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Hamidon Raid

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For information on the pre-Issue 9 Hamidon raids, see Old Hamidon Raid.

Overview

Attempts to defeat Hamidon, generally referred to as Hami Raids, occur regularly on most servers. These are loosely-organized events that bring together usually 30 to 50 players. The original attraction of the Hamidon Raid, besides its strategic and social draws, was that it was the only source of Hamidon Enhancements. But now there are other means to achieve similar or better enhancements (though some 'HOs' are still uniquely useful see Rewards below). Additionally, one can choose the optional rewards of Merits or Incarnate Shards.

With the introduction of Issue 9, Hamidon was revamped and a new strategy needed to be produced to defeat the Hamidon. The new Hamidon was designed to be Archetype- and Power Set- independent, which means everyone will be able to contribute and there are no specifically desirable builds for a player to have when undergoing an encounter. Additionally, Villains have their own opportunity to defeat Hamidon.

Heroes will encounter Hamidon in The Hive, while villains encounter him in The Abyss.

Instance Limitations

The Hive and The Abyss are simple zone instances with no special features to facilitate raiding. They are further limited to 50 players, the approximate number required to complete the raid.

Therefore, anyone who disconnects or leaves the raid instance (such as 'rezzing' in their base) is unlikely to be able to return, as the instance is typically full and anyone standing at the gate in Eden or the Submarine in Grandville can get in first, taking the open spot. Even raid leaders can lose their spots, even at the last minute, even to players who do not participate in the raid except to claim the reward (leechers). Further, raid leaders have no way of removing leechers from the raid to allow participating players to enter. Anyone who is unable to return will receive no raid reward, regardless of the amount of time spent raiding.

For these reasons, it is considered good raiding etiquette to prevent disconnections, by curtailing unnecessary power use (such as Healing Aura on auto).

Since Issue 19, hospitals have been added to all hazard and trial zones, including the Hamidon zones. Therefore, going to the hospital does not cause one to leave the zone.


Enemies

Monsters

A Hive or Abyss instance begins populated with a large number of Devouring Earth Monsters, spawned in pairs. These monsters sometimes drop Essence of the Earth inspirations when defeated. These inspirations will cap resistance against special damage dealt by mitochondria and the Hamidon nucleus for 60 seconds when used.

Once a certain number (the exact number is random and varies each time) of monsters are defeated, the remaining monsters will despawn, and Hamidon will spawn in the center of the zone, along with its initial bloom, six of each of the three mitochondria types.

Mitochondria Antibodies

Mitochondria Antibodies Powers Effects
Devouring Earth Mitochondria Antibody 01.jpg ElectricalBolt BallLightning.png Cytoplasmic Blast DoT(Special), Knockback, Disorient
ElectricalBolt BallLightning.png Cytoplasmic Burst DoT(Special), Knockback, Disorient
Invulnerability ToughHide.png Resistance Def(Ranged, AoE)

Mitochondria Antibodies' (also known as "yellows") special defense is Resistance, which buffs defense to ranged and AoE well past the hard cap of 175%. They are therefore nearly untouchable except by attacks which lack the ranged and AoE defense types, namely, single target melee attacks, certain melee cones and PBAoEs, certain control and debuff powers, and autohit attacks.

Mitochondria Antibodies' attack, Cytoplasmic Blast, deals high special DoT to targets within a large 45' AoE radius, additionally inflicting high magnitude knockback and disorient.

Mitochondria Antibodies are also protected by a 45' radius PBAoE damage aura, Cytoplasmic Burst, which deals low special DoT, but the same amount of knockback and disorient as Cytoplasmic Blast. The disorient from the two powers easily stacks and can overwhelm status protection toggles without outside status protection buffs.

