Spirit Trapping: Difference between revisions
imported>TonyV (historical) mNo edit summary |
m (Added the powers of the Ghost Traps. Moved image. Added range of Trap effect.) |
||
(12 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
== Overview == | == Overview == | ||
[[File:Trapping_A_Ghost.jpg|right|thumb|200px|A Spectral Pirate being Trapped]] | |||
'''Spirit Trapping''' or '''Ghost Hunting''' is a [[Zone Event]] in the Fort Hades neighborhood of [[Port Oakes]]. The [[Pirate Badge]] can be gained by defeating [[Spectral Pirates]], and the [[Spectral Badge]] can be gained by trapping them in the Ghost Traps found within the Fort. The [[Red Terror]] elite boss can be spawned from overloaded Traps. | |||
__TOC__ | __TOC__ | ||
== Spirit Trapping == | |||
== | ''The pirate Blackbeard had just captured Queen Ann's Revenge and sought a place to test her in battle. He came upon a newly erected French Fort and used his massive firepower on the half-manned structure. Upon storming the beach, the French were outarmed and outmanned by Blackbeard's cutthroats and were soon surrounded. They asked for quarter but his crew had already tasted blood and cut down brutally to the last one. The hauntings began soon after.'' | ||
Spectral Pirates ghosts will spawn in the Fort Hades neighborhood during the [[time|Night]], from 21:00 to 6:00. | |||
When a ghost is successfully trapped, | To Trap a ghost, it must be defeated within a 25 foot radius of a Ghost Trap. The ghost does not necessarily have to be standing directly on top of the Trap, but for best results should be within short melee range of the Trap. When a ghost is successfully trapped, they will be engulfed in a green light that gets drawn into the Trap instead of simply fading away as they normally do upon defeat. | ||
== | {{PowerBox|Icon=ShadowFighting_MidnightGrasp.png|Name=Ectoplasmic Containment|Effect=Special|Desc=The Ectoplasmic Containment field can capture the essence of a ghostly enemy as it dissipates.}} | ||
{{PowerBox|Icon=ShadowFighting_MidnightGrasp.png|Name=Spectrographic Assimilator|Effect=Special|Desc=The Spectrographic Assimilator absorbs and store the ectoplasm of any 'ghosts' that are destroyed within the containment field.}} | |||
=== Trap Locations === | |||
There are six Ghost Traps in Fort Hades. The locations of the Ghost Traps are shown below: | |||
[[File:GhostTrapMap.jpg]] | |||
=== Trap Overload === | |||
{{PowerBox|Icon=ShadowFighting_MidnightGrasp.png|Name=Assimilation Overload|Effect=Special|Desc= The Ghost Trap has exceeded its capacity and exploded, releasing all of its stored ectoplasm.}} | |||
Once a Ghost Trap has captured 11 ghosts the Trap will overload, releasing a group of Spectral Pirates consisting of 3 Red Hand bosses, 4 Night Terror lieutenants and the [[Red Terror]] elite boss. These spawned enemies can also be trapped, allowing a character to quickly increase their trapped ghost count. These overload spawned pirates can be up to Level 15 and can be difficult for low-level characters to defeat. To avoid an overload, spread out defeats between the Traps to prevent their individual trap counts reaching 11. | |||
== | === Rewards === | ||
* | A villain earns the [[Pirate Badge|Pirate]] defeat badge for defeating 100 Spectral Pirates and the [[Spectral Badge|Spectral]] defeat badge by successfully trapping 100 Spectral Pirates within the Ghost Traps. These badges also grant access to the [[Night Haunt Badge|Night Haunt]] and [[Red Hand Badge|Red Hand]] gladiators, respectively. | ||
[[ | {{BadgeBox|Pirate}} | ||
{{BadgeBox|Spectral}} | |||
=== Tips === | |||
* Any ranged Taunt power will make the ghosts more willing to stay in the Trap's range. | |||
* [[Teleportation#Teleport Foe|Teleport Foe]] and [[Gravity Control#Wormhole|Wormhole]] are a good ways of bringing distant ghosts to the Traps. | |||
* High level teams should contain a lower level member to act as bait for the ghosts to aggro upon and not run away. | |||
* Non-damaging slow patches such as [[Dark Miasma#Tar Patch|Tar Patch]] will force the ghosts to stay longer. | |||
* Using one Trap until it overloads and then defeating the ghosts that spawn near the Trap can allow you to quickly gain defeats for the badge. | |||
== Historical == | |||
* Previously, unlocking [[Veluta Lunata]] as a contact required trapping 10 ghosts for the [[Pirate Badge]]. | |||
== See Also == | |||
* [[Swashbuckler Badge]] | |||
[[Category:Zone Events]] |
Latest revision as of 19:38, 18 November 2020
Overview
Spirit Trapping or Ghost Hunting is a Zone Event in the Fort Hades neighborhood of Port Oakes. The Pirate Badge can be gained by defeating Spectral Pirates, and the Spectral Badge can be gained by trapping them in the Ghost Traps found within the Fort. The Red Terror elite boss can be spawned from overloaded Traps.
