Keyes Island Reactor Trial/Strategy: Difference between revisions
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This time, all WarWorks guarding a terminal have to be defeated and Anti-Matter has to be near the terminal for the players to be able to recharge them. After recharging 10 terminals, and securing Reactor Infinity, the Anti-Matter Pulse will stop and Anti-Matter will retreat to the Truck Depot for the final fight. | This time, all WarWorks guarding a terminal have to be defeated and Anti-Matter has to be near the terminal for the players to be able to recharge them. After recharging 10 terminals, and securing Reactor Infinity, the Anti-Matter Pulse will stop and Anti-Matter will retreat to the Truck Depot for the final fight. | ||
STRATEGY: Same as Reactor Genesis, only this time the glowy stealthers merge into the main league. Since the WarWalkers wandering around at ground level give the temp powers when defeated, it's much easier to stay alive by simply killing mobs and being healed during combat. As temp powers are awarded, again, move quickly to give the temp powers to the Temp Power Chief who will apply them to the terminals. Quick upstairs, give them the power, then return to ground level and rejoin the main league to kill more WarWalkers. | |||
As with the first reactor, the other three sub-groups will proceed as before, positioning Antimatter, killing the small mobs guarding the terminals and applying temp powers to the terminals. | |||
==Fighting Anti-Matter== | ==Fighting Anti-Matter== |
Revision as of 23:24, 21 October 2011
Overview
This is a player-made strategy guide for the Keyes Island Reactor Trial
Map of the Keyes Island Reactor complex with user created markers |
Reactor Hope
The first phase begins, after players have spawned on the map, either by moving towards Reactor Hope or automatically after 5 minutes. A cut-scene with Anti-Matter will play unless every participant has already done this trial before. The first goal of this phase is to defeat 30 WarWorks that spawn around the Reactor. When the required number is met, all WarWorks will despawn for a few seconds before the second part of this phase begins. Around the base of Reactor Hope, small boxes of electronics are scattered, that start to glow shortly after the WarWorks despawn. Along with the glowing boxes, new groups of WarWorks spawn again. Clicking one of the glowing boxes will bestow the player with a temporary power "Power Cell". This temporary power is needed to fully charge 10 terminals on Reactor Hope in order to re-establish the magnetic containment and prevent the Reactor from blowing up.
The 10 terminals are located on the small walkways pointing towards the reactors core on all 3 levels of Reactor Hope, and all are guarded by small groups of Warworks. Before a terminal can be charged, these WarWorks have to be defeated as they prevent players from using their temporary powers. Each terminal needs 3 charges to be fully recharged, with a small message appearing over the terminal when a power is used, showing it's current recharge level (33%, 66% or full). Power Cells and WarWorks at the base of the Reactor respawn roughly every 2 minutes.
After 3 minutes, Anti-Matter will make his appearance and fly around the area, attacking players. Additionally, every 30 second, the whole map is hit with an Anti-Matter Pulse for large amounts of damage. The time of the next Pulse is shown in the HUD. The only safe location from the Pulse is the in-map hospital, so before leaving the hospital it is good to look out for the Pulse timer. If Anti-Matter is damaged by players, the Pulse will grow in strength.
After all 10 terminals have been fully recharged, Anti-Matter will disappear for a while, the Reactor Hope is secured and battle will continue at Reactor Genesis.
STRATEGY: Have the league leader designate the following groups of players from the teams:
1) AV Dragger(s). This should be a tank or brute with taunt. It is this person's job to move Antimatter to each terminal as directed by the Temp Power Chief.
2) Temp Power Chief. This person will get ALL of the temp powers. It will be up to this person to tell the AV Draggers where to place Antimatter.
3) Glowy Stealthers. Anyone with stealth ability should move quickly to click on the glowies. As the temp powers are obtained, give them to the Temp Power Chief who will apply them to the terminals. Careful positioning among the boxes and behind walls near the glowies make them relatively easy to stealth without getting agro from neighboring groups. It's often best to clear several slots from your top power tray so you don't have to fumble among the listing of powers to find the temps as you get them. Save up 2 to 4 temps before going upstairs to find the Temp Power Chief.