Mitochondria Electrolytes

Mitochondria Electrolytes Powers Effects
Devouring Earth Mitochondria Electrolyte 01.jpg ElectricityManipulation ShockingGrasp.png Paralytic Blast / Contagion Fear, DoT(Special), -Recharge, -SPD, -End, -Recovery
ElectricityManipulation ShockingGrasp.png Paralytic Aura Fear, DoT(Special), -Recharge, -SPD, -End, -Recovery
Invulnerability ToughHide.png Resistance Def(Melee, AoE)

Mitochondria Electrolytes' (also known as "blues") special defense is Resistance, which buffs defense to melee and AoE well past the hard cap of 175%. They are therefore nearly untouchable except by attacks which lack the melee and AoE defense types, namely, single target ranged attacks, certain control and debuff powers, and autohit attacks.

Mitochondria Electrolytes' attack, Paralytic Blast, deals special damage to a single target (at first), additionally draining endurance, possibly inflicting fear, and debuffing recharge, speed, and recovery for a long time. A target hit by Paralytic Blast or Contagion will fire a Contagion with similar effects at a nearby target, thus Paralytic Blast can affect several targets, or, often, two nearby targets multiple times.

Mitochondria Electrolytes are also protected by a 15' radius PBAoE damage aura, Paralytic Aura, with effects similar to Paralytic Blast, but far higher damage, a 100% chance to inflict fear, higher endurance drain and higher recovery and recharge debuffs. This makes Electrolytes dangerous to approach without protection.

Mending Mitochondria

Mending Mitochondria Powers Effects
Devouring Earth Mending Mitochondria 01.jpg ElectricalBolt BallLightning.png Endocronic Blast DoT(Toxic), -Heal, -Regen
Empathy HealOther.png Heal Other Ally Heal, +Regen
Invulnerability TemporaryInvulnerabilty.png Regenerative Aura Toggle DMG Res, +Regen

Mending Mitochondria's (also known as "greens") special defense is Regenerative Aura, which greatly increases resistance to all damage types (for a total of 90% resistance) and buffs regeneration well past the hard cap of 8.33% per second. Regenerative Aura is visible as a green translucent force field surrounding the mitochondrion. If the mitochondrion is held, Regenerative Aura will deactivate at its next tick, leaving the mitochondrion relatively easy to destroy.

Mending Mitochondria's attack is Endocronic Blast, which deals only minor damage to a single target, but severely debuffs the target's regeneration and makes them resistant to heals for a long time.

Mending Mitochondria lack any PBAoE damage aura, and so are safe to approach.

Hamidon

Hamidon Powers Effects
DevEarth Hamidon.jpg PowerBlast Explosion.png Electrolytic Blast AoE Dmg(Special), Knockback, Disorient, -Heal, -Regen, -End, -Recovery
Invulnerability ToughHide.png Resistance Res(DMG)

The Hamidon nucleus's attack, Electrolytic Blast, incorporates most of the negative effects of all three mitochondrial attacks. It inflicts high special damage, healing resistance, endurance drain, regeneration and recovery resistance, and a chance for disorient and knockback on multiple targets within a 25' AoE.

The nucleus's special defense is simply having very high resistance to all damage types. There is no known counter to the nucleus's resistance aside from sheer brute force.

Basic Strategy

As of 2009, this is the basic strategy used to defeat Hamidon.

Organization

Raid Leader (Heroes and Villains)

Single person who coordinates the raid. This person has the responsibility of organizing the various teams, and coordinating the timing of certain actions within the raid. This person also usually leads one of the teams.

Tanker Team (Heroes)

The tanker team is composed of characters with high hit points and taunt effects, and characters who can heal damage and buff regeneration. Taunters take turns drawing the nucleus's aggro, using a combination of Essence of the Earth, regeneration/maxhp buffs, and healing to survive.

Mastermind Team (Villains)

The mastermind team is composed of six masterminds and two kinetics corrupters. Since mastermind henchmen have a naturally higher threat rating then other pets, a constant stream of them can easily hold hamidon's aggro. The mastermind team (or teams) hide behind a rocky outcrop, usually on the northern side of hamidon, and constantly send henchmen towards the nucleus. The henchmen will inevitably die, but as long as a constant stream is kept up (aided by recharge buffs from the kinetics corrupters), hamidon's aggro should be kept in check.

Yellow Attack Teams (Heroes and Villains)

Also called Scrapper Teams for heroes, and Yellow Spike Teams for both heroes and villains.

