I always see 20-30 players doing it, but when i tryed it, it was impossible to complete.
it killed me in 3 shots and we all didn't managed to get it below 30%.
CCE is easy peasy in a good team. Usually when pugged people tend to shoot at the closest enemy in range instead of the entity. If people properly focus their fire it'll be way easier for you to win.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
It was nerfed during the event - it previously had so many mirror ships spawning that it was lagging out people's clients. Think 40 or 50 respawning every 90 seconds.
Now, it is simply the CE itself, plus 2 groups of thoilans (1 recluse, some orb weavers and mesh weavers), with an additional group spawning at 66% and 33% HP.
Use sci debuffs to keep the entity from building up it's damage increasing stacks. Kill the tholians so they don't knock your weapons out, then pew pew the entity. In between, keep shards from hitting you.
It was nerfed during the event - it previously had so many mirror ships spawning that it was lagging out people's clients. Think 40 or 50 respawning every 90 seconds.
Now, it is simply the CE itself, plus 2 groups of thoilans (1 recluse, some orb weavers and mesh weavers), with an additional group spawning at 66% and 33% HP.
Crystalline Catastrophe and Crystalline Cataclysm are two separate encounters. The present one is *not* the one that was active during the event.
Learn and apply the encounter mechanics and you don't get 3 shotted.
You did NOT answer the question. If he needs to learn the mechanics, then tell him what the hell they are! Otherwise you are just setting him up for more failure.
You did NOT answer the question. If he needs to learn the mechanics, then tell him what the hell they are! Otherwise you are just setting him up for more failure.
Also, I'm a tac captain on a Fleet Ha'Feh, so i don't have many sci skill.
Are you telling me that this mission is a "go sci or go home" ?
You did NOT answer the question. If he needs to learn the mechanics, then tell him what the hell they are! Otherwise you are just setting him up for more failure.
Use sci debuffs to keep the entity from building up it's damage increasing stacks. Kill the tholians so they don't knock your weapons out, then pew pew the entity. In between, keep shards from hitting you.
Also, I'm a tac captain on a Fleet Ha'Feh, so i don't have many sci skill.
Are you telling me that this mission is a "go sci or go home" ?
God forbid that you need to apply specific tactics to a specific encounter. Tachyon beam (available at Ensign level) is one of the multiple abilities that will remove buffing stacks from the CE.
If you're not willing to make the small investment necessary to apply the encounter's mechanics, you have no room to complain when you fail said encounter. It's really that simple.
I always see 20-30 players doing it, but when i tryed it, it was impossible to complete.
it killed me in 3 shots and we all didn't managed to get it below 30%.
Is it possible to win now ?
Yes, it is very possible to win.
Do not let the Large Fragments hit you.
If they do, destroy the resulting Small Fragments, before they return to the Entity.
If they do, (they will buff the Entity's attack) debuff the entity with a tachyon beam or keep out of range until the effect times out.
Easy.
eta: Almost forgot... Read the texts presented at the beginning of the event. They can also be found on the gamepedia wiki.
- Kill the tholians first. They can actually do quite a bit of dmg in elite if the are ignored.
- Get tachyon beam 1
It removes the dmg stacks from the entity, has a decent cooldown and only requires an ensign sci slot. There are other powers you can use, personally I wound tachyon beam the best solution so far. Since this power is rather useless in any other situation I usually have a special entity boff and switch for other content.
- Do not tank the nova. The entity charges at 66% and 33% hp. Afterwards there is a nova that pretty much kills everything (yes there are ways to tank but just fly out of range, it is safer)
- Do not fly too close. The shards hurt, the further you are away the easier it gets to kill them before they reach you.
- Bring heals. Thats something every ship should have anyway. I would say hazard emitter and emergency power to shields (2 copies unless you can reduce the cooldown somehow) should be the minimum. You should keep emergency power to shields permanent up since it gives you resistance.
-Use tac team unless your manual shield distribution is enough.
