Why can't I do Strykers solo !

Discussion in 'Gotham City (General Gameplay)' started by Nevaborn, Feb 23, 2013.

  1. Deviant New Player

    Where in my post did I ask for a nerf? Nothing has changed to Strykers from what I'm aware of. It still has the right level of difficulty with no reset. You trippin, yo...and don't get it twisted, I don't have a problem or need help with either of them.
  2. Hendrix Well-Known Player

    I was trying to quote both you and the person you replied to. It did not work.
    The OP is commenting that Strykers solo is hard, respondents have requested nerfing it by removing the reset when you are KO'd, I object to that idea, It should continue to reset when you get KO'd. If you agree with that, then i presume you meant to say above that it has the right level of difficulty with "no change to the reset imposed when you are KO'd".
    • Like x 1
  3. Deviant New Player

    Yea, weird thing about these new forums, when you reply, only the last post will be copied. I was only commenting why no reset in Strykers. I assume it's because it not long which doen't give much room for error. No pun intended.
  4. zerombr New Player

    i hate when I try to haul an iced crook to his cell, he breaks out almost immediately upon getting close!
  5. Sionn Committed Player

    There is a disparity between the Ace, and Stryker's on the hero side. I'm for sure not asking Ace to be buffed either. Stryker's is ridiculous hard for anyone not already wearing partial t4 gear. You don't really even need to do them at that point.

    If you got to 70 by modding CC gear, which is reasonable, then it's much harder.
  6. ARI ATARI New Player

    strykers is all about being a dps.
    not everyone has developed this skill.
    takes practice.
  7. Sionn Committed Player

    That's pretty dumb since many people only have role gear, and are role specced. Which doesn't exactly help you much while in dps role.
  8. ARI ATARI New Player

    no solo content should ever be run as anything other than dps. can you run it? sure. but you are waisting your time.
  9. Sionn Committed Player

    You should run it in dps role, but if you don't have dps gear, or invested in dps skill points, then you're not going to be very good at dpsing mobs that hit like a truck. That's my point.
  10. Hendrix Well-Known Player

    That solo = dps has been the dogma, and it is true of duos and challenges, but I think the new T4 solos may be designed to defy that principle.
    For example, the villain Steelworks mission requires the player to defend TO Morrow for 5 min while he decrypts some shields that are guarding 4 pieces of technology, then fight Steel, then transport the tech pieces to a checkpoint to end the instance and get your prize.
    While TO is decrypting, the player must fight 3 types of robots, and the construction robots spawn endlessly and zerg the player non-stop. TO Morrow spawns two robots to help you. Here is the point... It is easier as a nature healer than anything else. Ive done it on 5 alts, dozens of times . Nature healer rocks because you keep TO's robots alive, TO never stops decrypting, the whole thing is done in 2 minutes, you can fight all the robots in the initial corner and never even need a heal barrel. As a tank, I've had success wearing the tank gear (for health) but being in dps stance. As a gadget troller, the debuffs are valuable and sort of keep the TO robots alive, so powering yourself means more debuffs to slow the zerg swarm down. The support roles may actually be more effective than dps in the T4 solo content sometimes, it depends on the instance. Just my observation. Nature healer (savage growth) is far and away the easiest stance for the Steelworks solo T4 instance. No doubt.
  11. twist New Player

    I love how people write stuff like 'I did it its easy!'. 'You must be in DPS stance!'. Or, my favorite is when people response with 'I can do it, so you must not know what you are doing'.
    In point of fact, I've run Strykers with my Electric DPS, with my Sorcery Healer, with my Gadgets Troll and with my Ice Tank. Successfully, as well as unsuccessfully. The point I want to make is that the content is unbalanced and just plain unpredictable.
    Take yesterday for instance. My Sorcery Healer was getting one-hitted by Parasite. 3 times.
    Today, on my Electric DPS, while running the helicopter mission I got KO'd 3 times. Did I block? Sure did. Did I try range? As a matter of fact I did. Did I strategically cast my type 3 modded lair backup, orbital strike and supply drop trinkets? Why yes, yes I did. As well as consuming remix sodas and throwing static grenade 4s as fast as I could. On the fourth try the leader just went and stood by the helicopter, not even fighting. BLUH!
    Then I got in the instance, and it was Parasite again. First off I was getting 5 and 6 prisoners at a time. I never once was able to carry a prisoner to his cell. Then, I was getting burned down so fast that no strategy, whether defensive, offensive or a combo of both saved me. This toon is 88 CR with 111 SP.
    I've been playing this game since launch, so please save your keystrokes telling me how I don't know how to play.
  12. willflynne 10000 Post Club

    I'm running a bit undergeared for both Strykers and Ace, so I am facing my fair share of deaths on characters, but of the two Strykers has given me more headaches and frustration. I'd almost put it on par with the frustration I felt when dealing with the Penguin solo mission at first.

