Many people still have difficulty with the CC event. This post is for those who would like to get through this event with as few problems as possible.
Feedback is very welcome; if you have suggestions, please add them in comments below and Ill update/annotate the post with your comments.
Thanks to Dahminus, Woodwhity for suggestions
What You Need to KnowEvent: 20hr CD for shard reward; 30min CD for normal rewardsThe entity has 3 primary weapons.Matter Conversion Beam Antiproton, massive damage. For some, its a 1-hit kill.
Large Crystal Fragments Massive kinetic damage with large shield penetration.
Energy Discharge at 66% and 33% health it sends out a massive energy burst (
antiproton ) which will destroy everything in a 1 to 10km radius. Anything within 1KM and outside of 10km will survive.
PROTIP: Science captains can dramatically reduce the damage of the outgoing energy wave with the use of a subnucleonic beam moments before the pulse is released. While difficult to time, it can increase everyones survivability.
The event has four possible random extras in addition to the Tholians already in orbit around the creature. These events are dispelled and replaced by a new random event at 66% and 33% health.
Interspatial (Tykens) rifts multiple rifts to the mirror universe will open deploying MU vessels which will attack you AND the CE.
Gravity Wells multiple gravity wells will open in the area of combat.
Static View screens will be slightly obfuscated making target locks difficult. More annoying than an actual hindrance.
Voids Large blacked out regions which will prevent you from firing (!) while reducing speed and maneuverability if you enter them. Note the void will not prevent you from being hit.
Basic Tactical Concepts WATCH THE ENTITIES HEALTH. At 66% and 33% the CE will enter an absorption phase. Stop firing energy weapons as it will help heal the creature. Move either outside 10km or within 0.5km to survive (*see Eye of the Storm below). Once the absorption process has started you will have 30 seconds or less to make your move.
CRYSTAL SHARDS when youre targeted by shards, move away from the CE. These shards are easier to kill the farther you draw them away from the entity. On detonation they will release smaller shards. Destroy these as they will give a
damage buff to the CE. Teaming with another player in game, one draws the shards, the other destroys them and the small shards can be a great tactic.
Edit - DahminusCLEAR THE THOLIANS to make a path to the CE. This also seems to play a role in determining First, Second and third place winners.
AND, the
MOST BASIC RULE OF STO:
Lower its damage resistance and DPS the hell out of it.Edit - woodwhity
Or alternately, as suggested by a fleet mate:
[DTP] R'ahne@SilverRain79: Step 1. Fly in a circle
[DTP] R'ahne@SilverRain79: Step 2. spacebarspacebarspacebar
[DTP] Tvan'aH@ddesjardins: May I quote that?
[DTP] R'ahne@SilverRain79: lol
Advanced Tactical Concepts - Eye of the Storm
aka dahminus's Super Secret Survival Tip
Stay within 0.3 km of the CE's center to survive the energy wave. Update: works within 1.5 km.
Edit - woodwhityPowers, Skills and ConsolesIts all about energy. By lowering the CEs energy it cannot heal as effectively. The following skills and consoles have been proven to work well.
1.) Sub Nucleonic Beam (a must for removing buffs and power reduction)
2.) Energy Siphon, Aceton Assimilators
3.) Tykens Rift
4.) Tachyon Beam
5.) Charged Particle Burst
6.) Gravity Wells
7.) Singularity Jump (Romulan)
A note regarding Gravity Wells & Singularity Jump: Both will cause decent damage to the CE and shards, but retain the possibility that small shards
will add damage buff to the CE.
Edit - DahminusAgainst shards and small shards
1.) Point defense
2.) Refracting Tetryon Cascade
Energy WeaponsRegardless of flavor and [proc], any energy weapon will do damage. [Proc]s which drain energy other than shields are also effective; as the CE and its shards are not shielded, Tetryon is less effective.
Keep in mind that the CE and its shards are highly resistant to all forms of damage, and most of all remember that during the absorption phase energy weapons work against you.
Torpedo and Mine WeaponsThere are no bad torpedoes as all torpedo types will work against the CE and its shards. Torpedo weapons with secondary effects like the Gravimetric Photon Torpedo can be very effective.
Pure kinetic damage torpedoes seem to be the most effective.
Destructible torpedoes (slow or in some cases HY) are less effective. Technically shards are supposed to ignore them; however in actual gameplay they do get intercepted.
Mines can be very effective, but as with destructible torpedoes they too can be intercepted.
Personal Observation:
Mines are hit and miss. I have seen instances where they are very effective (Tholian mines for example as they are very visible).Pets
personal observation, would love feedback
On Attack, pets seem to be intercepted quite easily for fighters.
On Intercept they make an excellent screen against shards, in some cases saving my behind on more than one occasion. They are never fire and forget; but can slow the approach of large shards to give you time to destroy them.
Ship Type
Any ship class T3 and above can fare well in CC, with each class providing a strategic value to killing the CE. Im not saying T1 and T2 wont work, but unless you're a pilot of extreme talent and skill why bother?
As the matter conversion weapon is so devastating, squishy ships IMO are the hardest to play.
Having said that my KDF Tac uses a BRel and can make it through CC Elite without dying often (why a BRel? cause Im Klingon). Speed and an awareness of your surroundings are critical.
What do I use? Pretty much everything. My fav? Sci captain in a tac Vesta.