Hm thats all I can think of at the moment. If you want you can post your build and I can offer some help. The entity is pretty easy, even if you pug it.
Also, I'm a tac captain on a Fleet Ha'Feh, so i don't have many sci skill.
Are you telling me that this mission is a "go sci or go home" ?
Its toughest in a tac ship. Eng ships can absorb all that abuse, and sci ships can debuff and CC it all away. The CE has very high energy resistances but is very vulnerable to kinetic hits, and a torp spread will not only hit the CE itself but also all the little shards that are buffing it up to cause those big hits. If you want to really be abusive, switch your Uni LtCmdr to sci and add GW1 to bunch up targets for your AOE slavoes, and TBR1 to scatter anything trying to ram you or buff the CE. Best way to prevent those big hits is keep the CE from ever getting buffed in the first place.
-Tachyon Beam 1.
-CSV and TS instead of CRF and THY.
right ?
EDIT: just checked the wiki, it doesn't say Tachyon Beam removes the buff, do i need some Doffs for that ?
Wiki is wrong sometimes. TB doesn't remove the entire buff, but reduces it, so you'll want to pop it off as often as possible to prevent from getting too large.
If it were mine, I'd set the Cmdr Tac as TT1/CSV1/Spread3/APB3, then create an extra science boff you can swap in just for when you need CC ability, with Tachyon1 (or PH1)/TBR1/GW1. When its CC time, use the science in the ltcmdr, and when all you need is pure DPS, swap your second tac back in. Have them both prepared ahead of time and you can change your combat profile in only the time it takes to drop Red Alert.
Also mind you that you get put into CEEs that have already started and gotten to the point where it can be considered as "failed" more often than in any other queue event. If you target the CE after zoning in and it's got a 200+ stack of debuffs already, it might just be better on your nerves to bail.
In addition to that it has the disadvantage that you need at least a few players who aren't complete failures. In other events, even in Elite STFs, one or two decent players can easily carry a group of complete TRIBBLE-ups, while in CEE you're relying more on the rest of your group to deliver at least enough damage to counter the CEs heals and not stacking the debuff faster than your Tachyon Beam can remove them...
As far as skills and abilities are concerned, there are two more that might be worth mentioning, even if they don't apply to your specific ship and setup.
- Delta Flyers - If you are flying a ship with a hangar bay, even one crappy, rare hangar of Delta Flyers can go a long way in keeping the stacks down and even help "repair" potentially failed CEs, as they have a built-in Tachyon Beam.
- Gravity Well - destroys shards, snares shards -> keeps shards from killing unwary team members and hence from stacking the debuff on the CE.
-Tachyon Beam 1.
-CSV and TS instead of CRF and THY.
right ?
EDIT: just checked the wiki, it doesn't say Tachyon Beam removes the buff, do i need some Doffs for that ?
Sounds decent. What I would change:
- Use neutronium alloys instead of monotanium (even better use the fleet neutroniums if possible)
- Consider getting a fleet shield. I would recommend Elite Fleet Resilient Mk XII [Cap]x2 [ResB] [Adapt]. Alternatively I would go with MACO/Adapted KHG.
If you have 3 purple dmg control doffs change one epts back to eptw. Also I would bring two TT. The entity will always blast your front facing if you are shooting it with cannons. And manual shield distribution will probably be too slow to keep your front facing in tact.
The CSV and spread should help to minimize the shards hitting you. It is also great in pve in general. I would switch the sci back to he + tss for other content, you want tachyon for the entity but it is rather useless elsewhere.
If you stay between 9-10km you can simply back out with reverse, if it should get too hot, and heal up.
Just keep tachyon on cooldown and the entity should never have more than a few stacks.
The entity's beams are antiproton damage - try getting a shield with AP resist. They are not that expensive, and have the mathematical effect of [Cap]x2.5 and [Reg]x2.5 against this kind of damage. The best one would be [AP][Cap][Tet] so you resist the CE and Tholian Spam.
Also try changing out a monotanium for an AP resist dampener from the Dyson Rep - it gives a defense bonus as well.