    The biggest frustration I've had is the inconsistency between the NPCs, particularly the Intergangsters that show up for Parasite. All of the other NPCs tend to be a little more aggressive in coming after you, but the Intergang guys just kind of meander down the hall towards you, making it a little tougher to get them frozen and into cells in a short amount of time. And when you add in weapon use that can knock around their frozen compatriots (not to mention the damage and movement slowdown when you get hit), it makes for a really irritating fight.

    Beyond that, I have no real issues with either instance.
  13. Tobruk New Player

    I just completed this Strykers mission tonight. Have had problems with it for the past week and kept trying different setups. This is the one that finally worked and took 3 tries to get it done. CR 77, 56 sp, Hand Blaster Mental Controller. I stayed in Controller stance. Changed my skill points so I was maxed Might, Dom, and Health. This put me at might 1069, dom 702, and health 2953. I had 2 pieces of T4, head, back, rest was T3.
    Powers used were Telekinesis, Psychic Resonance, Thought Bubble, Pyrokinesis (just for its DoT ability), Bastion, and Grandeur.

    First room is was the reason it took more than 2 tries. Whiped there on first try. Then made it to Parasite on second and died. Third I did the ice running at the start to get Parasite out and then fought him the entire time next to the foam machine. This helped alot as using Grandeur would make Parasite go after that every so often and let me just sit back and blast him. Every time I could get guards I brought them in and only ran away from the foam machine to grab health barrels. Oh, on the third try I also had 2 Bastions available so this helped immensly.
  14. Mint Stiletto Loyal Player

    Me too, I like the robot form in Gotham/Ace, you keep your loadout and can still fly.
  15. Riona New Player

    I’ve done the Strikers Solo Riot a few times now. The first time I did it was at cr78 and the next few times was when my cr was in the 80s.

    So far in my opinion, the best sure fire tactic for beating Strikers appears to be the level 4 tactical mods. I was quite disturbed with how much of a difference the ignore defence chest mod and the precision blocking feet mod made this instance. Prior to using the level 4 tactical mods, it would be a struggle to kill the boss as quickly as possible before my character would run out of healing (supercharge+soda+CC trinket+supply drop). After using the t4 mods, I was essentially able to “goof off” and casually beat Metallo at my own leisure using the block button and basic attack tactics (I purposely toyed with Metallo just to see how much block damage I could do).

    I dare say anyone who says this instance is “easy” is probably over-geared and using level 4 T4 mods. I should know as my character is “over-geared” with T4 gear, T4 mods, and level 4 tactical mods. I should note that the level 4 tactical mods made the biggest difference as prior to using the tactical mods, strikers was still somewhat of a challenge at cr86.

    Strikers is a poorly designed instance and is the sole reason why it is difficult. There are numerous problems with this instance:
    • Adds ignore too much defence and spawn in large clumps.
    • First room resets if the player dies but the healing barrels do not.
    • Adds don’t stay frozen for very long when frozen by the turret. Tactically it is much much easier for the player to hide by the entrance and kill stragglers than attempt to carry the frozen adds to the cells.
    • Carrying frozen adds to jail cells versus killing them offers no tactical advantage (and thus quest prompts that advise the player to do so are completely misleading).
    • Reinforcements are supremely useless (even when summoned at the correct moment). Currently they are only useful if player wants to “goof off” during the boss fight (which is what I did in order to test the precision blocking mod against Metallo).
    • Leaders spawn in the boss room. This should not happen and it is bad game design (as leaders are essentially a mini-boss type foe).
    • Healing barrels do not respawn quick enough. Existing healing barrels offer minimal tactical advantages as adds tend to break them. BYO healing appears to be a better tactic (which is why healers and self healing tanks appear to have a much easier time with this instance).

    Honestly whilst I respect that a lot of hard core players want Strikers to remain as is due to the challenge it provides to highly geared players, I do not respect poorly designed content in any shape or form. This instance in my opinion needs some serious repair work. Strikers was designed to be a solo challenge instance that helps players gear up to T4 (as HT gear is the T4 equivalent of CC gear). The fact that it is being used retroactively for a different purpose is somewhat of a design fail.

