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Cyberlord (Fatal Error 2)

tilartatilarta Posts: 291 Arc User
edited August 2013 in Missions and Content
Looking for some feedback about this boss battle.

I think it's the only one in the game I walked away from and dropped the mission.

Only my functional Tank could fight him on equal terms and even then, it was a bit tricky.

My PA/fire hybrid brought him down, but it was not easy.

And my pure PA character lost on the first round. Only managed to beat him on the second round by hiding as much as possible, unleashing turret spam on Cyberlord and hoping not to get attacked while killing the additional spawns.

My dinosaur army character failed twice and then I gave up.
A Primal Incarnation, a Frost Beast, 2 Green Raptors and healing drones, how is it possible to lose?
But apparently, you can.

That's when I gave up on doing this, because if my best characters are having difficulty, what happens when I start working through the ones who aren't as powerful?

I don't remember having this much trouble while fighting him last time we met.
And he had my Nemesis helping him!

It's hard to fight Cyberlord and kill the additionals at the same time.
If I fight the additionals, I can't bring Cyberlord down and he just keeps sending them.
But if I fight Cyberlord, the additionals bring me down.

Also, I'm getting tired of being catapulted across the map because he uses some knockblack blast.


Who designed this fight?



If you are wondering why I was trying it with all my characters, I'm trying to get the action figures.
My first 3 runs, they didn't drop.
And since I assume they are account bound, that means I have to find them personally.
Which is going to be a bit tricky if only my functional tank can do it once every 20 hours!

Hmm, I sense the Cryptic grind trap there.
Prolong the ability to farm the mission to keep a player logged in more.

Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
Post edited by tilarta on

Comments

  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2013
    Only grind here is, trying to get the 5k henchmen kill perk. Since it's the only mission where the kills count.
    The Virus spider had more fight on it than CyberLARD.

    Since there is no point doing the mission anyother than the lowest difficulty.
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  • borg10f9borg10f9 Posts: 116 Arc User
    edited August 2013
    Not sure what to tell you. I ran it on several of my 40's and level 30+ toons (all free-forms, but based on tank or dps type builds) and I didn't notice him being overly tough to beat.

    I guess it could be a problem if you are running Elite on mid to low level toons, but then, you can always turn it down a notch or three from Elite when an adversary proves too difficult.

    I do a lot of solo playing, and try to incorporate enough damage resistance/HP/defense into each toon so they can be able to handle a Supervillain and minions without constant faceplanting.

    Maybe look into increasing your defense/survivability? Increase AoE damage?
  • crosschancrosschan Posts: 921 Arc User
    edited August 2013
    I'm going to try to be as positive as is possible in this but...

    Cyberlord is a generic PA Nemesis with the ability to summon 1 add at a time if you're running it solo(purely mechanics, he might have more HP). I have currently annihilated him with...

    -Munitions
    -Old Telepathy
    -Power Armor
    -Gadgeteering/Munitions(explosives)
    -5 Form Elemental
    -Archery
    -TK Blades
    -Night Warrior Ranged
    -Infernal
    -Fighting Claws
    -Ice

    This is not to say, "Look at me, I'm amazing," but to point out that it's been done with multiple types of toons(Only 2 of those have a def pass). So, reading over your post and having run the mission myself a ton of times(I am working on the 5k on 1 toon and the 1k on another) I must ask for more information on what you're bringing to this fight. It is possible, no offense, that your builds might need some form of assistance that the forums could help you out with maybe?
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  • tilartatilarta Posts: 291 Arc User
    edited August 2013
    About build advice, I'm not going there again.

    I never get any useful feedback and it just degenerates into an argument over this skill being better then that skill.


    This is just a general observation that he's different somehow.

    My main problem seems to be with knockback, he delivers a pretty powerful blast that knocks you off your feet.
    Even my tank, who shrugs off knockback like that half the time was tossed all the way across the room.
    Which is inherently suspicious.

    And that's usually when my characters get dead, being offbalance, the adds and/or Cyberlord finish them before they get a chance to get back up and heal or retreat to a relatively safe place.

    As far as I've analyzed it, you have to keep hitting him more or less constantly, otherwise the fight is never going to end.
    And the longer it goes on, the chance of getting killed increases exponentially.

    For example, my pure PA toon was running out of energy to spawn turrets.
    Likewise, my Dinosaur army toon couldn't keep the pets going.

    Now picture keeping all that going on while beating him up and trying to raise a shield before he knocks you off your feet.

    It's like a Catch 22 situation, fight and bring him down by sacrificing your defense, raise the shield and get protection, but then you can't fight him.