Spirit Trapping
The pirate Blackbeard had just captured Queen Ann's Revenge and sought a place to test her in battle. He came upon a newly erected French Fort and used his massive firepower on the half-manned structure. Upon storming the beach, the French were outarmed and outmanned by Blackbeard's cutthroats and were soon surrounded. They asked for quarter but his crew had already tasted blood and cut down brutally to the last one. The hauntings began soon after.
Spectral Pirates ghosts will spawn in the Fort Hades neighborhood during the Night, from 21:00 to 6:00.
To Trap a ghost, it must be defeated within a 25 foot radius of a Ghost Trap. The ghost does not necessarily have to be standing directly on top of the Trap, but for best results should be within short melee range of the Trap. When a ghost is successfully trapped, they will be engulfed in a green light that gets drawn into the Trap instead of simply fading away as they normally do upon defeat.
Special
The Ectoplasmic Containment field can capture the essence of a ghostly enemy as it dissipates.
Special
The Spectrographic Assimilator absorbs and store the ectoplasm of any 'ghosts' that are destroyed within the containment field.
Trap Locations
There are six Ghost Traps in Fort Hades. The locations of the Ghost Traps are shown below:
Trap Overload
Special
The Ghost Trap has exceeded its capacity and exploded, releasing all of its stored ectoplasm.
Once a Ghost Trap has captured 11 ghosts the Trap will overload, releasing a group of Spectral Pirates consisting of 3 Red Hand bosses, 4 Night Terror lieutenants and the Red Terror elite boss. These spawned enemies can also be trapped, allowing a character to quickly increase their trapped ghost count. These overload spawned pirates can be up to Level 15 and can be difficult for low-level characters to defeat. To avoid an overload, spread out defeats between the Traps to prevent their individual trap counts reaching 11.
Rewards
A villain earns the Pirate defeat badge for defeating 100 Spectral Pirates and the Spectral defeat badge by successfully trapping 100 Spectral Pirates within the Ghost Traps. These badges also grant access to the Night Haunt and Red Hand gladiators, respectively.
You have defeated 100 Ghosts. You are now an honorary Pirate.
You have trapped 100 Ghosts. You are now Spectral.
Tips
- Any ranged Taunt power will make the ghosts more willing to stay in the Trap's range.
- Teleport Foe and Wormhole are a good ways of bringing distant ghosts to the Traps.
- High level teams should contain a lower level member to act as bait for the ghosts to aggro upon and not run away.
- Non-damaging slow patches such as Tar Patch will force the ghosts to stay longer.
- Using one Trap until it overloads and then defeating the ghosts that spawn near the Trap can allow you to quickly gain defeats for the badge.
Historical
- Previously, unlocking Veluta Lunata as a contact required trapping 10 ghosts for the Pirate Badge.