    My suggestions to fix the instance is as follows:
    • Adds spawn in slightly smaller groups. First room doesn’t reset if player dies.
    • Adds stay frozen for a couple of seconds longer. Quest prompt clearly advises that carrying adds to jail cells is “optional”.
    • Leaders no longer spawn in boss room.
    • Adds programmed to avoid/not break healing barrels (don’t know how this could be done). Perhaps consider adding a 4th healing barrel near the entrance.
    • Reinforcements should be less “useless”. Reinforcements summoned when the environment is “heavy” should be maimed but not “auto killed” (maybe reduced to 50% HP if summoned at a bad time).
  16. Remander Steadfast Player

    Well, finally got around to running these missions on my alts. Ran it first on my CR 72 earth tank in tank stance (poor DPS gear). No deaths. Then, ran it on my CR 82 mental troller alt. Big difference. Had to jockey with my spec a lot and even tried running in DPS stance and spec, though my DPS gear is a mix of CR 52-73. Finally beat it running in troller stance and spec with a mix of troller and DPS gear, core strength mod. I used tendrils, TK push, thought bubble, psychic resonance, TK shield, and bolt barrage. Very different loadout from my usual, but I found it best to try and CC some of the mobs at all times, because they hit so hard. I think trollers are at a disadvantage in this instance, compared to other roles in predominantly role gear. Fits with much of what has been said in this thread.
  17. hound99 New Player

    The only difficult mission from Stryker for me is the damaged robot. Not only does it hit hard, when it counters you and lay you on your back you're going to lose health fast. With the henchman and supply drop trinket I can get by this mission without a problem.

    The Stryker instance can be frustrating most of the time. It's not hard but all the glitches in that short instance doesn't give you time to react and here are the problems I run into:
    • Mobs take too long to render and by the time you see them appear you're dead.
    • Sometime during the 2nd half, the first prisoner doesn't appear for you to get a head start carrying it to a prison cell. Instead they will come in a group of four from the gate making it more difficult.
    • Captain Cold always give me trouble. I'm not sure whether I'm choosing the appropriate shield.(CC=frost shield, Heatwave=fire, Metallo=radioactive, Pink guy=health shield) Weird thing is that I can defeat the other 3 bosses with those shield with ease. If I fail at CC 3 times, I'll leave and try to cycle the instance for the other 3 bosses. CC seems to hit harder out of the lot, he takes out my 3 henchman in a few seconds.
    • I try to maximize my shield/heal barrel/soda/supply-drop rotation by holding out as long as i can, but there are lots of time where red numbers appear out of nowhere and catches me off guard.

    Ace Chemical instance is easy. When I'm on standby, I'll be next to the big robot at the entrance using him as my bodyguard. When the mini-bosses arrive I'll take the stage and kill them off quickly and head back to the bodyguard. Rinse and repeat with escorting Steel.

    I'm worried about how the nerf to henchman trinket will effect mission runs in the future.

    Ace and Stryker instances should be reduced to 3 days because 5 days is too drawn out trying to get neck/rings/weapons when an off-role item drops.
  18. EP Ice Loyal Player

    That is a way but not THE WAY. I run it on my tank all the time and I really don't have any issues. DPS is great for the hit count but if you don't have a sidekick or something to distract the adds then it gets difficult but not impossible (unless you are a melee DPS with lots of health). Also, if you fight the boss by the door where you come in the room the adds won't follow you over there only the boss will. Hope this helps
  19. bareheiny 10000 Post Club

    Haven't read all the posts on this subject, but I'm going to wade in anyway!

    Stryker's gave me a crazy hard time - no problems with ACE, I can run that in troller stance in a mix of T4 and Norseman. For the life of me, I just can't seem to do Stryker's the same way. The only way I could do Stryker's is by switching to DPS (still speced as a troller) and wearing primarily DPS Hazmat gear.

    As for nerfing the instances, no thanks. As demoralizing as it can be getting your **** handed to you over and over, it teaches you to adapt and overcome. And it makes completing the instance that much sweeter.
  20. Remander Steadfast Player

    Yeah, as I said above, the issue with Stryker's seems to be mainly for trollers. I liked having to actually think about and tailor my build and setup to the instance. Was the best challenge I've had in a while. I was less geared than you and ran in troller stance, though. I found having constant power in helped. That first room only has one barrel that seems to always get broken unintentionally. Using CC and shields got me through without needing it, actually.