So, excuse the somewhat lengthy post, but I'd love to have some clarity on a few issues there:
I've seen this one fail a lot due to not clearing the chambers in time, and I'm not sure whether I get the mechanics right. Which is a shame, as this is actually one of the few interesting pieces of shuttle content in the game.
It seems there are two decisive tasks: Power rerouting and protecting the Rerik.
- Protecting the Rerik:
It's squishily stated that time is lost if the Rerik has to cloak for repairs. Is this in any way related to hostile spawns? The only failure condition I've seen so far is failure to clear the chambers in time, while Obisek always seems to get his part of the job done just right. If this is unrelated to hostile spawns, it seems to be more of a non-issue.
- Power rerouting:
I suspect this will stop hostile spawns, but I'm not absolutely sure, as those pesky Scorpion fighters tend to cloak, so it's hard to figure out whether they were already there before the power rerouting succeeded. So...:
a) I'm assuming getting this done as early as possible is a key incredient to clearing the chambers in time. Right or wrong?
b) I'm assuming this is indirectly affected by the condition the Rerik is in, as the power rerouting tasks don't pop up immediately - if the Rerik has to cloak early, they'll pop up later. Right or wrong?
Am I right assuming it's a viable strategy to have two shuttles taking care of power rerouting: Both clear the turrets first, then one takes care of the job while the other one keeps nearby fighters busy. Once done, they move on to the next power junction and repeat the process (assuming you actually get someone on a pug group to join something remotely resembling a strategy). The rest defends the Rerik and generelly shoots anything that moves. Smart or impractical?
Are there any nifty suggestions for a useful shuttle build for the Event? I've been experimenting with a pure beam boat, heavy shielding & fire at will. It's great at drawing hostile attention away from the more important stuff that needs to get done. It's also nice against fighters, but sucks at anything else.
And last but not least - team strategies aside, could someone recommend any priorities one should pursue on a pug group that doesn't respond nicely to a more coordinated course of action?
I dont think its possible to complete in a pug, unless you get really really lucky
Rerik cloaks when he takes too much damage, and then makes repairs to his own ship while cloaked. The clock keeps running, and he's out of the game. Its basically a time penalty mechanism. Keep him healed with your your spells (tac team, hazard emitters, etc)
Breen torpedo cluster will kill most of the things there. Anything else will have you taking damage too often for too long.
So... do I take it hostile spawns only stop when the Rerik has finished and left the chamber? That would actually require more coordination and proper care from the team than your average STF. :rolleyes:
I dont think its possible to complete in a pug, unless you get really really lucky.
Yeah that's what I've found. I tried it 2 or 3 times with PuGs and gave up in frustration. I have the Delta Flyer with the upgraded shuttle phaser, etc., and it made no difference.
- Protecting the Rerik:
It's squishily stated that time is lost if the Rerik has to cloak for repairs. Is this in any way related to hostile spawns? The only failure condition I've seen so far is failure to clear the chambers in time, while Obisek always seems to get his part of the job done just right. If this is unrelated to hostile spawns, it seems to be more of a non-issue.
In every chamber, the Rerik has tasks that it needs to perform. It can't do them if it takes too much damage. Instead, it will cloak in order to heal. Each player is given one free heal to use on the Rerik; in addition, you can use normal boff heals.
- Power rerouting:
I suspect this will stop hostile spawns, but I'm not absolutely sure, as those pesky Scorpion fighters tend to cloak, so it's hard to figure out whether they were already there before the power rerouting succeeded. So...:
a) I'm assuming getting this done as early as possible is a key incredient to clearing the chambers in time. Right or wrong?
b) I'm assuming this is indirectly affected by the condition the Rerik is in, as the power rerouting tasks don't pop up immediately - if the Rerik has to cloak early, they'll pop up later. Right or wrong?
So... do I take it hostile spawns only stop when the Rerik has finished and left the chamber? That would actually require more coordination and proper care from the team than your average STF.
I'm not sure exactly what causes them to spawn. You may be right. I recall that there were always some scorpions left after the Rerik leaves.
Am I right assuming it's a viable strategy to have two shuttles taking care of power rerouting: Both clear the turrets first, then one takes care of the job while the other one keeps nearby fighters busy. Once done, they move on to the next power junction and repeat the process (assuming you actually get someone on a pug group to join something remotely resembling a strategy). The rest defends the Rerik and generelly shoots anything that moves. Smart or impractical?
Some players should defend the Rerik while the others reroute. Rerouting works best in pairs. One player kills the turrets, tractor beams, and hostile ships to keep them off the other player, who does the rerouting.
Are there any nifty suggestions for a useful shuttle build for the Event? I've been experimenting with a pure beam boat, heavy shielding & fire at will. It's great at drawing hostile attention away from the more important stuff that needs to get done. It's also nice against fighters, but sucks at anything else.
And last but not least - team strategies aside, could someone recommend any priorities one should pursue on a pug group that doesn't respond nicely to a more coordinated course of action?
Thanks for any suggestions!
Try to carry some weapons and abilities that can kill multiple scorpions and turrets, for example, torpedo spread or the Hargh'peng torpedo. Other options are heals for the Rerik. In the last chamber, a D'deridex spawns; try to prioritize killing it. Also, try to avoid the Thalaron beam.
Comments
Rerik cloaks when he takes too much damage, and then makes repairs to his own ship while cloaked. The clock keeps running, and he's out of the game. Its basically a time penalty mechanism. Keep him healed with your your spells (tac team, hazard emitters, etc)
Breen torpedo cluster will kill most of the things there. Anything else will have you taking damage too often for too long.
In every chamber, the Rerik has tasks that it needs to perform. It can't do them if it takes too much damage. Instead, it will cloak in order to heal. Each player is given one free heal to use on the Rerik; in addition, you can use normal boff heals.
I'm not sure exactly what causes them to spawn. You may be right. I recall that there were always some scorpions left after the Rerik leaves.
Some players should defend the Rerik while the others reroute. Rerouting works best in pairs. One player kills the turrets, tractor beams, and hostile ships to keep them off the other player, who does the rerouting.
Try to carry some weapons and abilities that can kill multiple scorpions and turrets, for example, torpedo spread or the Hargh'peng torpedo. Other options are heals for the Rerik. In the last chamber, a D'deridex spawns; try to prioritize killing it. Also, try to avoid the Thalaron beam.