    And it's not 1 additional at a time, it's 2.
    I don't really count (being rather occupied with Cyberlord), but I think if you don't take them out, the numbers of adds increase exponentially.
    Which is also increasing the difficulty factor here.


    The only reason my tank could take them all on at is they have a certain power which will hit multiple targets at once if they're close to each other (within the radius of the power), so damage Cyberlord and kill the adds at the same time.
    This power also immobilizes the enemies so they can't fight back.

    The paralysis is less effective on Cyberlord, but it still interrupts him a little.

    It's tricky to use though, as you have to commit all your energy to maintaining it, since it does damage over time and consumes all your energy if fully maintained.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • monaahirumonaahiru Posts: 3,088 Arc User
    edited August 2013
    Block and hide, taking green buffs that mobs drop.
    It not so easy for under 30 levels but not incredible to do. Just take time.

    Scrapper AF is very very rare drop tho. I had to do this about 200 run.
  • crosschancrosschan Posts: 921 Arc User
    edited August 2013
    Gotta ask. You do block, right?
    Also, You do have AEs, right?

    On my PA, for example, 1 Fire All Weapons and no adds anymore.
    On a pet toon, stand on the opposite side of Cyberlord that they are attacking.

    Hope this helps.
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  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited August 2013
    This is just a general observation that he's different somehow.

    The major difference is that, even though he's marked as using Scary Monster tech, meaning he should scale to affect you at your own level, he's bugged so that he isn't scaling, so he fights at his native level, which appears to be 30.

    This means that he's typically a pushover for level 40 characters, but the further you get beliw 30, the harder he gets, because he has too many HP to chew through, has higher resistance than you'd expect, and hits REALLY hard.

    Would it be correct to guess that all the characters that you're having difficulty with are below 30?
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  • monaahirumonaahiru Posts: 3,088 Arc User
    edited August 2013
    Would it be correct to guess that all the characters that you're having difficulty with are below 30?

    For me, yes. I did this with 21- leveling toons mostly.
    I needed self heal, MD and also AoE for at least doing CyberLARD. :3
  • tilartatilarta Posts: 291 Arc User
    edited August 2013
    No, the ones I've tried so far are all level 40.

    But whatever he does that delivers the knockback blast rips through my block like it isn't even there!

    Also, he's wierdly obsessed with tracking my character, I send the pets to fight first and somehow, I'm still the most interesting target in the room, even if I move to the other side of the room!

    He's not the only one, the additionals follow me around as well.

    They even focus on me if I doing nothing but raising my block in a corner and letting the pets go to town.


    What's an AE?

    If you mean AOE, not all of my characters have that ability, although most do.
    Not that it matters, most of my AOE are close quarters, very few are ranged, so unless I get right in his face, that doesn't help.
    Given that only two of my characters have dared to fight him up close, they don't really get to use their AOE on him.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • theravenforcetheravenforce Posts: 7,153 Arc User
    edited August 2013
    tilarta wrote: »
    No, the ones I've tried so far are all level 40.

    But whatever he does that delivers the knockback blast rips through my block like it isn't even there!

    It was explained to me when I first did CO Tutorial (when block tutorial existed) that blocks have to "charge up" in effectiveness.

    Most of my characters have NO Knockback resistance. Yet through the use of a well timed Force Shield, TK Block, Parry, Normal Block and others, Cyberlord's knockback can be easily negated. You just have to block when you see him start charging up his chest beam.
    tilarta wrote: »
    Also, he's wierdly obsessed with tracking my character, I send the pets to fight first and somehow, I'm still the most interesting target in the room, even if I move to the other side of the room!

    He's not the only one, the additionals follow me around as well.

    They even focus on me if I doing nothing but raising my block in a corner and letting the pets go to town.

    That is what they are meant to do, kill you. Or at least try to. Perhaps you have a higher agro than your pets? That could be a reason. Some pets have the capacity to force targets to focus on them using Challenging Strikes, which can get some attention off you.

    tilarta wrote: »
    What's an AE?

    If you mean AOE, not all of my characters have that ability, although most do.
    Not that it matters, most of my AOE are close quarters, very few are ranged, so unless I get right in his face, that doesn't help.
    Given that only two of my characters have dared to fight him up close, they don't really get to use their AOE on him.

    Would you be up for teaming with myself or other players? I know that this mission has the capacity to be trying, I recently completed Both Intranet Deployment and Carrier Wave on my lvl 37 Fire Toon Solaris. It was very annoying (mostly due to my energy issues and survival skills) But I was able to melt him eventually.