Finally, I would consider switching over to a beamscort just for this mission. If you circle it at full impulse in an escort, you will outrun the shards and will defence tank most of the shots fired. Try using a heavy torpedo (your choice) to do kinetic damage every 30 seconds while you are firing beams.
In a squishy TAC ship I think there are 2 options to fight the CE and stay alive, keep your distance and run torps and beams on front, let someone else get close and take the fire, your torps will generally hit and the rommys are a nice siege weapon, or do strafing runs. In the past torp TAC consoles have been cheap, why not spend the first 30 sec switching gear around and become a torp boat for the duration?
Or direct your attention to the tholians and mirror ships, then do some strafing on the CE.
Finally, I would consider switching over to a beamscort just for this mission. If you circle it at full impulse in an escort, you will outrun the shards and will defence tank most of the shots fired. Try using a heavy torpedo (your choice) to do kinetic damage every 30 seconds while you are firing beams.
Once I figured out the mechanics of this, I stopped having any problems with it--haven't been on a failed mission since.
My ship is sci, and I love my gravity wells (got 2--one level 2, one level 3). Just about when one gw ends, I can pop the next one down. Plus I've got a couple of graviton and particle consoles. I've seen some ships zoom in at near warp speeds from afar right into that well.
The biggest thing is to look for those pop-ups that tell you the entity is absorbing and to stop firing. When you see that--run like hell. Get beyond the 10k range and wait a few seconds for the nova. The pop-up will tell you to start firing again, so get back in and blast away. I can get through the mission without getting blown up once (unlike my PvP experience where I get nerfed in seconds by one of them tac cannon boats).
Take out a good number of Tholian ships to keep them from blasting you. Then focus on the entity. Keep the ship moving, too--I've seen some ships sit in place to pound on the entity, only to watch them blow up when the entity goes nova (leaving me as the only ship around pounding on it). I'll take a hit on a shield, so just turn another side to it while my shields balance out. I've also got about 3 different heals, plus Emergency Power to shields--and with all this I'm rarely in bad shape. Dropping in those gravity wells sucks absolutely everything into the entity, pretty much keeping the shards away from me.
I can imagine that it'll be a lot tougher with a Tac ship, and I have yet to try it with my Romulan Tac character flying a tac ship--but the important thing will be to have heals to quickly recover from damage--and to focus on the entity (and not everything else).
I have fire at will on my sci ship--but against the entity I never use it--otherwise I could end up simply sending a bunch of the small shards back to the entity.
Comments
I call it, the Stoutes paradox.
Now, it is simply the CE itself, plus 2 groups of thoilans (1 recluse, some orb weavers and mesh weavers), with an additional group spawning at 66% and 33% HP.
however: how should i do for win ?
i think i should keep focused on the entity, but what can i do to not being killed in 3 shots ?
[SIGPIC][/SIGPIC]
Learn and apply the encounter mechanics and you don't get 3 shotted.
Use sci debuffs to keep the entity from building up it's damage increasing stacks. Kill the tholians so they don't knock your weapons out, then pew pew the entity. In between, keep shards from hitting you.
It's not complicated.
Crystalline Catastrophe and Crystalline Cataclysm are two separate encounters. The present one is *not* the one that was active during the event.
You did NOT answer the question. If he needs to learn the mechanics, then tell him what the hell they are! Otherwise you are just setting him up for more failure.
Also, I'm a tac captain on a Fleet Ha'Feh, so i don't have many sci skill.
Are you telling me that this mission is a "go sci or go home" ?
[SIGPIC][/SIGPIC]
Learn to read what is written please:
God forbid that you need to apply specific tactics to a specific encounter. Tachyon beam (available at Ensign level) is one of the multiple abilities that will remove buffing stacks from the CE.
If you're not willing to make the small investment necessary to apply the encounter's mechanics, you have no room to complain when you fail said encounter. It's really that simple.
Yes, it is very possible to win.
Do not let the Large Fragments hit you.
