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re: JLD: Darkness Rising
by Team Goldenblade on Wed Apr 17, 2019 5:27 pm
[reserved for ToC]
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re: JLD: Darkness Rising
by Team Goldenblade on Wed Apr 17, 2019 5:31 pm
Laser Tag
Simulator 2.0 in Paragon
It can be hard to control where to stop when moving forward from laser to laser, but this method will negate the distance timing completely and allow you to get through 100% of the time. In the Paragon Simulator (in R&D room), the rope barriers represent the lasers. The pub dividers are the walls. The monitors ahead are for timing purposes.
1) Move up close to the first laser barrier (represented by the rope barriers in the simulator). The images are using the right side, but you can use the left if that angle is more comfortable for you. You're going to angle the camera slightly facing the corner. The basis of this method is that the corner where the laser emitted meets the wall is completely safe to ram into.
2) The moment the image changes on the monitors ahead (this represents the laser turning off), roll diagonally into the corner (you can also dash, lunge or any move forward).
3) Angle the camera to face the opposite wall and inch forward a little bit... to the edge of the rope barrier in the simulator.
4) Just keep repeating the same move until you get to the end. In the real instance, keep in mind that the last barrier has less space. Be extra careful when positioning.
The Trigger
Note: I checked this with a dev to make sure this is not a bug or exploit. It IS NOT. I agree with this in this case because it's still not easy even with this method.
The trigger for the feat is that the cog is not touched before killing the mobs that are just past the lasers. So one way to do this is to have 1 player go all the way through. That player must take out all of the adds and then turn the lasers off. Because of the way roles work and the curve in which content scales, the tank is the safest bet for this task. So tanks should keep doing the drill mentioned above!
Things to look for as a tank (and this goes for any "at-tier" alert mob you solo):
- You don't want to be there forever. Full tank gear in tank stance is extreme overkill for 4-man content. Get some damage stats up without falling below the required Dominance.
- Be familiar with the add names because it will determine the most efficient kill order. In this case, you'll want to take the medics first so they don't heal the others. Then go for the captains because that have a gas attack, which is one of 2 things (Sword of Damocles is the other) that can damage a tank in this instance.
- Be especially careful if you roll 2 captains because you might be rolling out of one gas attack into another. The basic idea is to juggle the entire mob (so they don't damage you) and then single target one until he's dead. Then repeat and move on to the next.
Note: Healing & shields will reach from the other end of the barriers, however, I prefer not to have additional special FX on me while trying to fight off mobs with their own special attacks. This one is up to you.
Once the last add is killed, the feat will pop for all in the group!
Last edited by Team Goldenblade on Tue Apr 23, 2019 10:58 pm; edited 1 time in total
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re: JLD: Darkness Rising
by Team Goldenblade on Sun Apr 21, 2019 10:20 pm
[Deleted... moved info. up to initial post]
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re: JLD: Darkness Rising
by Team Goldenblade on Wed May 01, 2019 8:39 am
Van Helsing Lamp
The Van Helsing Lamp is an item that acts like a mini artifact and works in the same way as the Halloween Trick-or-Treat bucket. You rank it up quickly with essences that drop from Justice League Dark. There are 4 levels at:
1) 250xp
2) 500xp
3) 750xp
4) 1,000xp
...for a total of 2,500xp (or 10 essences).
You get the lamp during the alert portion of the pointer mission (or possible the first time you run the alert as well). After you defeat Etrigan and "get to the choppa," Steve Trevor gives you the lamp and you get a feat for it as well!
TIP: You'll want to pay attention to your Van Helsing lamp's XP & not overshoot it. Split reagents accordingly to maximize breakthrough.
Once the lamp is filled up, you can use it to produce a bunch of random consumable flames. It will also give you another empty lamp to cycle through again. The possible consumables include:
Radiant - Stuns adds; This one comes in handy for the 2 optional rooms that are packed with adds + a miniboss.
Righteous - Damages adds & bosses; This should be used to help with damaging the final boss for the 50sec KO feat.
Pious - Immunity to Pools; This one will help with the feat to destroy 6 pools during the final boss fight
Illuminating - Destroys Pools; Required for destroying the pools of darkness in the final fight... don't use this item unless the group is going for the feat as it is a rare drop!
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