    If you are up for teaming, feel free to PM me, @Ravenforce. I'll be in game in about half an hour from now :smile:
  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited August 2013
    You're blocking too late. I don't know if it's a bug or intentional, but blocking doesn't add knock and crowd control resistance until about a half second after you start blocking.
    My main is Con primary with Rank 2 Resilient, a bit over 300 Con, and no appreciable Str. That gets me about 125% knock resistance, and the knock sends me back just a few feet.
    I can't compare that to blocking because the wiki doesn't list knock resistance for blocking.

    Pets won't hold aggro worth a damn. They generate very little Threat. Anything you do that generates threat will probably pull aggro off them.

    When he summons, it's one for each player in the room, and they start aggroed on "their" player. You need someone else to take aggro off you, or to kill them to drop aggro.

    Even though it isn't marked, I feel that this mission is scaled for two, just like the previous one. If you can't complete it solo, you may need to seek help. During prime hours, I often see people in Ren Cen Zone chat forming teams for both missions. Sometimes they're farming it. Maybe hook up with one of those groups?

    Edit: Damn you, Ravenforce! Type slower! :tongue:
    Some pets have the capacity to force targets to focus on them using Challenging Strikes, which can get some attention off you.

    Really? Which ones? None I've ever used have generated any noticeable threat.
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  • theravenforcetheravenforce Posts: 7,153 Arc User
    edited August 2013
    Edit: Damn you, Ravenforce! Type slower! :tongue:

    Hurhurhurhur! :biggrin:


    Really? Which ones? None I've ever used have generated any noticeable threat.

    Eldritch Golem and Consecrators drag agro off me, even my healing drones generate more threat than I do lmao.

    I am high PRE AoRP on Techna, unless I spam Experimental Blaster my agro is quite low.
  • crosschancrosschan Posts: 921 Arc User
    edited August 2013
    It's been a while since I've made this post(likely an "Archived Post" by now) but I think it's worth sharing again for people who don't know. This is how I block.

    Many many many moons ago, when Nemesis Confrontation had just hit Live, there were issues with block timing and certain power animations causing problems. I would, literally, die 1-3 times or more in the Shadow Destroyer Fight because I couldn't seem to block things in time. Then someone taught me this trick(I cannot, for the life of me, remember who..but thanks).

    1. Copy/paste the following bind command into your chat. You can change the key used with this(I use the spacebar) if you wish. The point is to have this ability.
    /bind SPACE "PowerTrayExec 1 16"

    Now what this does is gives you a "toggle on" version of block. The good side of this is that it is faster and more reliable than your typical block. In a nutshell, it works like it should. The downside is that while some powers will drop the block to function...some will not(most notably a very large amount of the PA attacks). This block also won't drop if you happen to tap space while you're in the Ren Center. For this you will need to tap your original block(default: Shift). I set mine to Mouse5 so it's easy to just tap and sometimes I find I just need to block for a second to trigger something like the Force Sheath before entering a fight.

    So, yes, I run two blocks but once you get used to it...I would never give it up. Test it out and I suspect that you will find similiar results.

    But this isn't the only thing to consider. As flamingbunnyman mentioned, some attacks and such consider blocking and such at the beginning of their charge which means you have to keep a close eye on that "Schtick Attack Warning" next to the mob portrait. The good news is that the block toggle has a higher chance of success vs. this and can buy you that extra ounce of speed that you may have been lacking while racing towards your shift key. In the fight with Cyberlord, as it's the subject of this thread, I have yet to be knocked by his attacks and I have run this mission many many many times while working on the 5k perk.

    Good luck and may this trick bring you all the luck it's brought me over the years. :biggrin:
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,683 Arc User
    edited August 2013
    I don't get why people are having a hard time fighting Cyberlord. My DPS/Tank Hybrid can solo him and his goons no problem. Unless if you're an AT, you'll really have a hard time.
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  • roughbearmattachroughbearmattach Posts: 4,785 Arc User
    edited August 2013
    I will echo the above posts about blocking mechanics. Block is not simply a twitch-click, it charges up, and reaches full effectiveness (like reducing knocks) only after holding the block for at least 2 seconds.
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  • digitaltwistdigitaltwist Posts: 80 Arc User
    edited August 2013
    <redacted>
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  • warcanchwarcanch Posts: 1,144 Arc User
    edited August 2013
    Adding to what Crosschan said about BLOCK as a key BIND, I find that it is helpful to set a key that cancels the BLOCK or many other powers I've set to maintain/chargeup.


    /bind N "PowersCancelAllActivations"


    Quite useful for PA characters that don't have a second BLOCK key set or some other power they can activate that turns off BLOCK.

    The only thing the above doesn't work on are the various PA toggles. Those HAVE to be toggeled again to terminate early (or BLOCK).
    .

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