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TPN Campus Trial/Strategy

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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.
  • AOE powers should only be used while inside the buildings during all but the final phase. This includes Judgement 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.
  • There is no need to clear IDF spawns in the hallways leading to the terminal rooms. These can be successfully ghosted, or simply ignored, as in the Lambda trial.

Phase 1

  • Players must first defeat 5 IDF troops and then 50 IDF troops scattered about the grounds, without harming the cameras sent to monitor their progress. The cameras in particular are very small and very fragile (spawning at level 1, in comparison to the level 54 mobs); AOE attacks must be avoided! Any IDF killed after the nearby camera is destroyed will not count toward the goal, as they will not sway Praetoria's Public Opinion.

Phase 2

  • The players must enter the main building at the center of the campus and activate 4 terminals to begin the broadcast. Each terminal is surrounded by a number of IDF guards, as well as a single technician. The technician will be out of phase as long as IDF remain nearby. After defeating each technician, players must click on the terminal to activate it.
  • After all four terminals have been activated, Maelstrom will spawn in the room, along with a brief cutscene. While fighting Maelstrom, the technicians and IDF guards will respawn at each terminal. Repeating the above steps to activate the terminals will provide a boost in public opinion. Up to 250 public opinion may be gathered during this phase.
  • 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 Tankers or Brutes 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.
  • In phases 3 and 4, Maelstrom has an ability called Mark for Death. If you are marked for death, a red target 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.

Phase 3

  • After defeating Maelstrom, all players are teleported back to the campus grounds, where telepathists will spawn within groups of angry citizens. Up to 6 telepathists will spawn, depending on the size of the league. If left unchecked, the telepathists will sway the angry citizens against the players, reducing the earned public opinion.
  • Meanwhile, H.D. will broadcast from each of the three buildings on campus in turn (starting with T.P.N. Live to the east, then the main building in the center, then Visualcorp to the west, then repeating). During the broadcast, the players must enter the building and activate the four terminals as described in phase 2. Each terminal activation gains 30 public opinion, plus a ?? static bonus for the first terminal in each building.
  • The players must gain 500 public opinion to proceed. If the public opinion is reduced to 0 or the timer expires, the trial fails.
  • After the players successfully gain 500 public opinion, Maelstrom will spawn in the grounds and must be defeated to proceed to phase 4. During this fight, Maelstrom introduces the Mark for Death power. A red icon appears over the head of each character Maelstrom marks for death. Those characters must either break line of sight with Maelstrom or get more than 30 feet away. Failure to do so results in a one-shot kill when Maelstrom fires his AOE attack.
  • On defeating Maelstrom, all players receive a bonus award of 60 incarnate threads.

Phase 4

  • This phase is a repetition of phase 3, with the addition of Maelstrom spawning outside the buildings and continuously depleting Public Opinion. Maelstrom will withdraw for 30 seconds each time his health is depleted to 85%. The Public Opinion loss caused by Maelstrom's presence will stop during these 30 seconds.
  • During this phase, a single stealthy league member could proceed into the building while the league fights Maelstrom. When Maelstrom flees, Incandescence Partial Core Invocation can be used to quickly assemble the league to activate the terminals.

Phase 5

  • The final fight is against Maelstrom and his IDF reinforcements. Maelstrom will periodically use Whirlwind Blast, a PBAoE attack which deals damage and does Knockback to everyone around him.

Helpful Macros

/bind <key> target_name Telepathist

External Links