The Mitochondria Antibodies are susceptible primarily (but not exclusively) to melee attacks, which means that teams consisting mainly of melee fighters (and, occasionally, others who can bypass their defenses) will be needed to deal with them. Group Fly, Group Energy Flight, and Raptor Packs can help the teammates stay within melee range of the target. Regeneration/maxhp buffs, disorient protection, and knockback protection alone may be enough to survive the Antibodies' attacks, but healing and Essence of the Earth can also be used.

Brute Taunt Teams (Villains)

The Mitochondria Antibodies, when working in concert, are capable of dealing more damage then any other part of hamidon combined. Therefore, a team of brutes is needed to keep aggro off of the assault teams. These teams generally consist of six brutes, as well as two corrupters to provide buffs and healing. Being inherently less tough then tankers, it is usually required for all members of these teams to have Essence of the Earths active on them at all times. A good brute can often hold the aggro of up to three Antibodies at once, but one brute per Antibody is usually sufficient.

Assault Teams (heroes and villains)

All other raiders are divided into assault teams, who in different stages of the raid distract mitochondria or destroy them one by one.

Phases

Yellow Phase

The initial strategy during the Issue 9 closed beta test involved a single team of melee fighters rapidly entering the cytoplasm, defeating one or two Mitochondria Antibodies (yellows), then escaping before danger sets in. This was made possible in large by the Essence of the Earth inspiration, which negates most of the damage dealt from various parts of Hamidon.

The current standard strategy employs two teams of melee fighters. The teams split up and deal with three Antibodies each. Two teammates on each team solo an Antibody, preventing them from aggressing the rest of the raid, and using a combination of stun protection and regeneration buffs to survive (as well as knockback protection and Essence of the Earth, if needed). The remainder of the team spikes the remaining Antibody, defeating it as quickly as possible as a group, before moving to the other Antibodies.

During this time, the remainder of the raid enters the cytoplasm and distracts the Mending Mitochondria by damaging all Mitochondria Electrolytes. The Mending Mitochondria will heal the Electrolytes, making defeat of the Antibodies quicker. A tanking team engages the nucleus, keeping its aggro away from the rest of the raid.

Blue Phase

The Mitochondria Antibodies are the primary damage from the Hamidon, and once they're removed, the rest is relatively painless.

All Mitochondria Electrolytes (blues) can be taken out in a single sweep. When everyone helps with the same target, the Mitos can be taken out by running a lap around the nucleus. Players generally avoid getting too near Electrolytes, as their close-range aura is highly damaging, and melee attacks are ineffective anyway.

Green Phase

The Mending Mitochondria's (greens) Regenerative Aura heavily resists all damage types and caps the mitochondria's regeneration. When a mending mitochondrion is held, Regenerative Aura will deactivate at its next tick, leaving the mitochondria nearly defenseless.

Nucleus Phase

After the Mitochondria are removed, only the nucleus remains. At this time, anyone with resistance debuffs and damage will attack the nucleus, slowly wearing it down. The nucleus's resistances are high, so a large amount of damage is necessary to overcome the nucleus's regeneration and defeat it, encouraging the concerted effort of all raid participants, except for designated teleporters.

Blooms

When the Hamidon reaches 75% (35340 from 47120) HP, a full set of Mitochondria will spawn. This is known as a "bloom." Six more each of yellows, blues and greens will appear just as they did when Hamidon spawned. Another bloom occurs when the Hamidon reaches 50% (23560), and the final bloom occurs at 25% (11780). The bloom at each level can occur only once per raid; for example, even if the Hamidon heals from 75% back to 100%, it will not get another bloom until 50%.

The Hold Phase of the old Hamidon raid is no longer feasible, as blooms occur even if the Hamidon is held. Additionally, it takes 30 or more players to Hold Hamidon, and even so only for a second or two.

When a bloom occurs, the sudden onset of powerful AoE attacks will effectively wipe any player in the cytoplasm. Since it is not possible to evacuate the cell while keeping up sufficient damage-per-second, the cytoplasm is quickly evacuated at every bloom under the standard strategy to avoid a raid wipe and hospital trips, which could lock participants out of a full instance.

