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Villain Base Raid Guide

Tryden

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<p class="MsoNormal" style="margin-bottom: 12pt;" align="justify"><strong style=""><span style="font-size: 14pt; color: red;">Vindictive:The Guide to Villain Base Raids</span>[/b]<span style="color: red;">
</span>
Hello everyone. I'm writing this guide because there are some of you who havenever done a base raid, and others who have, but have much to learn as far asbeing successful in one goes. Below I'm going to outline what you need to dowell, why you need it, and how you can use it to help Vindictive win a raid.Feel free to criticize this guide, or add to it. Right now this is tentative;I'll be adding more as we get back into the raiding grove, and learn from our experiences.I feel like I'm one of the better candidates to write this because I've been indozens of raids, both on winning and losing sides. So here are the words ofwisdom I provide to you based on my experiences.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><font size="2"><span style="color: red;">ATs and Builds: They matter, and not all are great at PvP</span></font>

One of the first things I'll bring up is your AT and build. If you have an AT,and a special build that you think out performs the rest, please mention ithere or elaborate on what I say.

For starters, it's clear that you'll significantly decrease your chances ofdying if you have a certain build while in a base raid. The fundamental thingyou need to understand is that base raids are considerably different fromactual outdoor PvP zones like RV. You're in a tight space, often with many NPCs,by which I mean base defenses such as guns. Your corruptor might be akilling machine in places like Warburg, but you'll definitely be dying a lotmore in a raid if you don't know how to design your character's buildaccordingly.

That being said, you need to have a raid team that can take advantage of beingclustered together in a tight space, and that can survive constant barrage bybase weaponry. Corruptors are one of the most efficient ATs for raids becausethey do exactly that. In a tight group, they can become almost invisible withthe right builds. Other ATs thrown into the mix will also benefit the team: Mastermindscan act as literal shields in a narrow passage, as can brutes. PermadomDominators can guarantee that the opposing team will be locked down during theraid. Stalkers can be used to take out support characters and cripple the enemy(thought I recommend against them, since they are quite ineffective in a baseraid scenario. Read on to find out why). Finally, VEATs can add stacked defensebonuses, as well as ACC and DMG to the team. Below I’ll outline the variousArchetypes, their strengths and weaknesses, and what builds outshine the rest.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">
<span style="color: red;">Corrupters: </span><span style="">&nbsp;</span>Corrupters are without a doubt the mostpowerful ATs in base raids villain-side. If you're not buff heavy, corruptorsare just target dummies that will get AS'd a lot. The trick is having a goodnumber of corruptors that can hand out team buffs, as well as buffingthemselves. Effective corruptors for PvP aren't necessarily effective corruptorsfor raids; you want to be able to buff your team, debuff and slow your opponent in addition to dealing a lot of damage. The two aren't mutuallyexclusive. But in order for you to be a good corruptor in a raid, you need tofocus on support and debuffing as much as dealing damage. /Sonic, /Cold, /Radiation,/Kinetics, /Thermal, /Storm and /Dark are good examples of base raidcorruptors, with high damage primaries