Comments
When the entity is absorbing, it does get healed by incoming fore but has such high damage resist that energy weapons do jack ****...i think kinetic damage is still ok(not 100% about the kinetic)
You don't stop the entity from healing, you have to wipe off the stacking damage buff before the antimatter beam starts one shotting everyone
The only time the entity heals is every 10 seconds and for 3%(always been 3%, may not be 10 seconds)
I thought you were better then this...
P.s. You didn't include my super secret awesome tip that if your at 0.3 km or less from the entity, you dint get hit by the shockwave
My PvE/PvP hybrid skill tree
Updating now... and yes, I thought I knew better
My PvE/PvP hybrid skill tree
The shards also only spawn small ones when they hit something, but dont if they are destroyed before impact.
The most basic rule of STO is missing: Lower its damage resistence and DPS the hell out of it. Combine that with your tip of spamming GWs and the CE becomes a little kitten.
P.S.: The Energy wave is also AP-Damage and can be reduced with Aceton beam, but also seems to have been nerfed, since I was able to tank it even with an escort, which didnt happen last event. And no, we didnt stop shooting, so she should have accumulated enough energy to wipe the death-zone clean.
Revised
Got 1st place in my Oddy (Fleet store version) yesterday!
Pets do well in CE, but need to recall them about 7% prior to each pulse. I use Elite scorpions, elite Jem'hadar attack ships, Elite drone, and the advance demon Klingon freighters. All seem to do very well. They also hold aggro well, for some reason. So use them as cannon fodder.
Also, IF I get caught in the shockwave I can usually tank it easily. I might take hull damage, but not enough to care about.
If you're a Romulan, tanking the shockwave is easy. Just use the phasing console from the captain level D'D. It gives you ridiculous resist for several seconds, but makes you unable to fire. So wait until the CE is about to discharge.
My character Tsin'xing
Removes all the entity's buffs. Wave does next to zero damage.
Very, very fun.
with enough dps it can almost get destroyed before the big shock wave o doom
One other piece of advice I would offer, is keep an eye on the entities health, and always keep a APO and/or EM and/or EPtE ready to run like a rabbit out past 10K's or get all up in it's face.
The NPC voice over and pop up also gives you about 5 secs notice, which is usually long enough even with non buffed 4 x Impulse Speed to get clear or get close.
I've never found any fancy tactics are necessary, in a Tank/Cruiser/Beam Boat, I just orbit the entity and keep broadsiding.
In an Escort/Cannon Boat or Torp Boat I zip in (insert 'Captain Nero' audio clip) "Fire Everything!!" then zip back out again, rinse and repeat.
BTW You can practice fighting Tholians and check your resistances to there attacks by running a Tholian Red Alert in Tau Dewa Block. This is handy to see what sort of damage they do, especially some of their Drain Torps and debuffs.
Both are valid points and for those of us with a decent handle on DPS and tanking, it is possible to ride out the storm. For newer players, not so much and this guide was written for them. I too have seen drops in health so fast that she was unable to get a blast off at 33%, but it's not something you see every mission.
But I've learned something. I was unaware that subnuc'ing it just before the blast would reduce it's effects that much. I'll do a run through tomorrow morning with my 3 scis to confirm, then add that to suggestions list.
Thanks again for the info guys, much appreciated.
Admiral Thrax
Great advice, I'll add this tomorrow.
OS X El Capitan 10.11.2
My character Tsin'xing
20 hrs CD on the event for the shard. 30 min to redo just for the regular bonus. I generally play at the same time each day.
If you are within the 10K radius when the discharge happens but use evasive maneuvers or EPtE to get out of its way to over 10K it will still get you.
Seems the game automatically decides you're dead if you're in range when it fires off, regardless of if you can outrun the actual onscreen effect.
I got killed this way despite being over 12K away when i the actual graphical effect hit me.
It might be cobbled together using the OHK invisitorp code. In which case, you need to keep running so far and fast the torp dies out before it gets you. You might survive (maybe?) if you got out to 20k. Some times torps do die out, but often it takes full impulse to out run them.
Working as intended. If you are in range when it goes off, you are hit. It just takes the graphics a second to get there. If you hadn't already noticed, torpedoes basically work the same way. Although at least torps will occasionally miss.
Oh, and while the range is 10K, I actually got hit at about 10.3K yesterday. I had run out past 10K and was circling at that distance, and still got nailed. So fair warning, consider that range a 'guideline'
--Red Annorax
My character Tsin'xing
Something else to keep in mind is the tachyon beam. It keeps the CE buff count down, but as I recall the tachyon beams from pets like the delta fliers will have the same effect.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Hmm, I'll have to try this one out.... thanks!
How useful is to perform GW+T:S combo? I've been doing it constantly doing it with Hyper-Plasma Torpedo Launcher to hit as much as possible with the splash damage from torpedos.
Also, thanks for SNB tip, will try it next time
At 10k creep forward at minimal speed FAW/APB and TS firing when avialable. re distribute shield constantly
Use heals on who ever needs it as soon as it avialable - repeat - repeat.
At 2.5km hit cascade put into reverse till 5km then repeat.
Use miracle to heal urself and other abilities when nes.
Get out of dodge when absorbtion happens.
I think the constant healing of team mates gives me the edge with 1st place. When i have a run which for some reason CCE is really hard and i take a lot of damage so have less chances to heal team mates i only get 3rd place.
Then you weren't doing it right. I believe I have survived both on multiple runs. It is dangerous, however, because of the high density of large shards at this range.