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PVE: Enemy of the State (2016-06-09 to 2016-06-16)

rainkingucdrainkingucd Posts: 746 Critical Contributor
The New Mission Difficulty Test will occur during this run of Enemy of the State. The last run was also a test of the new system

Event Info
Episode 6: Enemy of the State
Length of Event: 7 days
Sub-Events? Yes; Alliance Rewards in Sub-Events? Yes
Number of Sub-Events: 6 Length of Sub-Events: 48 or 24 hours
Main Bracket Size: 1000 Sub Bracket Size: 1000
Unique Reward(s): 1000 ISO; EotS Recruit Token
Other Notes:
  • There are Main nodes to open up the sub-events. These nodes are team-up nodes. The first sub-event's main node is repeatable for points only while Sub-Event 1 is open. All other main nodes to open the sub-events are one time only nodes.
  • Enemy Types (Main): Wolverine (2*), Hammer Goons, Hand Goons
  • This event introduced "Survival Mode". This is a node with waves of enemies. The number of waves per node and number of enemies per wave varies. Points are gained after each wave.
  • Some wave nodes throughout the event give unique rewards of 1000 ISO or an EotS Recruit Token.
  • Sub-Event 1: S.H.I.E.L.D. Base
    • Number of Main Nodes to Open Sub-Event: 1
    • Length: 48 hours
    • Unique Rewards: 1000 ISO, EotS Recruit Token
    • Sub-Event Nodes: 9 Total. 1 Team-Up (repeatable); 3 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
    • Enemy Types: Wolverine (2*), Hammer Goons, Hand Goons
  • Sub-Event 2: Avenger's Tower
    • Number of Main Nodes to Open Sub-Event: 1
    • Length: 24 hours
    • Unique Rewards: EotS Recruit Token
    • Sub-Event Nodes: 9 Total. 4 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
    • Enemy Types: Wolverine (2*), Hand Goons
  • Sub-Event 3: The X-Mansion
    • Number of Main Nodes to Open Sub-Event: 1
    • Length: 24 hours
    • Unique Rewards: 1000 ISO, EotS Recruit Token
    • Sub-Event Nodes: 9 Total. 4 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
    • Enemy Types: Wolverine (2*), Hand Goons
  • Sub-Event 4: Hell's Kitchen
    • Number of Main Nodes to Open Sub-Event: 1
    • Length: 24 hours
    • Unique Rewards: None
    • Sub-Event Nodes: 10 Total. 6 Regular (repeatable); 3 Essential (3 regular) (repeatable); 1 One-Time Only (team-up)
    • Enemy Types: Gorgon, Wolverine (2*), Hand Goons
  • Sub-Event 5: Hand Fortress
    • Number of Main Nodes to Open Sub-Event: 1
    • Length: 24 hours
    • Unique Rewards: 1000 ISO, EotS Recruit Token
    • Sub-Event Nodes: 9 Total. 3 Regular (repeatable); 3 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
    • Enemy Types: Gorgon, Hand Goons
  • Sub-Event 6: Nick Fury Rescue
    • Number of Main Nodes to Open Sub-Event: 1
    • Length: 24 Hours
    • Unique Rewards: EotS Recruit Token
    • Sub-Event Nodes: 9 Total. 4 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
    • Enemy Types: Gorgon, Hammer Goons, Hand Goons
Link to mags1587 PVE Format Guide