such as Ice or Fire, or a good debuffprimary such as Sonic. Sleet (Cold set), Tar Patch (Dark Set), Fulcrum Shift(Kinetics Set) and Lingering Radiation (Rad Set), Hurricane (Storm Set) andSnow Storm (Cold and Storm Sets) are must haves during base raids. The morecorruptors with these powers, the better. Important buffs include the Ice Shields(Cold Set), Increased Density (Kinetics Set), Thaw and Forge (Thermal Set),Accelerate Metabolism (Rad Set) and Clarity (Sonic Set). /Sonic shields arealso excellent shields, as is the sonic PBAoE toggle that gives mez resist.Sonic also has a cage, which is a must during base raids. During raids, /Sonicand /Thermal Corrs will constitute the support of a team. It’s usally best tobring a couple of each. /Rads, /Cold, /Dark and /Storm will constitute thedebuff aspect of the team, while /Kinetics will be the DMG buffers. Usually one/Kin will be enough. Some good Corr builds for raids are:</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Support:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Sonic/Thermal,Rad/Thermal, Sonic/Sonic, Ice/Sonic, Rad/Sonic</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Debuffers:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">/Cold,/Storm, /Rad, /Dark, coupled with primaries such as Fire, Ice or Sonic</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Pure Damage:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Fire/Kin,Ice/Kin</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="color: red;">Masterminds: </span><span style="">&nbsp;</span>Mastermindsare also very effective at base raids, though in offensive raids they must beplayed more like Corruptors. And that's what makes them so helpful. /ForceField is by far the most useful of the secondaries, and force bubble+repulsionfield are excellent powers to keep opponents at bay. Dispersion bubble, a PBAoEpower, is a phenomenal asset to the team, as it provides resist to disorient,hold and immob. /FF also has a cage, which is extremely useful in isolatingdamage dealers or emps/thermals in base raids. The secondary /poison providesexcellent debuffs - in fact some of the best in the game, and a /poisonmastermind can help a team eat through heavily buffed granite tankers/brutesand /regen scrappers. Antidote is also a great power to protect against holds,immobs and disorient. /Dark, like any support toon with /dark, provides a greatdebuff, good resists in shadowfall, a potent cage and of course, fear, which isless resisted than most status effects in the game. During a defence, theMastermind should wedge themselves in and keep bodyguard up, with as much of afocus on dealing damage as well as buffing. One of the best Primaries for aMastermind in a base raid will be Bots, because they have the highest AoEdamage of any Mastermind pet in the game. Their damage is Energy as well,making it less resisted. Thugs are also good, since they can benefit fromstacked Assault and Maneuvers. Zombies are also somewhat effective because oftheir Toxic Damage and the Lich’s debuffs; however, since they are primarilymelee, you might run into problems controlling them in a raid.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Support:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">/ForceField, /Dark Miasma, /Storm (Good primaries are Bots, Thugs or Zombies)</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Debuffers:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">/Poison,/Dark Miasma, /Storm (Good primaries are Bots, Thugs or Zombies)</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Pure Damage:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Bots/Dark,Thugs/Dark, Bots/Traps, Bots/Poison, Thugs/Traps, Thugs/Poison

