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Undine Terradome Cleared

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Disclaimer: i do not know if we are the first, nor do i care.

\o/

You guys know the best part what dropped?

antiproton borg sniper rifle :(,

I suppose that was the only part we missed during tribble tests

/sigh

if anyone wants a strat or something for this place, leave a message here or in my mail :)

just for reference the party consisted out of:

Alyvian@alyvian // engineer // Tranquility
Barataz@barataz // Tactical // Tranquility
Angelos@tychus_findly // Science // Tranquility
Elanor@arnity // engineer // Tranquility
Deathray@Deathedge // engineer // Proto Imperium
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Gratz!

    Just curious, did they fix the bugs you mentioned yesterday?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    we didn't fail the engineer bit so, i am not sure. Having said that, they made the engineer bit ALOT easier as compared to what it was like on test.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Hi Alyvian!

    I'd really appreciate a guide on how to beat the boss room. We've tried fifty variations on consoles, sulu attacks, boss zerging, the works... and just can't so far, lol. So some brains over bronze would be appreciated. Could you post a guide here? Or e-mail one?

    Eric
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    yeah sure

    first things first:
    There are 8 sulu's in the room. one of them is the real sulu, one is the boss and 6 just fake ones. The real sulu sais "argh".

    Knock him back to one of the corners, the guy that did all the knocking should stay about 10m range so the real sulu will just take shots at him. After he is properly positioned you will have to keep him save, which for teh first bit shouldn't be to hard, have your teammates take out the fake sulu's. When they find the boss have everyone fall back to the corner. And just wait for him to finish the other fake sulu's.

    After he has the real fun starts. The big zerg. This can be handled by a few ways, we did it by covering ourselfs with forcefield dome when things got a bit to close. The second engineer was shield recharging sulu.

    At 70% everyone switched to pure dps kits
    - Science ==> geophysist
    - Engineers ==> Breach/fabrication specialist
    - Tactical ==> Fireteam

    from 50% a counter starts ticking down. And well we just burned straight through it, from 50 to 0 in about 20 seconds. From what we understood from test ya had 2 minutes to click all 4 consoles, though we never bothered with it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Just to add to Alyvians guide there, if you have a science player with you (me in this instance) have him heal Sulu after he turns ally to you (happens as soon as al faux Sulu are dead). I used the purple med kit to keep everyone I could see alive while the big zerg was happening and switched to Geo Kit near the 50% boss health mark to to dish out some rather unimpressive attacks damage wise, but very effective at exposing the boss which helps a lot. I also kept nanite health monitor on Sulu to prevent him from dying if any major damage spikes happened.

    Additionally have the science officer save the nanite infestation ability for boss stage as it will help you amplify the damage done to the boss.

    BTW never ever try to melee species 8472 bosses. They use a cloud ablity that cannot be outhealed while you stand next to them :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    angel speaks the truth :>, as we found out rapidly on tribble. ouch

    also angelos, not sure if you were following tribble but we should be getting a patch for it soon. A "good" one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    antiproton borg sniper rifle :(,
    Well, if the next STF is "Into the Hive" - you may need it (Borg Queen).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    not really, the guys we flagging in fleet are all geared out to the teeth or will be sooner as later. Its so bad even several of us switched to either just saving marks or buying useless stuff with the marks (like me buying 3 kits with valor marks recently).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    You guys rule, Good job.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    not really, the guys we flagging in fleet are all geared out to the teeth or will be sooner as later. Its so bad even several of us switched to either just saving marks or buying useless stuff with the marks (like me buying 3 kits with valor marks recently)
    I only started doing dailies regularly during the past few weeks. I'll probably run into your problem by the time we hit Season 2.

    Also, were the ground mobs reduced in number during the Incubator/Node portion? It seemed like they added more (though it could be that my team and I had trouble focusing on taking out spawners, like Commanders or Incubators).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I think they got slightly reduced, not sure though as we skipped most of them and just went straight for the bossroom.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    I think they got slightly reduced, not sure though as we skipped most of them and just went straight for the bossroom.
    The bottom floor (where you don't have to destroy nodes/incubators you mean?)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    No i mean across all floors, we pretty much kept the ammount of things destroyed to the minimum the quest asked. The incubators dont go active and we never did figure out what the powernodes are for.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    No i mean across all floors, we pretty much kept the ammount of things destroyed to the minimum the quest asked. The incubators dont go active and we never did figure out what the powernodes are for.

    I've have to try this method for a speed-run. It'd save time versus trying to coordinate target prioritization (I've only done a PUG on live - with no vent; we gave up two rooms before the boss section)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Even with this though during a pretty much flawless run, Terrordome takes ages (2 1/2 hours by our clocks)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    also angelos, not sure if you were following tribble but we should be getting a patch for it soon. A "good" one.

    yeah I saw Zero replying to you on TTS saying the may bring it to test this weekend. Do we know what is added?

