As Spinny has pointed out on the patch notes before and is still the case it seems like Aggro in the Turret Section of Save The Earth can go one of two ways.
1) You move into the room and the Goons near whatever turret you approach Aggro and Attack you. Fairly soon after a few weaker Goons spawn in the corner of the room closest to you and Aggro and Attack you. This is fairly normal and is like all the other content in the game.
2) You move into the room and the Goons from all across the ENTIRE room Aggro and Attack you and immediately weaker Goons spawn in all the corners and immediately join in Aggro and Attacking you. This is unlike anything else in the game. This would be like doing the Bank Robbery Grab but instead of each group of Goons Aggroing you individually only when you attack them instead all of the Goons in the entire bank would Aggro you the moment you enter the building and rush over to the entrance to kill you all at once.
So which way is this supposed to actually go? I would hope it is the first way and the second way is a mistake that will be corrected. I say this because the second way tends to just end in wipe after wipe after wipe of the entire group unless you have a premade of level 40's who are geared out for handling serious content. This is extremely discouraging for people to run into and I have run into recently some folks who were signing up just to kick the rock and get those Perks because they believed you could not survive the Turret room because the three previous times they tried the mission they ran into Aggro pattern 2 there. So they would leave as soon as the mission actually started and had no intention of really playing it.
I talked one of them into joining a two person group of mine and we did it successfully and they could not understand why it was so different but it was Aggro Pattern 1 that time.
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CC powers can also help with the mobs... as long as your teammates aren't just blasting anything that moves with their usual psychotic abandon, of course...
This was already addressed as the inertia effect is reduced in the immediate vicinity of the reward circle.
CC powers can help even if your team is blasting the mobs - stuns are great for that, and paralyzes too if your CCer is strong
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It's a tidalwave of so many goons you can't even walk down the ramp! It takes a hardcore tank to not get flattened immediately. Most runs where this happened we had to give up because we got wiped every time we set foot in the room.
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This seems to happen when people are running through the entrance to the room very often. In other words, this is a sign that your group was already losing badly, and the minions have simply decided to drive the point home. I've been in groups where we did manage to make a comeback from this though, somehow...and boy does that feel good! Most groups who end up like this should just quit out and queue again though. This might be a bug, or it might be a secret sadistic way of communicating to a group that they're not going to survive later phases.
EDIT - oh it's not in the queue u3u back to Tekken.
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Best thing to do in this cases is for everyone to wipe and then wait 10 seconds before recovering.
A good dev sided fix would be to force the mob groups to despawn upon everyone dieing
That doesn't solve the revolving door situation though where not everyone dies and people are just rushing back in. On the other hand, if every time someone is defeated the lockout mechanism turns on for 10 seconds that would solve both the dot issue, and the revolving door issue since people dying rapidly would then naturally force them to regroup and all go in together.
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It is so frustrating when it happens. It seems to ALWAYS happen when I'm on a support of any kind. It's actually discouraged me from running STE.
I've had some excellent runs in STE but they haven't outweighed the bad runs sadly.
I feel like it should be decently puggable, and maybe it is? I just haven't experienced that yet.
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That's cause I didn't log in at all for this round of STE. Don't worry, I'll make sure not to miss the next round.
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I'm trying to make a DPS toon that can alt-tank, and I opted for Medical Nanites as the alt passive, because my theme was to go for a gun slinging regenerator (like Deadpool.)
The reason I went for Medical Nanites, even though it's a support passive, when my intention is to mob tank, is that the healing aura generates aggro. And I tell you what, for the purposes of getting the aggro of every mob in the StE room, it's super effective.
I think the aggro from healing aura ticks such as Sentinal Aura is what catches the attention of all the mobs in the room and creates 'scenario 2'.
Thanks
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Also, it seems to be important to stick together. If someone goes off in the other direction, that can easily pull more mobs. I kind of think there is also an aggro circle around each turret and/or keyboard, so even if you do not get too close to the mobs, they will aggro when you get close to the turret/keyboard.
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Anyone with a heal area constantly ticking, essentially gets automatic heal agro on every mob in the alert, until someone else applies direct damage to a particular mob over the heal agro, they go after the support characters.
All it takes is for any particular team to have at least one character with an area heal effect ticking and that character auto agroes everything in the room constantly, and this needs to be addressed.
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So, I pugged until finding a run where it didn't insta-aggro in the main chamber, then turned on my healing aura. That did not trigger the mobs.
It has to be something that happens in the opening room or the hallway. Maybe the training dummy or the rock does it. Maybe that group of mobs that initially ambush you do it. I haven't ruled out the healing aura at that stage either
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Yeah I can guarantee you "everyone use the same build" isn't a solution u3u especially not that build, ew.
I think it has something to do with people hanging around that doorway and the first raised platform. Everytime I've seen this occur it was because people were either respawning rapidly, or because they meandered by the entrance at the start instead of going in.
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Besides the ridiculous spawn rates and aggro range that are mentioned, I feel like they've added a new fun little problem where you can't pull the nemesis away from that top level. So the only way I've ever been able to get it done - pulling the nemesis to a corner, away from the endless ridiculous horde of hard-hitting minions - rarely seems to work now because the nemesis will not leave. It mostly seems to effect ranged powersets on the nemesis, of course, but even when you float out of their range, even if you're their target they'll just sit there. Melee nemeses do seem to still follow at least some of the time, thankfully!
It is the ranged nemesis, and they've always been like that ever since STE first launched. You can still get them down there so long as you stay in their line of sight. It might take them a minute tho cause AI in this game is kinda dumb about moving. A better solution imo is to just fight them up there and aoe like crazy to keep the adds under control.
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