlier at this point too:
[ QUOTE ]
So why build a pure melee Blood Widow?
[/ QUOTE ]
Although the rest of the paragraph does explain the goal and design. -
Hmmm last time some friends helped me get a villain up to 45 (I had deleted all my old ones) to help coordinate the villain Hami raid practices.
Otherwise, I just play as normal really. I look upon the bonus as a very nice 'thank you for playing' from the devs; but I don't change my playstyle around it. -
Here is a LINK to a video of a bloom assault starting at the 10 sec Scrapper Launch (this one happens to be the final bloom and Hami takedown).
It's from the perspective of a scrapper on the front mito team. You can see the simultaneous action from the entire raid throughout the goo, and how the teams change position and targets as the attack proceeds (FORM UP is clearly visible). Note the stacked RA's at the beginning, and the team makeup.
It goes a little longer than most of Virtue's mito phases, since the raid AT balance was a bit off and there were many new attendees learning their way (they were low on tanks too; there was a loose Hami blast on the assault teams at 4:47); but overall it was a good run. (Thanks GadgetDon for filiming!)
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[ QUOTE ]
Running Faster!
When the attack on the hami nucleus begins, an announcer (either the Raid Leader or another leader) should move to the Saferock and track Hami's health. Announce to the raid the following information each time (depending which bloom it is):
[/ QUOTE ]
Some potential raid leaders have asked me, "How do you know what Hami's health is to call it out?"
When at the saferock, target Hamidon (TAB through targets until you have him). Then put your cursor over his health bar in the target window and wait 3 seconds. The actual health number will appear.
Note that doing anything at all (bumping the cursor, typing, activating a power) will remove the health number. So when typing announcements to the raid, you'll be blind for a few seconds.
Keep this in mind when typing health reports; make them short and quick to get the health number back up. When approaching the RUN! target number, don't report health numbers within less than 5 seconds of the bloom or you'll miss it. -
I've noticed some threads linking to this guide, so I'll post some more updates here to how the Virtue raid strat has evolved:
***ATTENTION***
FURTHER STRATEGY UPDATES:
In addition to the previous mention of firing Regeneration/Recovery Auras stacked onto the entire raid prior to launch, these are some more changes to the basic strategy we employ.
Adaptations to the Yellow Mito Scrapper Teams (Spikers):
The best configuration we've settled on is six scrappers and two support on each of the two teams. Again, each team will be responsible for three of the yellow mitos (the teams can divide them up whatever way is convenient). The scrappers ideally will have some form of fly/hover to make positioning easier and maintain a constant attack chain for maximum damage.
The two most experienced scrappers on the team (flying regens are favored here) should be assigned to their own mitos to solo and maintain agro on, while the other four scrappers take on the remaining yellow mito and kill it. Assign the closest of the team's yellows to the spikers, and the further two yellows each to a solo scrapper. This speeds up the killing as the first yellow is closest and goes down faster.
One support player is assigned to cover the needs of the two solo scrappers, while the other support player goes with the four spike scrappers. Support consists of maintaining status protection (Clear Mind, O2 Boost, etc), spot heals, and rezzes if needed.
When the four spike scrappers have killed their yellow mito, they move to the nearest solo scrapper and kill the next mito, and then on to the last yellow soloist. Once the team's assigned three mitos are down, move to assist the other scrapper team if any of their mitos remain up.
Example of a typical raid's Scrapper team performance:
From the moment of initial contact, the first yellow takes roughly 30 seconds to kill, the next two roughly 15 secs each. This means that with experience, all yellow mitos can be easily taken down within the buff duration of the stacked Regeneration Auras thrown on the raid prior to launch (approximately 60-90 seconds).
Adaptations to the Assault Teams (Chaos Assault)
When the Assault teams first enter the goo at the zero count, we instruct them to split up and attack all of the Blue mitos simultaneously, basically scattering throughout the hamidon goo on their own. A rule of thumb is: if there are already four people attacking a blue, choose another.