    Carrying on with the topic, from my perspective the ground mob density was more or less the same as it was originally. I think we had a wave less in Quarks bar before the Overseer but the lower levels where still very zergy at points save the rooms we managed to "run through" :P

    What helps is to focus incubators then kill the psi commanders and and officers. I would say have 3 in your team with expose weapons while 2 of you use exploit. Most in my team (save aly that switches between dual pistol and sniper rifle) used expose so I had a split beam rifle that could inflict heavy damage on multiple opponents without actually trying. Watch out with split beam and aoe though while initially engaging incubators next to enemy groups because they pull much faster than if you stay your spacial attack until aggro is established. I found the incubator was already down between 30 - 50% before we got attacked if one use aoe on the opening salvo.

    Power nodes and incubators in the last room apeear to be purely decorative but you may want to clear them to have all 4 corners available to place Sulu and prevent your auto weapon fire from targeting placables after finishing a target :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    yeah I saw Zero replying to you on TTS saying the may bring it to test this weekend. Do we know what is added?

    one point two

    Global Help Chat Channel (1.2)
    Fleet Mail Improvements (1.2)
    Squad System (Sidekicking) (1.2)
    Episode Replay (1.2)
    Playable Fed Species: "Caitian" (1.2 or 1.3)
    Social System Improvements (1.2 or 1.3)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    one point two

    Global Help Chat Channel (1.2)
    Fleet Mail Improvements (1.2)
    Squad System (Sidekicking) (1.2)
    Episode Replay (1.2)
    Playable Fed Species: "Caitian" (1.2 or 1.3)
    Social System Improvements (1.2 or 1.3)

    Elite fire caves......*tricorder losing life signs sound*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    you thinking what i am?

    time for some payback.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Congratulations on completing Terradome, just have a couple of questions regarding this special task force. Please note I am a Klingon player attempting this with my fleet.

    1./ What are the best tactics to use for the initial space encounter?

    2./ How did you handle the protecting the engineers phase? I suggested to my team to use the 2nd floor and provide covering fire to the engineers. They only seem to get aggro once they start hacking the consoles.

    3./ What were the best weapons to use against the Undine, and which kits you found useful?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    1. We just dps'd it down, when we died we flew back. Deaths can be avoided by cruisers setup in a defensive/support way from what we have seen.

    2. We used to lock one of the warmasters in a corner we changed that. We had a very high dps tactical officer with us that just dps'd all the spawns down with me while clearing any spawns we ran into. 2 others were split up and the sci that was with us ran around healing the engineers. The biggest problem is keeping the 2 spawns under control that spawn near the chief engineers console (the elevator)

    3. as for the kits, we used a mix of the following
    engineer
    - Bunker fabrication (forcefield dome is awsome for keeping those undine from hurting you)
    - fabrication specialist, it has its own perks.
    - Breach engineer, same again, it has its own nice perks (shield recharge <3)

    Tactical
    - Fireteam, pure dps awsome for the final boss
    - Squad leader, great group support

    Science
    - Medical kit, (i think its called medical kit atleast but am sure angelos will read over this) for pure healing
    - Geophysist kit, when things get a bit to easy it speeds things up and for the final burn on the boss its a must.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    yeah sure

    first things first:
    There are 8 sulu's in the room. one of them is the real sulu, one is the boss and 6 just fake ones. The real sulu sais "argh".

    Knock him back to one of the corners, the guy that did all the knocking should stay about 10m range so the real sulu will just take shots at him. After he is properly positioned you will have to keep him save, which for teh first bit shouldn't be to hard, have your teammates take out the fake sulu's. When they find the boss have everyone fall back to the corner. And just wait for him to finish the other fake sulu's.

    After he has the real fun starts. The big zerg. This can be handled by a few ways, we did it by covering ourselfs with forcefield dome when things got a bit to close. The second engineer was shield recharging sulu.

    At 70% everyone switched to pure dps kits
    - Science ==> geophysist
    - Engineers ==> Breach/fabrication specialist

    - Tactical ==> Fireteam

    from 50% a counter starts ticking down. And well we just burned straight through it, from 50 to 0 in about 20 seconds. From what we understood from test ya had 2 minutes to click all 4 consoles, though we never bothered with it.


    "SPOLIER ALERT" woulda been nice........
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I am pretty sure that we were the first one's to complete the terrordome yesterday. Could be wrong. We were in instace 1 a few minutes after the server came up and completed it around 5 hours later. And it was fun, way more fun then infected cure. havent played kittomer so dont know. There was a bug on the end of terradome that made it take longer, waithing for gm help etc but the raid itself lasted around 5 hours.

    This is the players i was with http://xs.to/image-C7FC_4BED62FE.jpg Nice players. :)

    Some more pictures of the fighting. Was a fun mission with voice over in the beginning and
    will do this one again.

    http://xs.to/image-84B6_4BED653B.jpg
    http://xs.to/image-C6EC_4BED653B.jpg
    http://xs.to/image-FE0B_4BED653B.jpg
    http://xs.to/image-87E5_4BED653B.jpg
    http://xs.to/image-79A2_4BED653B.jpg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Karvashio wrote: »
    "SPOLIER ALERT" woulda been nice........