If they do, destroy the resulting Small Fragments, before they return to the Entity.
If they do, (they will buff the Entity's attack) debuff the entity with a tachyon beam or keep out of range until the effect times out.
Easy.
eta: Almost forgot... Read the texts presented at the beginning of the event. They can also be found on the gamepedia wiki.
- Kill the tholians first. They can actually do quite a bit of dmg in elite if the are ignored.
- Get tachyon beam 1
It removes the dmg stacks from the entity, has a decent cooldown and only requires an ensign sci slot. There are other powers you can use, personally I wound tachyon beam the best solution so far. Since this power is rather useless in any other situation I usually have a special entity boff and switch for other content.
- Do not tank the nova. The entity charges at 66% and 33% hp. Afterwards there is a nova that pretty much kills everything (yes there are ways to tank but just fly out of range, it is safer)
- Do not fly too close. The shards hurt, the further you are away the easier it gets to kill them before they reach you.
- Bring heals. Thats something every ship should have anyway. I would say hazard emitter and emergency power to shields (2 copies unless you can reduce the cooldown somehow) should be the minimum. You should keep emergency power to shields permanent up since it gives you resistance.
-Use tac team unless your manual shield distribution is enough.
Hm thats all I can think of at the moment. If you want you can post your build and I can offer some help. The entity is pretty easy, even if you pug it.
My stomach is clear and my mind is full of bacon!
Its toughest in a tac ship. Eng ships can absorb all that abuse, and sci ships can debuff and CC it all away. The CE has very high energy resistances but is very vulnerable to kinetic hits, and a torp spread will not only hit the CE itself but also all the little shards that are buffing it up to cause those big hits. If you want to really be abusive, switch your Uni LtCmdr to sci and add GW1 to bunch up targets for your AOE slavoes, and TBR1 to scatter anything trying to ram you or buff the CE. Best way to prevent those big hits is keep the CE from ever getting buffed in the first place.
FORE:
1 - Adv. Fleet Quantum Torpedo [Acc] [Dmg]x3
3 - Adv. Fleet Antiproton DHCs [Acc]x2 [Dmg]x2
AFT:
3 - Adv. Fleet Antiproton Turrets [Acc]x2 [Dmg]x2
DISH: Honor Guard Mk XII
ENGINES: Honor Guard Mk XII
SINGULARITY: Elite Fleet Reinforced Singularity Core Mk XII
SHIELD: Resilient Mk XII [Cap][Pla][Reg]
ENG:
3 - Monotanium Mk XI [Blue]
SCI:
2 - Field Generator Mk XI [Blue]
TAC:
5 - Antiproton Mag Regulator Mk X [Purple]
Cmd Tac: TT1 - CRF1 - APB2 - APB3
Lt.Cmd Tac: THY1 - CRF1 - THY3
Lt1 Eng: EPtS1 - AtSIF1
Lt2 Sci: HE1 - TSS2
Ens Eng: EPtW1
So: what do I need ?
-Tachyon Beam 1.
-CSV and TS instead of CRF and THY.
right ?
EDIT: just checked the wiki, it doesn't say Tachyon Beam removes the buff, do i need some Doffs for that ?
[SIGPIC][/SIGPIC]
Wiki is wrong sometimes. TB doesn't remove the entire buff, but reduces it, so you'll want to pop it off as often as possible to prevent from getting too large.
If it were mine, I'd set the Cmdr Tac as TT1/CSV1/Spread3/APB3, then create an extra science boff you can swap in just for when you need CC ability, with Tachyon1 (or PH1)/TBR1/GW1. When its CC time, use the science in the ltcmdr, and when all you need is pure DPS, swap your second tac back in. Have them both prepared ahead of time and you can change your combat profile in only the time it takes to drop Red Alert.
[SIGPIC][/SIGPIC]
Also mind you that you get put into CEEs that have already started and gotten to the point where it can be considered as "failed" more often than in any other queue event. If you target the CE after zoning in and it's got a 200+ stack of debuffs already, it might just be better on your nerves to bail.