This accomplishes several things:
<ul type="square">[*]The green mitos are heavily distracted to multiple closer targets and have almost no chance to heal the yellows, which are the primary focus of the first stage of the raid.
[*]Blues are sometimes killed by the Assault teams, shortening the later mito attacks. This isn't necessary, but is a fringe benefit.
[*]It's fun and gives the Assault teams something to do other than play 'follow the targeter'! Just make sure everyone is covering all of the blues, as sometimes people are reluctant to move off on their own in the goo surrounded by all the chaos, especially around to the back side blues.[/list]
The Form Up!
Once the Yellow mitos are all down, one of the scrapper leaders announces it in Request to the Raid Leader. The Leader then yells to the rest of the raid:
[ QUOTE ]
FORM UP ON ME!
[/ QUOTE ]
Everyone then switches to attacking through the targeter mode, and begins the takedown of the Green mitos. Holds first to drop their shield, then killing them. Once the Greens are down, move to clearing the remaining Blues.
Running Faster!
When the attack on the hami nucleus begins, an announcer (either the Raid Leader or another leader) should move to the Saferock and track Hami's health. Announce to the raid the following information each time (depending which bloom it is):
[ QUOTE ]
Hamidon health target is: 35k (75%) ... Team Recallers to the Saferock NOW please!
Hamidon health target is: 23k (50%) ... Team Recallers to the Saferock at 35k please!
Hamidon health target is: 11k (25%) ... Team Recallers to the Saferock at 20k please!
[/ QUOTE ]
Additionally, the announcer should keep up a steady call of Hami's status to the raid, to give players a gauge of how swiftly his health is dropping and how soon to be ready to run for the reset. I recommend giving updates every 5k.
When Hami's health crosses the target number, the announcer should have queued up a message in Request telling the entire raid to run (RUN FASTER NOW!!!) out of the goo and get behind to rock to block line of sight. Once safely hidden, they can either make their way back around to the saferock or await a recall.
Using this heads-up method, we've managed to have mito bloom resets with as few as two deaths. The raiders appreciate being kept in the loop, and it gives everyone those few extra seconds that can mean surviving the bloom.
A note though:
Server lag, as well as Hami's massive regen ticks, can mess up the Run! call. Hami might have clearly have dropped below the target health number, but the mitos won't bloom as the server did not seem to catch it. Wait at least 5 seconds before announcing a mis-cue and ordering the raiders back in to continue attacking. The bloom sometimes is lagged also, and can either appear instantly or up to about 5 secs or so later. -
Wonderful guide!
Two things I'll add:
1. If you have a confusion power, run the Enemy Buffed option on all arcs. It improves completion time considerably as the minions just about two-shot each other, and three-shot lts.
2. An invisibility power is golden!
-Sandolphan -
[ QUOTE ]
in the larger scheme of things, we have our designers working hard to bring out exciting new content in a timely manner and not spending too much time optimizing the experience of dated content.
[/ QUOTE ]
Here is the crux of the matter. The leadership is instructing the designers to focus on new material, not on older content that needs fixing/updated.
Perhaps you should consider setting aside a 'task force' of designers to focus on a list of broken/older content that has high player appeal, starting with the TF's and Trials? As another poster pointed out, this would probably win high marks in a player poll.
Is it harder to go back and fix up older content than it is to create fresh content? If it is, then I can understand the desire to create fresh content as also a way of making the job easier. However if not, then give your designers a 'break' and let them work up some fixes for older stuff. You could just do a few at a time; no need to sweep every broken thing into a fix. Start with these two trials if you like and move to the TFs and other things a few at a time.
As you can see from the responses here, your player base will thank you!
-Sandolphan -
Yes, Andra has it. We had a total imbalance of ATs last night, with 15 MM's in the zone and almost a complete lack of Stalkers. This meant massive lag, inability to target, and lack of spike damage to defeat mitos.