<span style="color: red;">Dominators: <span style="">&nbsp;</span></span>Dominators are also useful,especially with Permadom worked into the build. I made a little note about adominator Superteam in my closing words (scroll to the bottom of this post toread it), but here's how I feel about Doms in raids. I wouldn't recommend alarge number of these because most good raiding teams will be running mezresist and hold buffs that will make their effects less potent, and more domswill mean less corruptors to help buff the team. However, a small number ofthem are great to have in order to help add control to the team. Also keep inmind that Permadoms have a permanent status protection power from domination;without it, doms are overshadowed by their more powerful counterparts in raids,Controllers. That being said, Mind dominators are by far the best to bring toraids, because Telekinesis will keep your opponents away from the team. Icedominators are also extremely useful in raids. Plant would be another goodprimary, since it excels in tight spaces. Earth works well to. Good secondaries for doms in raidsinclude fire, psi and ice.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Control Builds:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Mind/Ice,Grav/Ice, Ice/Ice, Plant/Thorns</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Damage Builds:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Fire/Psi,Mind/Psi, Mind/Fire, Mind/Ice, Fire/Fire, Fire/Ice</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Recommended Builds:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Grav/Ice,Mind/Ice, Mind/Fire, Ice/Ice, Earth/Ice, Earth/Fire<br style=""><br style=""><strong style=""><o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="color: red;">Brutes</span>: Brutes have access to a handful ofgood secondary sets in base raids: these include /Stone, /Fire, /Willpower,/Dark and /Elec. Using these secondaries, they can make good heavy assaulttoons in raids, especially buffed by Corruptors. Good primaries include SuperStrength, Stone Melee and Energy. However, their numbers should be limited tofour at most, though chances are we won’t have more than two. Theaforementioned secondaries all have a good variety of resists. /Fire and /Elecboth have PBAoE end drains that are at their best in tight spaces. /Dark hascloak of fear, which is excellent in raids, as fear is less commonly resisted./Willpower excels because Rise to the Challenge will benefit greatly from thepresence of a lot of players in a tight corridor. And of course Stoners havegranite (though only one of these is needed, and MUST have taunt or isotherwise more or less useless). A brute's most important roll in a raid,depending on the build, is to ensure the other team's attention is focused onthem when fighting. That's why taunt is important. If you don't have it, focuson stunning squishies if your primary allows it.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Recommended Builds:<o:p></o:p>[/b]</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">SS/Elec,Stone/Elec, SS/WP, Stone/WP, SS/Fire, Stone/Fire, EM/Stone</p><p class="MsoNormal" style="" align="justify">
</p><p class="MsoNormal" style="" align="justify"><strong style=""><span style="color: red;">VEATs: </span>[/b]VillainEpics provide some great support in base raids with their stackable defense,DMG and ACC bonuses. They have great resistances in their shields, though Banesand Crabs leave something to be desired with their damage types (lots of smashand lethal). Night Widows and Fortunatas are great for raids, one, because oftheir high range of resists, and two, because a lot of their damage is Psi.Fortunatas would be the main focus here; their range of resists combined withtheir Psi Control makes them like a Mind Dominator with Brute level resists.They can be a deadly compliment to any raid team.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><strong style="">Recommend Build:<o:p></o:p>[/b]</p><div align="justify"></div>Widow:Fortunata Branch<div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="color: red;">Stalkers: </span><span style="">&nbsp;</span>Stalkers are, to put it bluntly, veryineffective during a base raid. And there are a number of reasons for this.Good raid teams will run tactics and +perception powers, which will make themeasy to spot. With things like hurricane and force bubble running, they comeout of hide easily. Though they can be used to take out a team's support, Iwould recommend against bringing them to raids, unless the team we’re facing isinexperienced.</p><p class="MsoNormal" style="" align="justify">
</p><p class="MsoNormal" style="" align="justify"><font color="#ff0000"><font size="2">Final Verdict on ATs</font></font>
</p><div align="justify"></div><div align="justify"></div><p class="MsoNormal" style="" align="justify">
Thefinal verdict? Not all ATs are created equal when it comes to base raids. Butthat doesn't mean you should ditch your level 50 stalker for your level 18corruptor. It just means you have to find your niche in the team and play yourcharacter accordingly, whether that means being a high damage character orstaying back and buffing. Even corruptors can suck if they haven't designedtheir characters to function well in team PvP.</p><p class="MsoNormal" style="" align="justify">
</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Here'sa sample of an effective raid team:<o:p></o:p></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Sonic/Thermal and 1Rad/Thermal Corr<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">2 Sonic/Sonic Corrs<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Fire/Kin Corr<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">2 Fire/Rad Corrs<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Ice/Storm and 1Fire/Storm Corr<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Bots/FF Mastermind<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Bots/Poison Mastermind<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Thug/Dark Mastermind<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Mind/Ice Dom<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">1 Grav/Ice Dom<o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="font-weight: normal;">2 Fortunatas</span><span style=""><o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><span style="">&nbsp;</span>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp; <span style=""><o:p></o:p></span></p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><font size="2"><span style="color: red;">Levels:</span></font>

