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BEATING the latest version of The Cure (space)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
AFter you read this please bump it so it get folks attention. After over 200 Cure runs I've got it down to a science.

Cure (post 10 20 patch)

Start with the Right most cube and ship yards.

For now ignore the BOP's from the other two ship yards.. you'll sweep them later..

Take out the two BOPS from the right most cube as you pass.

Kill the lower Nannite Probes first (they heal the upper probes)

Start on the upper probes.. as soon as one dies TWO assimilad Raptors spawn and attack the players ships.. STOP EVERYTHING and KILL these two raptors.. they're more dangerous the fire from the cube.

Finish off the remaining Nanite probes and the kill the cube.

Swing back by the Kang and clean up the BOP's attacking it and then take out the inbound raptors that spawned after the first cube died.

Go to the second cube and repeat the above process.
Swing by the Kang again and clean up the raptors, then head to the remaining cube.. Take the Neg'vars as you pass and then attack the last cube in the same fashion as the first two.

Head back toward the Kang and pick off the two neg'vars that spanded at the ship yard on the way.

Go get your bonus loot!

Stand by, Assimilated carrier time..

Kill it quick, use everything you got BUT the use of Tri-Cobalt devices and Photonic shackwave is NOT recomended. Unknown if its a feature of the game engine or a bug but if the carrer get knocked to far from its "orbit" it wil reset all damage, drop all DOT's and reset ALL damage.

With a group of players that know this mission it can be completed in under 12 min! I've seen the mission in its current state be completed in under 8 min. With 2 cruisers, 1 SCI ship, an escort, and myself as a SCI or ENG in a Vorcha set up for DPS and survival.

5 TACS in escorts actually have a little harder time of it due to the friglieity of thier ships. They tend to get interrupted when the two raptors spawn at each cube and usually one or two die. A mixed group is best.

SCI ships can Tacyons rift and gravity well ships to hold them in place, Cruisers can drop warp plasma to dmage and pin, TACS can burst.

Note to KDF players. Vorcha with 4 fwd dual Heavy Cannon and either 3 beam and a torp aft or 4 beam aft work very well. The Vorcha doesn't have a LtC Tac BO so your somewaht limited. You may not have the buff/debuffs of a BOP/Raptor /Escort but your ship is much tougher. Cant DPS if your dead!

Please bump this post so folks read it.

Khemaraa Iron Hand
Klingon Black Fleet
Est 2000
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    BUmpity bump bump...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Ive yet to try it, i made a new character for Tribble, only started w/e and allready Captain5 lol, (and they have boosts! lmao), thanks for this post though , ill be trying it this w/e at this rate.

    (so a week to level up, and they add Boosts, they best add content quick lol)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Bumpage...if only because thatere are still folks that insist on "I'm goiina do it my way you guys are just stupid!"

    Hate spending the time knowing we could've gotten bonus loos and... well you get the picture..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    One thing I recommend is heal the Klingon on every pass, even if his shields are half and he is 91%, heal him. I did this on a quick sweep, really helped.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Sollaf wrote: »
    One thing I recommend is heal the Klingon on every pass, even if his shields are half and he is 91%, heal him. I did this on a quick sweep, really helped.

    Does the heals help? I tried this with my group and it did not seem to change.

    Also something to keep in mind, if the Kang is destroyed the mission is an instant fail.:(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Does the heals help? I tried this with my group and it did not seem to change.

    Also something to keep in mind, if the Kang is destroyed the mission is an instant fail.:(

    It helped my group, I'm a tact officer, but I have three heals, 2 shield and one hull. I kept that thing alive.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    There is nothing wrong with 4 ships going for the first cube while the 5th, usually an escort, sweeps the other side and the middle then joins with the main group. I myself have run this way to many times on a toon I can't keep.

    Because of the pve que it has been difficult to verify the drop rates on a private que. This will be important because the only way to team as a fleet is private.

    Also you forget to mention that it is way too easy right now, there is little risk in failing unless its a bunch of new people and they forget about the Kang.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Diceberg wrote: »
    There is nothing wrong with 4 ships going for the first cube while the 5th, usually an escort, sweeps the other side and the middle then joins with the main group. I myself have run this way to many times on a toon I can't keep.
    Yep. This is how most groups I've been in have handled it and it's been a success each time.
    Diceberg wrote: »
    Because of the pve que it has been difficult to verify the drop rates on a private que. This will be important because the only way to team as a fleet is private.
    Yeah, what is up with this? As soon as the big bad is destroyed your group is disbanded and a loot drop ends up rotting. Is this a bug or feature?
    Diceberg wrote: »
    Also you forget to mention that it is way too easy right now, there is little risk in failing unless its a bunch of new people and they forget about the Kang.
    I agree, but only partly. You gotta remember that the version of the cure that we're running is the normal version designed for folks at level 43, where most of us running it are level 51. So that will contribute to the ease of completion.

    But the assimilated carrier is WAY too easy. In fact I noticed the other day that nobody in my group was taking any damage during that leg of the fight: Everyone had full shields and no hull damage. It shouldn't be that easy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Jarnin wrote: »
    Yeah, what is up with this? As soon as the big bad is destroyed your group is disbanded and a loot drop ends up rotting. Is this a bug or feature?

    It's a bug. Gozer claimed it was on the slate to be fixed, and shouldn't be possible in the next build. I can go hunt up the post if you want confirmation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    The only time the time I ever failed this mission was with a few people naggingly clawing to their blue retrofit phasers on a cruiser, which does no damage whatsoever to these buggers, or when someone decided not to help with the enemies. Actually after the patch this became very easy, as you can just blast away at the nanites. With two escorts or a BoP/Escort in team, the nanites go down after the first sweep. Before the patch it was concentrated fire on the cube and the tactical use of attack pattern beta/subnuc. Now it's just shoot everything. I'm sure the elite version will require some sort of tactics, but normal with VA class ships/items is a breeze. Especially because only the raptors care to shoot back. I've been trailing the Negh'var at 2 km, shooting at it with all guns, and the bugger didn't even care to send a torpedo in my face, was just leisurly gliding towards the Kang >.>
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