The strategy was written with consideration that there would be a balance (eight) of each AT show up, and to leverage their strengths and allow them to play their part. Hence the MM's pet stream lets them use their primary assets (pets) instead of just being secondary buffbots.
We may have to switch MM's in excess of the first six over to just using their secondaries on the assault teams (not summoning any pets at all) if the situation repeats itself. This isn't fun for the MM's, and won't completely solve the problem either. Each of those buffing-MM's would be taking the space of a missing AT (Stalker in the case of last night) and the lack of that AT's strength will impact the raid. Last night it led to not being able to actually take down mitos.
The villain raids have brought up a weakness in the current raid: reliance upon a balance among the raiders. Hero-side, we seem to naturally avoid this, as everyone has come with a near-even balance of ATs. We seldom have more than a 2-4 overage of any one AT.
Here's the hard truth: I wouldn't be prepared to immediately call a raid off after seeing the attendance numbers; but if the situation arises next time, I think we should consider strongly urging attendees to relog with alts of a specific (requested) AT. At least eight of those MM's needed to bring something else to the raid; if they don't have another raid-capable alt, then they should probably leave and make room for what the raid needs.
I don't like this solution at all. It's completely against the spirit of what we're trying to accomplish. However, unless the step is taken, the raid won't happen and we'll just have wasted all of the attendees' time anyway. After a few of these failed attempts, people may start avoiding them. That might also fix the problem, since begging for a few specific ATs to come is easier to do than turn away people of the wrong AT who are anxious to raid.
Aside from changing how MM pets are used (they've simply been shown to be too fragile to hold their own in a tactical situation except as fodder), I'd love to hear more suggestions how we can adapt to the reality of the current situation. I'm somewhat at a loss short of the drastic measures mentioned above.
Any way you look at it, villain-side has issues unrelated to the raid itself that are creating problems and failed attempts. The few red-side raids we've done with a properly balanced raid force have gone great, proving the method is sound and fun. We've tried adjusting raid strats around current attendees, but factors beyond this have created problems that are not so easily solved as changing strategies in a guide.
-Sandolphan -
It was suggested I make a quick note of some adaptations we've made on the Virtue Hami raids (hero-side):
Hami-health Countdown to Bloom
We've been able to lessen the deaths (although not eliminate) from mito-blooms at 75%/50%/25% by calling out Hami's health to the raid. I've been targeting Hami from the saferock (as I'm usually a team recaller) and announcing what magic health number will trigger each bloom, as well as a countdown by thousands to it (ie magic number is: 23560; health is 40, 35, 30, etc). This gives the raiders a bit of feeling for how near the bloom is, as well as a clear announcement of RUN FASTER!!! when the health number has been tripped. There are some difficulties with this though: server lag and Hami's regen ticks play havoc with the numbers, and often false alarms are raised. Raiders will have to jump back in and continue to grind Hami down again, with another announcement forthcoming. BTW, the 'magic numbers' are: 47120, 35340, 23560, 11780. I usually have team recallers return and setup at the saferock about 25% ahead of the trigger (ie at the previous trigger number).
Some further updates from recent raids:
Adapted Scrapper Teams:
(Need to mention again Newyorican's altered scrapper team method)
We've been having great success at altering the yellow mito teams makeup. Using 6 scrappers and 2 status buffers (one a healer), and assigning 4 scrappers to one mito with the other two soloing the other two yellows. The spike team of 4 scrappers crushes their mito quickly, and moves to assist the next mito around; repeating the action to the third and so on. This method has maximized the 90 secs of RA boost to assure that mitos are being taken down in a front-loaded fashion. While the healer can get overwhelmed trying to keep scrappers going on the last few mitos, there is usually only a small window where we can lose a couple before all the mitos succumb to the stacked damage.