I personally believe level 40 (or above) is a key level whenconsidering whether to join a base raid. Anything lower will have lessinspiration slots. That doesn't mean you can't bring your level 36 to a raid.You probably can and might perform very well if you're apt at PvP. It justmeans you'll be at a disadvantage against players who have a greater number ofpowers to utilize in a raid, and who have more inspiration and enhancementslots.

<font size="2"><span style="color: red;">Inspirations and Contacts:</span></font>

When getting ready for a base raid, make sure you enter the base from zoneslike Nerva (the one I use). But also make sure that you have a contact nearbythat can provide you with inspirations. The three best zones that have nearbybase portals to the hospitals and contacts at a reasonable distance are:

Port Oaks

Sharkhead

Nerva Archipelago

I use Nerva because a contact I have is against the hospital wall whenyou're coming out to your right. Make sure if you die and go to the hospital,you stalk up with inspirations that will help you win the fight afterward. Thisdoesn't just mean greens and blues. If your build is not end intensive, skipthe blues. <span style="color: red;">When it comes to insps, break freesare also a MUST, especially if you're a squishie.</span> As a rule ofthumb, try and have at least half your tray full of break frees when going intoa raid. More will most likely be needed when up against experienced raid teams.Purples, oranges, yellows and reds, if used together and wisely,&nbsp;are alsohelpful. They can make you a high damage, unstoppable killing machine forroughly 1 minute. I mention yellows because villains don't have access to FocusedAccuracy, and need yellows much more than heroes do. For teams that teleportfoe, you need to stalk up on oranges. Regardless, come to a raid prepared withinps, and fill your tray based on whatever knowledge you have of the teamyou're facing in battle. DO NOT UNDERESTIMATE THE USEFULNESS OFINSPIRATIONS.

<font size="2"><span style="color: red;">Temporary Powers:</span></font>

Temporary powers can be a great boost to your survivability in a baseraid. The temp buffs at the empowerment station, temp powers from mayhammissions and PvP zone temps can give you a huge advantage over your opponent.Below are some of the must haves for a base raid. Not mentioned are Shivans,which are debatable in my opinion. They can help, but for the most part justadd to lag. You should have them for a raid just in case, but don't count onthem as your trump card. With that out of the way, here are three temporarypowers that are extremely useful for base raids.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Thefirst is the <span style="color: aqua;">Hyper Phase</span>power. This is a toggle power that will phase you for up to 30 minutes ofusage, making you untouchable to enemy opponents. Extremely useful forsquishies like corruptors who want to zone in without being killed immediately.Like I said, this is a MUST. Get this by going to Warburg, and talk to theWarburg Operative. Select the mission "Patrol Warburg", and thenfollow the yellow indicators through the zone. Once you have checked all five,return to the Operative. You'll be granted your temporary power.

The second temporary power that is a must are <span style="color: aqua;">nukes</span>.Debuff nukes are especially effective against an army of well buffed players,and buff nukes can greatly help your fighting force going in against unevenodds. Get these by going to Warburg, and heading underground into TheWeb. Find a scientist, and escort him/her to the yellow indicator thatcomes up when you rescue them. Rescue three of them in order to be granted acode (these can be lost if you're killed in PvP., so make sure you do this in ateam, or early in the morning when no one is on). When you have all threecodes, head to the rocket and launch the missle. You'll get a choice of one ofthree nukes as a reward.

NOTE: You can only have one type of nuke at one time. To make the most ofthis, try and get one of each kind for a total of three.

The final temporary power you need are <span style="color: aqua;">pylons</span>.These can be constructed using salvage in the base at the workshop tables. Justgo to a table, select the raid pylon, and read the materials needed to createone. Each creation gives you two pylons to use. These are deployed inside anenemy base during a raid. Simply find an empty room, and select the pylon fromyour tray. While you're dropping it, you are vulnerable to interruption. Somake sure you select a quiet area. Only one pylon can be deployed per room. Donot drop pylons where one has already been dropped. The most effective way tousing pylons is to drop them at the raid leader's discretion simultaneously.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Note:Many raids have restrictions in place that don't let you use raid pylons. Checkwith officers in the VG and ask whether the raid is a no-pylon raid, or whetherthey can be used.

