|
Post by whitewraith on Oct 5, 2011 11:50:43 GMT -5
|
|
|
Post by whitewraith on Oct 5, 2011 12:01:32 GMT -5
The only additions I'd make to the above from what I saw last night:
Boss 2: Kill order.
1. Green (2 pillars) - these heal the boss so take out two of them, have a controller heal debuff the third. 2. Adds - If the blue or the red are up, it doesnt matter since the dps will kill the adds first. 3. Blue (2 pillars) - these add to the Primes defense. kill two pillars, let the npcs take down the third while you dmg the boss 4. Boss - If the red pillars are up, leave them all alive, our tanks should be able to take the hits (especially a blocking fire tank with their massive effective health) The boss takes full damage so let the npcs take out all 3 pillars and use this time to your advantage. 5. Red pillars - clean it up to get out of combat.
If you end up with one ice and one fire tank for whatever reason, put the fire tank on the moss and have the ice tank handle the adds. Two reasons. 1. The Fire tank can use block to "turtle" this gives them insane effective hp to take the Red Laser enhanced boss damage. 2. Ice tanks dont have to block during the big nasty AOE (Hyou is defense capped so Block, which adds +5000 defense, has no effect), this makes them ideal to look for the spawns as soon as they pop and Inescapable storm them together.
Event 1: Bridge of Doom. The guide says "pull" dont forget that controllers and tanks can also effectively "push" using their movement mode abilities. Flight pull: Low Pressure Flight Push: high Pressure
Acrobats have a harder time and an easier time....they have grapple line which seems to be lesss likely to be resisted, but only hits one target. If you want to send something flying as an Acrobat, jump in the air and grapple line when you are at the zenith of your jump, you will start to fall and the mob will be thrown way off in the distance due to the physics engine. They cannot push though.
Superspeed works the same as Flight, they have conal AE pushes and pulls. They can use the same jump trick as Acro to pull off into the distance.
|
|
|
Post by Kallark & Stark Cold on Oct 5, 2011 12:22:31 GMT -5
I don't recall but I wonder if we'd have enough time to just hold our ground at the base of the bridge where we pick up the rock. It's a larger area for us to be able to move around as needed and then after clearing the assassins we walk up bridge? I'm not sure if that would work for timing, just a thought.
|
|
|
Post by soar on Oct 5, 2011 12:27:10 GMT -5
The tactic I read about the most involved using an ice tank to pull the assassins off the walkway with inescapable storm and kite them down there. the ice tank had a dedicated healer
|
|
|
Post by whitewraith on Oct 5, 2011 13:01:11 GMT -5
The tactic I read about the most involved using an ice tank to pull the assassins off the walkway with inescapable storm and kite them down there. the ice tank had a dedicated healer Same tactic, just most people have tunnel vision on the powers thing. Anyone with sufficient dominance and access to a movement tree can pull/push them off the path causing them to have to walk all the way around again. If a Tank does this it will net him some agro which is why a healer needs to keep an eye on him. I have no idea why anyone would try to kite them considering the assassins are actually more deadly at range than at melee. I imagine the people saying that have a different meaning for "kite" than what I think of. It's likely easier to yank them off, let them climb back up and then yank them off again. There should be more than enough time in that process for the "immunity" ticker to run out. EDIT: now that I think of it....we might be able to use that to our advantage, pull one (or two) of them out of the pack using taser pull or grapple line, toss the rest of the pack off the side using Inescapable storm/low pressure/high pressure, kill the one that's left. Rinse repeat while the runner is coming up the road?
|
|
|
Post by soar on Oct 5, 2011 14:30:34 GMT -5
Well, another thing I read is that they don't respawn until all of them are dead. Running one of them around is probably helpful.
|
|
|
Post by whitewraith on Oct 5, 2011 14:37:30 GMT -5
ahh, that respawn thing I didnt know! Good catch!
Could end up being a bit like what you do with inner with timing the destruction of the last terminal? Once we're in position you wait to drop the rock until its down to 1 assassin?
|
|
|
Post by Kallark & Stark Cold on Oct 5, 2011 15:23:55 GMT -5
I'm such a dork but all of this strategy talk, figuring out a new instance, etc. It's crazy fun!
|
|
|
Post by soar on Oct 27, 2011 9:41:39 GMT -5
This is the strat the pug Rescue was in used to beat prime assassin. This was after about 10 failed attempts using the normal strat. The new strat one shotted it with the group. This also lets us use one tank all the way through Jor-El so Stark can do a DpS build. forums.station.sony.com/dcuopc/posts/list.m?topic_id=35237Lets try this tomorrow night.
|
|