Assault Team Targeter:
Little has been said to guide the Assault Team Targeter in the performance of their duty. However, we've seen which mito location, and which color they choose to attack, has direct consequences on the success of the mito phase. The Targeter should first decide whether to attack Greens or Blues. This decision will be based upon how many controllers are available to the assault teams (ie not already on the anchor teams). If the Targeter thinks there is insufficient holding power on the assault teams, they should choose to attack Blue mitos first. This is due to the initial assault teams' role of distracting the Green mitos' healing by creating damage on proximal targets to them. If the Greens' shields cannot be breached, then no damage will accrue and the Greens will instead heal the Yellows. The longer it takes to drop the Yellows, the more likely Hami will beat back the raiders. I recommend a count of at least 4-6 controllers on assault teams as a minimum to choose Greens; this assumes separate additional holding support from blasters/defenders/etc.
Once a determination of Green or Blue targets is made, the Targeter must then decide which ones to attack first, and where to attack next. Usually the closest mito of appropriate color to the Saferock is used to start, to get into the fight quickly, and then move around clock/counterclockwise. However, if the scrapper teams are having issues taking down a mito, the Targeter should switch targets to a Green/Blue that is closest to the troublesome Yellow (even abandoning an existing target mid-fight to move). Good communication between the Targeter and the Yellow Team leaders is crucial for this to happen. Usually the yellow team leader will call for a target switch by direct request to the Targeter, who will then announce in Request the intention to switch targets immediately.
The 3-empath raid:
Yes, we did a successful and efficient raid with only 3 empaths (1 on tank team, 1 each on two scrapper teams). It was on-the-edge sometimes, but cool heads and skilled players prevailed (as did the status-buffers who stepped in with O2 boosts, Increase Density, etc.) This was just proof that large numbers of empaths are not so crucial for a raid.
Floating Support Team:
I've noticed that recently a small team of supporters has circled the outer edge of the goo, looking for trouble spots and patching as needed. Usually this team is small and consists of a /rad controller, a stormer, and 1-2 scrappers. I have seen them grab a loose yellow mito, rez a downed scrapper/supporter, attack inner mitos on the far side of the assault teams to relieve healing on the yellows, and assist in spiking troublesome mitos. All of these hazards could be potential wipes, prevented by their quick action and insight into the raid strat. While I cannot recommend doing this in a basic strategy guide (as inexperienced players could seriously disrupt the flow of the raid), their actions show they have good insight into what is needed when. I make note of it in case an experienced raid leader would like to make use of the idea.
These particular strats are not recommended for the beginning raid. Stick to the guide strats until the raid leaders and participants are comfortable with their roles. Then expand on the makeup of the raid and how it is carried out. These are just some examples of how flexible the raid encounter and the strategy are. Kudos again to the devs for a job well done (and of course, we're always interested in an evolving encounter to keep us hopping too!)
-Sandolphan -
Can you believe it? An error crops up in my post after all this time.
Under Commanding Subsets of Pets, the entry for Necros should be:
[ QUOTE ]
Necro:
tiers 1+2: R,E
tiers 2+3: (none)
tiers 1+3: (none)
[/ QUOTE ]
The change is tiers 1+3 have no uniquely shared letters and must use the naming technique to command the tier pair.
Sorry all for missing that!
-Sandolphan -
I recommend joining VirtueUnited channel to monitor the raid announcement schedule. It's usually in the MOTD.
And welcome to Virtue!
-Sandolphan -
[ QUOTE ]
If other scrappers or tanks want to pick them up so there's a bio-missile for each bloom
[/ QUOTE ]
Actually we've only been using them regularly villain-side, since the regen auras function so well hero-side.
And yes 15 minutes is about right for obtaining a nuke in Warburg. Just go at odd times when it's likely to be empty.
-Sandolphan -
BIO-NUKES as a solution to survival buffs
Just to make a note in the guide thread:
We've found that launching a bio-nuke (Warburg temp power) on the assembled raid, just prior to sending the brute squads, really enhances the survivability and effectiveness of the raiders. While I don't like leaning on crutches like this, it is a suitable solution to the lack of survival buffs villain-side. One nuke per assault/bloom (ideally four total) should be all that's needed.
-Sandolphan