Aside from these, there are a myriad of other various powers you can get toboost your raiding prowess. One thing that I will suggest you do, and it may beas important as the three aforementioned temp powers, is craft items at ourempowerment stations and use those. These will help with things such as confuseresists, endurance/health increases and a variety of other resists. For a verythorough guide of all available temporary powers in game, and what they do,check out this guide here.Pay particular attention to what is available at the empowerment station.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify"><font size="2"><span style="color: red;">Accolades:</span></font>

Accolades can be pretty useful depending on which one you have, andwhat your AT is. That being said, I recommend everyone try and get as many asthey can. If you're a dominator, the first thing you should be aiming for isthe Megalomaniac accolade. Similarly, brutes should be aiming for HP increaseaccolades such as Invader and High Pain Threshold. Everyone should aim for theDemonic and Force of Nature accolades as well, as these are very effective inPvP. Accolades certainly don't recharge fast enough to give you an overwhelmingadvantage in raids. But if you have enough of them, or one's that greatly boostyour AT's primary or secondary power set, then you'll have an advantageregardless.

Here's&nbsp; a list. Look at each and see what you may need:</p><div align="justify"></div><h2 align="justify"><span class="mw-headline">Accolades </span></h2><div align="justify"></div>
<table style="border: 1px solid rgb(170, 170, 170);" border="0" cellpadding="0" cellspacing="0"><tbody><tr><td style="padding: 0pt 0.5em; background: rgb(244, 244, 244) none repeat scroll 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial;">
</td><td style="border-left: 1px solid rgb(236, 236, 236); padding: 0pt 0.5em; background: rgb(244, 244, 244) none repeat scroll 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial;"> Power</td><td style="border-left: 1px solid rgb(236, 236, 236); padding: 0pt 0.5em; background: rgb(244, 244, 244) none repeat scroll 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial;"> Effect</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Born in Battle</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Auto: Self +5% Max HP, +5 Max Endurance</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Demonic Aura</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Click: Self +Resistance(All but Psionics) +Defense(All but Psionics) -Speed -Recharge -Accuracy</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Elusive Mind</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Click: Self +Defense (Psionic), +Resistance (Psionic)</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Force of Nature</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Click: Self +Recharge +Recovery +Accuracy -Defense</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Stolen Immobilizer Ray</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Click: Ranged Moderate DoT(Energy) Foe: Immobilize -Speed -Recharge</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> High Pain Threshold</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Auto: Self +10% Max HP</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Invader</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Auto: Self +5% Max HP</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Marshal</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Auto: Self +5 Max Endurance</td></tr><tr><td style="border-bottom: 1px solid rgb(244, 244, 244); padding: 0.25em;"> </td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em; width: 11em;"> Megalomaniac</td><td style="border-left: 1px solid rgb(244, 244, 244); border-bottom: 1px solid rgb(244, 244, 244); padding: 0pt 0.5em;"> Click: Self +Special</td></tr></tbody></table><div align="justify"></div><p class="MsoNormal" style="" align="justify">
<font size="2"><span style="color: red;">Closing Words:</span></font>