In addition to that it has the disadvantage that you need at least a few players who aren't complete failures. In other events, even in Elite STFs, one or two decent players can easily carry a group of complete TRIBBLE-ups, while in CEE you're relying more on the rest of your group to deliver at least enough damage to counter the CEs heals and not stacking the debuff faster than your Tachyon Beam can remove them...
As far as skills and abilities are concerned, there are two more that might be worth mentioning, even if they don't apply to your specific ship and setup.
- Delta Flyers - If you are flying a ship with a hangar bay, even one crappy, rare hangar of Delta Flyers can go a long way in keeping the stacks down and even help "repair" potentially failed CEs, as they have a built-in Tachyon Beam.
- Gravity Well - destroys shards, snares shards -> keeps shards from killing unwary team members and hence from stacking the debuff on the CE.
Sounds decent. What I would change:
- Use neutronium alloys instead of monotanium (even better use the fleet neutroniums if possible)
- Consider getting a fleet shield. I would recommend Elite Fleet Resilient Mk XII [Cap]x2 [ResB] [Adapt]. Alternatively I would go with MACO/Adapted KHG.
Boffs I would use:
Cmd Tac: TT1 - CSV1 - APB2 - APB3
Lt.Cmd Tac: TT1 - CSV1 - TSpread3
Lt1 Eng: EPtS1 - AtSIF1
Lt2 Sci: Tachyon1 - HE2
Ens Eng: EPtS1
If you have 3 purple dmg control doffs change one epts back to eptw. Also I would bring two TT. The entity will always blast your front facing if you are shooting it with cannons. And manual shield distribution will probably be too slow to keep your front facing in tact.
The CSV and spread should help to minimize the shards hitting you. It is also great in pve in general. I would switch the sci back to he + tss for other content, you want tachyon for the entity but it is rather useless elsewhere.
If you stay between 9-10km you can simply back out with reverse, if it should get too hot, and heal up.
Just keep tachyon on cooldown and the entity should never have more than a few stacks.
My stomach is clear and my mind is full of bacon!
Also try changing out a monotanium for an AP resist dampener from the Dyson Rep - it gives a defense bonus as well.
Finally, I would consider switching over to a beamscort just for this mission. If you circle it at full impulse in an escort, you will outrun the shards and will defence tank most of the shots fired. Try using a heavy torpedo (your choice) to do kinetic damage every 30 seconds while you are firing beams.
Or direct your attention to the tholians and mirror ships, then do some strafing on the CE.
This is so much fun in the Risian Corvette.
My ship is sci, and I love my gravity wells (got 2--one level 2, one level 3). Just about when one gw ends, I can pop the next one down. Plus I've got a couple of graviton and particle consoles. I've seen some ships zoom in at near warp speeds from afar right into that well.
The biggest thing is to look for those pop-ups that tell you the entity is absorbing and to stop firing. When you see that--run like hell. Get beyond the 10k range and wait a few seconds for the nova. The pop-up will tell you to start firing again, so get back in and blast away. I can get through the mission without getting blown up once (unlike my PvP experience where I get nerfed in seconds by one of them tac cannon boats).
Take out a good number of Tholian ships to keep them from blasting you. Then focus on the entity. Keep the ship moving, too--I've seen some ships sit in place to pound on the entity, only to watch them blow up when the entity goes nova (leaving me as the only ship around pounding on it). I'll take a hit on a shield, so just turn another side to it while my shields balance out. I've also got about 3 different heals, plus Emergency Power to shields--and with all this I'm rarely in bad shape. Dropping in those gravity wells sucks absolutely everything into the entity, pretty much keeping the shards away from me.
I can imagine that it'll be a lot tougher with a Tac ship, and I have yet to try it with my Romulan Tac character flying a tac ship--but the important thing will be to have heals to quickly recover from damage--and to focus on the entity (and not everything else).
I have fire at will on my sci ship--but against the entity I never use it--otherwise I could end up simply sending a bunch of the small shards back to the entity.