4) Upper mob attackers. This should be a small group, typically with a /kin, who attacks and kills the mobs guarding the terminals. Often times, this is scrappers or brutes, fulcrum shifted, who can quickly kill the mobs without hurting Antimatter.
5) Rest of the league. Stay down below, kill Warworks and stay in the healing bubble provided by league members. For this group, there's not a lot to do except stay alive.
Reactor Genesis
The second phase is pretty similar to the first phase with some minor twists. First, there are no glowing boxes scattered around the reactor's base, but groups of WarWorks containing Goliath War Walkers. These War Walkers will be labeled as Recovery Team Goliath and players have to defeat them to get the temporary powers. Again there are 10 terminals on Reactor Genesis, guarded by WarWorks, but these guards have a problem with their RFID tags so you can recharge the terminals without defeating the guards (for now). After a time of approx. 3 minutes, Anti-Matter will re-appear. In response to the RFID problem, Anti-Matter uses his override code to prevent players from recharging the terminals. Therefore, Anti-Matter has to be near a terminal, for the terminal to be rechargeable.
After all 10 terminals have been fully recharged, Anti-Matter will disappear again, the Reactor Genesis is secured and battle will continue at Reactor Infinity.
Reactor Infinity
The last Reactor is no difference form the first two reactors, just that this time the temporary powers are stored in locked bunkers. Players have to bust up the doors leading into the bunkers and get the Power Cells from the glowing boxes inside. All bunkers have a clickable blast door inside that opens up access to two additional Power Cells.
This time, all WarWorks guarding a terminal have to be defeated and Anti-Matter has to be near the terminal for the players to be able to recharge them. After recharging 10 terminals, and securing Reactor Infinity, the Anti-Matter Pulse will stop and Anti-Matter will retreat to the Truck Depot for the final fight.
STRATEGY: Same as Reactor Genesis, only this time the glowy stealthers merge into the main league. Since the WarWalkers wandering around at ground level give the temp powers when defeated, it's much easier to stay alive by simply killing mobs and being healed during combat. As temp powers are awarded, again, move quickly to give the temp powers to the Temp Power Chief who will apply them to the terminals. Quick upstairs, give them the power, then return to ground level and rejoin the main league to kill more WarWalkers.
As with the first reactor, the other three sub-groups will proceed as before, positioning Antimatter, killing the small mobs guarding the terminals and applying temp powers to the terminals.
Fighting Anti-Matter
Anti-Matter will re-appear fully healed (if players did damage him in the previous phases) at the truck depot. His arsenal of attacks is devastating and he is surely no walk-over. Anti-Matter will entangle each player in the map with one of two possible powers, either Alpha Entanglement or Beta Entanglement. Players of opposite entanglements close to each other will continue to damage themselves. Also this powers stack so the more players of the opposite entanglement are close to you, the more damage you will receive. Additionally, Anti-Matter will command his space station to fire an Obliteration Beam onto the battlefield. Before the beam hits the ground, a huge green circle will appear and players are advised to leave this circle as fast as possible. Characters who stay in the circle will be held and afterwards crushed by the beam itself. Players who left the area of the beam in time should pay attention to not run into its field again, as they can still be damaged after the hold phase ended. Last but not least is Anti-Matters most annoying attack, a Disintegration Ray, targeting one player at a time. A warning will appear above the players head that he has been targeted for disintegration. The character will suffer 3 (or 4) hits of increasing damage and should the victim die for any reason, Anti-Matter will heal off the disintegrated matter. This can be as much as 20% of Hit Points from one single target and is the main reason for this phase to be the most tedious. Players who survive the disintegration will be drained of endurance.
Once at 75%, 50% and 25% of hitpoints, Anti-Matter will freeze time and retreat to small bunkers around the Truck Depot, and start healing rapidly. During this time, 4 small consoles will appear at the base of the bunker Anti-Matter heals at. The moment he starts healing, the freeze will break and players can rush to the bunker for destroying the consoles. When all consoles are destroyed, Anti-Matter's healing will be interrupted and he will fight again.
Helpful Macros
As the temporary powers can be gained several times, a macro can make the usage of these powers more easy.
/macro Cell "target_custom_near terminal$$powexec_name Power Cell" - targets the nearest visible Reactor Terminal and queues a Power Cell for activation