These things alone won't guarantee you a win. You need a cohesive raidplan in order to crush your opponents. That's why being punctual to raids canbe a key to winning them. Show up half an hour early with your raid characterand be both in the base and on <span style="color: windowtext; text-decoration: none;">vent</span>so that you can get a run through of what your role in the raid is, and whatthe overall plan of action is.</p><div align="justify"></div><p class="MsoNormal" style="" align="justify">Alsokeep in mind the advice on ATs is relative. Although I suggest not to bring ahuge number of Doms, there is a threshold. Theoretically if you have, let's say10 doms, with a couple of /Thermals and /Sonics, and a lot of those Doms havePermadom, then you can have an incredibly powerful raid team. Essentially theseare "Superteams" with one AT type that feeds off AT synergy. Butthese teams aren't the norm because it's hard to get 16 of the same AT into araid. And mixing and matching allows you to fill holes in an AT's raidingability. For example, the Dom Superteam would have no debuff capabilities. Ifan enemy brought a lot of /Emps and /Sonics, with lots of breakfrees, the alldominator team would be murdered because all it had to fall back on is damage.And dominator damage doesn't cut it against forged Fire/EM blasters.Ultimately, it all depends how you approach your eventual composition. Irecommend mixing and matching. As you read from the AT overview above, thereare certain builds that are MUST HAVES in raids, even if you are running aSuperteam.</p><div align="justify"></div><p class="MsoNormal" align="justify"><font color="#ff0000">****Regardless of any team you have, your best bet is to stay inone group while in an attack or defense to ensure the highest degree of teamsynergy and easy access to buffs. Once in an attack, the goal is to move fromone dimensional anchor to another, making sure everyone moves as one and no oneruns off to do their own thing. This is why Corruptors and Masterminds are soimportant; given this tactic, they'll add more survivability to the team thananyone else.****</font></p><div align="justify"></div><p class="MsoNormal" style="" align="justify">INTHE END REMEMBER THIS. PAY ATTENTION TO THE RAID LEADER, STICK TO THE PLAN, ANDFOCUS ON WHAT NEEDS TO BE DONE INSTEAD OF RACKING UP KILLS. NO ONE WILL CAREHOW MANY PEOPLE YOU SLAUGHTERED IF THEY'RE UPSET OVER LOSING THE RAID. UNITY ISTHE KEY TO WINNING A RAID.</p><p class="MsoNormal" style="" align="justify"><o:p></o:p></p>
 
RE: Base Raid Guide

Tryden, you pretty much cover all the elements. Strategy is very well crafted. Keep in mind that depending on the enemy you'd have to improvise.

With respect to pylons, you might want to add that the placement is very crucial. The pylon cannot be visible to the naked eye.&nbsp; In the case of FUSION, and please check the video, those places were you can get stuck, specially up on the ceiling.. are the best. Not only it would be difficult for us to drop it, it would be as difficult for them to destroy.
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Love this post, very thourough.
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RE: Base Raid Guide

I added some new information in the guide, including a link about temporary powers in the game. Please make use of this guide for Sunday and all future raids.

More feedback would be nice.
 
RE: Base Raid Guide

I found that in the last raid I was in, I went to Pocket D, and found that everything including my accolades were recharged, now it takes a lot longer to go and do that then just res in the base and go fight again, but it helped me with Mistress a lot...just a thought.
 
RE: Base Raid Guide

Hey everyone.

This guide really needs updating. It's pre-I9, and has nothing to do with hero side. If some of the PvPers could give constructive criticism on what it needs, or even write your own sections I can feed into the guide, that would really help me.

Otherwise look for this to be updated by tomorrow night.
 
RE: Base Raid Guide

Deplorably&nbsp;we have 4 people signed up for the raid tomorrow, please if you have not done so, do it immediately!

I am requesting that everyone attending be on vent with working microphones and the patience to wait for calling of targets, When the time comes i will reluctantly decide whether to switch from playing my blaster to playing my empathy, as 3/4 of the toons&nbsp;attending have no mez protection.

If you buffs that help the team (AM, SB etc) I ask that you check that their consistantly applied when available.&nbsp;
I also ask that you load up on inspirations before the raid, reds are generally a good way to go.

Please also note that if you have Geas of the Kind Ones be aware of its -def, when activated all +def powers and buffs are meaningless and a lvl 1 could hit you whilst activated, so if you are ice armor or super reflex please stay away from activating this power, resistance based toons i say go for it as it doesnt hinder you as bad.
 
RE: Base Raid Guide

I know for a fact a lot of people don't really use the calender. I have a feeling we'll have more than four come tomorrow. Good advice Lanks. I'm going to make a thread about the raid specifically tomorrow night, and get a list going of who's in.