    It's a thread about content that you haven't completed yet. Isn't "spoiler" sort of implied?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I am pretty sure that we were the first one's to complete the terrordome yesterday. Could be wrong. We were in instace 1 a few minutes after the server came up and completed it around 5 hours later. And it was fun, way more fun then infected cure. havent played kittomer so dont know. There was a bug on the end of terradome that made it take longer, waithing for gm help etc but the raid itself lasted around 5 hours.

    Not sure why you are so concerned with who finished it first... ( I know we didnt...this is juat feedback) :)
    Congratulations on completing Terradome, just have a couple of questions regarding this special task force. Please note I am a Klingon player attempting this with my fleet.

    1./ What are the best tactics to use for the initial space encounter?

    2./ How did you handle the protecting the engineers phase? I suggested to my team to use the 2nd floor and provide covering fire to the engineers. They only seem to get aggro once they start hacking the consoles.

    3./ What were the best weapons to use against the Undine, and which kits you found useful?

    1. I find the only way to stay alive is to break weapons range often. Failing that only constant support can help like alyvian mentioned. That means extend shileds, engineering team and hazard emmiters...a lot :P To be fair though its only hit and run that can save you IMO and lots of focus fire to reduce the numbers fast.

    2. Alyvian described in all the actual details. I will only add that with the spawns being constant its vital you only ever kill one psi commander and manage the rest.

    3. Again not much to add here in terms of kits. I used the med kit all the way through although in some rooms because the spawn point is right where you fight you may wanna use a geo kit to clear the area faster. For weapons I would say tetryon and polaron are rather moot here , or the least effective (their procs) and after testing various other types I would say Anti proton is best followed by plasma and disruptor for pure damage against mob regen.
    "SPOLIER ALERT" woulda been nice........

    Apologies but terradome is not exactly new, nor does the title mislead you in any way. Did you think we just came here to brag about it? We been asked to leave feedback and strategied used to complete it :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    tyyy wrote: »
    I am pretty sure that we were the first one's to complete the terrordome yesterday. Could be wrong. We were in instace 1 a few minutes after the server came up and completed it around 5 hours later. And it was fun, way more fun then infected cure. havent played kittomer so dont know. There was a bug on the end of terradome that made it take longer, waithing for gm help etc but the raid itself lasted around 5 hours.

    This is the players i was with http://xs.to/image-C7FC_4BED62FE.jpg Nice players. :)

    Some more pictures of the fighting. Was a fun mission with voice over in the beginning and
    will do this one again.

    like i said in the first sentence in the topic, i do not know who cleared it first not do i really care.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    yeah sure

    first things first:
    There are 8 sulu's in the room. one of them is the real sulu, one is the boss and 6 just fake ones. The real sulu sais "argh".

    Knock him back to one of the corners, the guy that did all the knocking should stay about 10m range so the real sulu will just take shots at him. After he is properly positioned you will have to keep him save, which for teh first bit shouldn't be to hard, have your teammates take out the fake sulu's. When they find the boss have everyone fall back to the corner. And just wait for him to finish the other fake sulu's.

    After he has the real fun starts. The big zerg. This can be handled by a few ways, we did it by covering ourselfs with forcefield dome when things got a bit to close. The second engineer was shield recharging sulu.

    At 70% everyone switched to pure dps kits
    - Science ==> geophysist
    - Engineers ==> Breach/fabrication specialist
    - Tactical ==> Fireteam

    from 50% a counter starts ticking down. And well we just burned straight through it, from 50 to 0 in about 20 seconds. From what we understood from test ya had 2 minutes to click all 4 consoles, though we never bothered with it.



    Thanks for the guide, I'll definitely have to try this with my team soon. We were pretty close actually, but kept failing on the protect Sulu part, and also on killing the boss, lol. We literally left him at a sliver of life when he blasted us all XD I gotta say, not my favorite boss room!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    also free tips for fighting the undine terradome commander :D press the flashing consoles :D ... they make the room go BOOM!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    alyvian wrote: »
    Disclaimer: i do not know if we are the first, nor do i care.

    \o/

    You guys know the best part what dropped?

    antiproton borg sniper rifle :(,

    I suppose that was the only part we missed during tribble tests

    /sigh

    if anyone wants a strat or something for this place, leave a message here or in my mail :)

    just for reference the party consisted out of:

    Alyvian@alyvian // engineer // Tranquility
    Barataz@barataz // Tactical // Tranquility
    Angelos@tychus_findly // Science // Tranquility
    Elanor@arnity // engineer // Tranquility
    Deathray@Deathedge // engineer // Proto Imperium

    Congratulations :)

    And today you did it again, thanks for having me in the team. Following your instructions made it look easy. Great job!
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