Each team usually designates one person with the Assemble the Team veteran reward power to evacuate the team each bloom. Two or three teammates with Assemble the Team are needed. This way, all players can be evacuated from the Hamidon and revived if necessary in order to take out the Mitochondria once more.

Nuke-Based Strategy

When Hamidon is defeated, any remaining Mitochondria vanish. This fact led to an alternative approach to the Hamidon raid. The nuke-based strategy involves ignoring blooms and using buffs and debuffs, especially the Biological Mutagens and Chemical Burn temporary powers gained from the Missile Launch Mission in Warburg, to defeat the Hamidon nucleus quickly enough to survive. Nuke-based variants that have so far been successful include:

  • Clearing three blooms normally, then nuking Hamidon quickly from 25%, ignoring the final bloom.
  • Clearing two blooms normally, then nuking Hamidon quickly from 50%, ignoring the third and fourth blooms. Risks having to face a double bloom if the nuke strategy fails.
  • Clearing the initial bloom normally, then nuking Hamidon quickly from 75%, ignoring all additional blooms. Risks having to face a double or triple bloom if the nuke strategy fails.

Rewards

When the Hamidon is defeated, a trial reward table will appear offering a random Hamidon Enhancement, 53 Reward Merits, or 4 Incarnate Shards.

A character must be level 47 or higher to select the Hamidon enhancement. Level 45 and 46 characters can only choose the merit reward. A character must be level 50 and have completed the Mender Ramiel story arc and unlocked the Alpha Slot in order to select Incarnate Shards from the reward table.

Note that 'synthetic' Hamidon Enhancements, which are functionally equivalent to regular Hamidon Enhancements, can be obtained from the Statesman Task Force and the Lord Recluse Strike Force. Also note that with the addition of Invention Origin Enhancements to the game, some of these 'IOs' exceed the multi-aspect enhancements of HOs, though, there are still HOs that provide multi-aspect enhancements unavailable in IOs.

Failure

The basic strategy is not in danger of failing, so long as there are sufficient characters present to complete the raid. The "Yellow Dawn" of the Old Hamidon Raid has been eliminated, meaning that the situation will never turn hopeless so long as the raid faces one bloom at a time. Since the basic strategy calls for evacuation after every bloom, the situation is controlled and multiple blooms do not occur.

In contrast, the nuke-based variant strategy is possibly in danger of failing, because multiple blooms are intentionally allowed to occur. So far, one failed nuke-based raid has recovered, clearing a double bloom, then the nucleus, using the basic strategy.

Noteworthy Raids

Unless otherwise noted, this section holds a record of successful raids completed in such a way that they were widely known by the community, or set a record of some sort for Hamidon Raids.

Firsts

This section celebrates successful Hamidon "firsts," such as being the first server to complete a raid.

  • On February 6, 2005, the Liberty server led the first successful "Old Hamidon Raid". will a link still exist?
  • On need date, the server server led the first successful "I9 Raid". need forum link
  • On need date, the server server led the first successful villain raid. need forum link
  • On need date, 2009, the Virtue server led the first successful nuke-based raid. need forum link

Unique Tactics

This section celebrates successful raids using unusual or otherwise notable tactics, that differ from the generally used strategies.

  • On September 7, 2011, the Virtue server successfully killed Hamidon without killing any mitos under 60 seconds.[1]

Interesting Numbers

This section celebrates raids that have an unusual number associated with them, such as the number of players or length of time to complete the raid.

  • On Thursday, December 29, 2011, the Victory server was victorious over Hamidon with only 8 players without use of the Shivan pet temp power, HVAS pet temp power, or Warburg Nuke buff/debuffs.[2]
  • In May of 2007, the Union server took 7 hours to complete a Hamidon raid. [3]
  • AlphaFerret played a Warshade on the Champion server that died 26 times in one raid. [4]

Other Notable Raids

This section celebrates any raid, successful or failed, that is notable, unique, or unusual.

See Also