But for now, can we keep posts in this thread about improvements to the guide?
 
RE: Base Raid Guide

Lord Tryden said:
<p class="MsoNormal">For<span style="color: red;">brutes</span>, /stone, /fire, /dark and /elecbrutes, often with energy or super strength as their primaries (energy/elec andSS/elec would probably be the apex of all brute PvP builds), are some of themost feared opponents during a raid. They all have a good variety of resists./fire and /elec both have PBAoE end drains that are at their best in tightspaces. /dark has cloak of fear, which is excellent in raids. And of coursestoners have granite. A brute's most important roll in a raid, depending on thebuild, is to ensure the other team's attention is focused on them whenfighting. That's why taunt is important. If you don't have it, focus onstunning squishies if your primary allows it.
</p><p class="MsoNormal">
</p><p class="MsoNormal">Fire/EA is mos def the uberbuild</p>
 
RE: Base Raid Guide

&nbsp;The Base Raid Guide has been updated! If you guys could read it through and leave your feedback it'd be much appreciated. I particularly need help on the VEAT section since I'm not too experienced with them&nbsp;

I'll begin work on a Hero one soon
 
RE: Base Raid Guide

I think for a raid team Banes would be more effective than nights with better defense buff for the team and they have the best burst damage of any of the VEAT's by far. Night's do get two Psi attacks, but to really do their damage they need to be in melee as well as banes.

I think Crabs could useful if they are build to be like a Mastermind, taking all 3 pets they have available to them and have them at or near perma. The pets have powers like web grenades, holds and other such things. Crabs have access to venom grenades with -20% res on it and can do a lot of AOE damage. Then you have the team buffs as well. In tight spaces, I think these guys would be effective with slows, spamming web grenades, and adding good AOE damage to supplement the firey blast corrs on the team.

I think lots of Forts would be the way to go for VEAT's though. They seem to be by far the most effective in PVP.
 
RE: Base Raid Guide

Hey, what about epic pools? We've been debating that some. I know stacking lots web envelope/web grenades can be super effective along with any dark pits and tar patches we have running around. Spamming lots of -fly, -jump and -recharge. I know this is used quite a bit in PVP currently. But the Mu Mastery powers seem to typically outshine the other pools in PVE, and the armor for squishies is quite good due to all the energy and s/l damage in PVP.
 
RE: Base Raid Guide

Mine has the web envelope in case Genma ever gets back, now he cant even jump
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Silly spine/regen, spines are for kids!
 
RE: Base Raid Guide

ATTN TRYDEN: Im rolling fire/traps end of story..

Poison Trap with 2 Psi Damage Procs and it procs every 3 seconds or so is ridiculous damage since its an aoe hold. also fire. well fire is fire. triange beacon ftw. caltrops ftw. ff thing ftw. acid mortar -res proc ftw.
 
RE: Base Raid Guide

Leadership pool for none veats? Recommended maybe? Be really good for stacking up on top of however many Fort's we got running around.&nbsp;
 
RE: Base Raid Guide

Claymore Frost said:
I think for a raid team Banes would be more effective than nights with better defense buff for the team and they have the best burst damage of any of the VEAT's by far. Night's do get two Psi attacks, but to really do their damage they need to be in melee as well as banes.

I think Crabs could useful if they are build to be like a Mastermind, taking all 3 pets they have available to them and have them at or near perma. The pets have powers like web grenades, holds and other such things. Crabs have access to venom grenades with -20% res on it and can do a lot of AOE damage. Then you have the team buffs as well. In tight spaces, I think these guys would be effective with slows, spamming web grenades, and adding good AOE damage to supplement the firey blast corrs on the team.

I think lots of Forts would be the way to go for VEAT's though. They seem to be by far the most effective in PVP.

Thanks for the feedback Imagikan.

And remember guys, if anyone not on the raid team atm expresses interest, direct them to this base raid guide
 
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