![]() ![]() The second phase is pretty similar to the first phase with some minor twists. Mobs need to be cleared at terminals? Yes Most leagues clear the entire first floor and 2 of the 4 second floor terminals. Clear a couple spots in your top power tray so you can see the temp powers drop and don't have to hunt through your power listing to find them. Folks with stealth powers can easily obtain the temp powers but a tank or other robust decoy can help distract the nearby mobs while the glowys are clicked. It is this person's job to move Antimatter away from Reactor Hope since he is not needed and will only impeded the process of activating the terminals.Ģ) Everyone Else: Ignore the mobs on the ground level and immediately clear the mobs guarding the terminals as soon as they appear. Have the league leader designate the following groups of players from the teams:ġ) AV Puller(s): This should be one or more tank(s) or brute(s) with taunt. Only the WarWorks mobs guarding the terminals need to be removed (defeated or pulled away). STRATEGY: For Reactor Hope, Antimatter does not need to be near the terminals to apply power cells. If Anti-Matter is damaged by players, the Pulse will grow in strength.Īfter all 6 terminals have been fully recharged, Anti-Matter will disappear for a while, the Reactor Hope is secured and battle will continue at Reactor Genesis. ![]() 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. The time of the next Pulse is shown in the HUD. Additionally, every 30 second, the whole map is hit with an Anti-Matter Pulse for large amounts of damage. The "charged" level of any given terminal is shown by its endurance bar.Īfter 3 minutes, Anti-Matter will make his appearance and fly around the area, attacking players. ![]() Power Cells and WarWorks at the base of the Reactor respawn roughly every 2 minutes. A small message appears over the terminal when the power is used showing it's current recharge level (33%, 66% or full). Each terminal needs 3 charges to be fully recharged. These WarWorks have to be defeated before a terminal can be charged because they prevent players from using the Power Cell power. The 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. This temporary power is needed to fully charge any 6 of the 12 terminals on Reactor Hope in order to re-establish the magnetic containment and prevent the Reactor from blowing up. Clicking one of the glowing boxes will bestow the player with a temporary power "Power Cell". Simultaneously, new groups of WarWorks spawn again. Small boxes of electronics scattered around the base of Reactor Hope will start to glow shortly after the WarWorks despawn. When the required number is met, all WarWorks will despawn for a few seconds before the second part of this phase begins. The first goal of this phase is to defeat 30 WarWorks that spawn around the Reactor. A cut-scene with Anti-Matter will play unless every participant has already done this trial before. This is a player-made strategy guide for the Keyes Island Reactor TrialĪfter players have spawned on the map, the first phase will begin either when players move toward Reactor Hope or automatically after 5 minutes. The editor who marked this article as incomplete added the following note: Exact rate of power cell respawn during phase 1 and 3 needed Overview You can help the Paragon Wiki by helping us complete it. IncompleteThis article was incomplete at the time of City of Heroes' shutdown. ![]()
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