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Difference between revisions of "TPN Campus Trial/Strategy"

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(First pass at strategy notes, focusing primarily on the terminals)
m (Added note on AOEs and pets...)
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* In phases 3 and 4, Maelstrom has an ability called Mark for Death.  If you are marked for death, a green symbol will appear over your head.  At this time, you must get away from Maelstrom quickly, or break line of sight, or you will be killed.
 
* In phases 3 and 4, Maelstrom has an ability called Mark for Death.  If you are marked for death, a green symbol will appear over your head.  At this time, you must get away from Maelstrom quickly, or break line of sight, or you will be killed.
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* AOE powers can only be used while [B]inside[/B] the buildings.  This includes Judgment powers, AOE attacks, controller pets, and any Lore/MM pets that are not tightly controlled, or that have AOE attacks of their own.  Defeating cameras or citizens will cost you public opinion and reduce your likelihood of succeeding in the trial.  The cameras in particular are very small and very fragile; AOE attacks must be avoided!
  
 
==Terminals==
 
==Terminals==

Revision as of 05:55, 7 December 2011

Overview

This is a player-made strategy guide for the TPN Campus Trial

200px
Map of the TPN Campus
with user created markers

Things to Know Before You Begin

  • The first rule of doing the TPN Trial, or any trial, is to listen to the league leader's instructions. If the leader's instructions vary from the strategy you have read, do what he or she says, not what the guide says. There are several ways to successfully complete this Trial; these methods that are equally valid, but the important thing is to have everyone working together and on the same page. So, please pay attention.
  • The leader's instructions are typically given by group (e.g. groups 1 & 2 inside, group 3 on telepaths), so make note of what group you are in.
  • In phases 3 and 4, Maelstrom has an ability called Mark for Death. If you are marked for death, a green symbol will appear over your head. At this time, you must get away from Maelstrom quickly, or break line of sight, or you will be killed.
  • AOE powers can only be used while [B]inside[/B] the buildings. This includes Judgment powers, AOE attacks, controller pets, and any Lore/MM pets that are not tightly controlled, or that have AOE attacks of their own. Defeating cameras or citizens will cost you public opinion and reduce your likelihood of succeeding in the trial. The cameras in particular are very small and very fragile; AOE attacks must be avoided!

Terminals

  • The technicians can be killed as long as the IDF are out of range; the IDF need not be defeated first. One strategy is to have tanks pull all of the IDF away from the terminals to the center of the big room. There, 2/3 of the league attacks the IDF, leaning heavily on AOE attacks, while the remaining 1/3 defeats the technicians and activates the terminals.
  • During phase 4, a single stealthy league member could proceed into the building while the league fights Maelstrom. When Maelstrom flees, Incandescense Partial Core Invocation can be used to quickly assemble the league to activate the terminals.
  • There is no need to clear IDF spawns in the hallway leading to the terminal room. These can be successfully ghosted, or simply ignored, as in the Lambda trial.

Helpful Macros

/bind <key> target_name Telepathist

External Links