Powered Up
star.png star.png star.png star.png
icon_jeangrey.png (Essential)
icon_katebishop.png (New)
icon_warmachine.png (New)
icon_kingpin.png
icon_wintersoldier.png
icon_quake.png
icon_ironman.png

star.png star.png star.png
icon_ironfist.png (Essential)
icon_deadpool.png
icon_daken.png
icon_sentry.png
icon_scarletwitch.png
icon_magneto.png

star.png star.png
icon_humantorch.png (Essential)
icon_wolverine.png
icon_storm.png
icon_thor.png

star.png
icon_venom.png
icon_hawkeye.png

Progression awards:
100: token_standard.png
500: 100 iso8big.png
1000: rainbow damage boost
2500: healthpackbig.png
5300: rainbow AP stockpile
8900: 250 iso8big.png
13100: star.png star.png icon_humantorch.png greenflag.png
18000: 250 iso8big.png
23500: token_event.png
29000: 250 iso8big.png
35500: star.png star.png icon_thor.png redflag.png
42000: 500 iso8big.png
49000: 50 heropointsbig.png
56500: 500 iso8big.png
64000: star.png star.png star.png icon_ironfist.png blackflag.png
71000: 1000 iso8big.png
80500: 25 heropointsbig.png
91500: token_event.png
103500: 2000 iso8big.png
116000: 25 commandpointsbig.png

Placement rewards:
1: icon_x23.png redflag.png + rewards for 2-5
2-5: icon_x23.png purpleflag.png + rewards for 6-10
6-10: icon_x23.png greenflag.png + rewards for 11-20
11-20: icon_storm.png blackflag.png yellowflag.png greenflag.png , 3000 iso8big.png, 100 heropointsbig.png
21-50: icon_storm.png blackflag.png yellowflag.png greenflag.png , 2500 iso8big.png, 100 heropointsbig.png
51-100: icon_storm.png yellowflag.png greenflag.png , 2000 iso8big.png, 50 heropointsbig.png
101-200: icon_storm.png greenflag.png , 1500 iso8big.png, 50 heropointsbig.png
201-300: icon_captainamerica.png blueflag.png , 1000 iso8big.png, 25 heropointsbig.png
301-400: icon_captainamerica.png blueflag.png , 500 iso8big.png
401-500: token_standard.png x 3, 250 iso8big.png
501-600: token_standard.png x 2, 250 iso8big.png
601-800: token_standard.png, 250 iso8big.png
801-1000: 250 iso8big.png

Alliance rewards:
1-2: icon_storm.png greenflag.png , 5000 iso8big.png, 250 heropointsbig.png
3-10: icon_storm.png greenflag.png , 5000 iso8big.png, 100 heropointsbig.png
11-25: icon_storm.png greenflag.png , 3000 iso8big.png, 100 heropointsbig.png
26-50: icon_storm.png greenflag.png , 2000 iso8big.png, 100 heropointsbig.png
51-100: icon_storm.png greenflag.png , 1000 iso8big.png, 50 heropointsbig.png
101-250: 1000 iso8big.png, 50 heropointsbig.png
251-500: 500 iso8big.png, 25 heropointsbig.png
501-1000: 500 iso8big.png
1001-10000: 250 iso8big.png

Sub-Event Placement Rewards
1-2: token_event.png x2, 1000 iso8big.png, 100 heropointsbig.png, 2 commandpointsbig.png
3-10: token_event.png , 1000 iso8big.png, 100 heropointsbig.png, 1 commandpointsbig.png
11-50: token_event.png , 1000 iso8big.png, 50 heropointsbig.png
51-100: token_event.png , 1000 iso8big.png
101-200: token_event.png , 500 iso8big.png
201-300: token_event.png , 250 iso8big.png
301-400: token_heroic.png , 250 iso8big.png
401-500: token_standard.png x3, 250 iso8big.png
5ß1-600: token_standard.png x2, 250 iso8big.png
601-800: token_standard.png , 250 iso8big.png
801-900: 140 iso8big.png
901-1000: 70 iso8big.png

Alliance
1-10: token_event.png , 250 iso8big.png
11-50: token_event.png , 100 iso8big.png
51-100: token_heroic.png , 100 iso8big.png
101-250: token_heroic.png ,70 iso8big.png
251-1000: token_standard.png x3, 70 iso8big.png
1001-2000: token_standard.png x2, 70 iso8big.png
2001-5000: token_standard.png , 70 iso8big.png
5001-10000: token_standard.png

Previous runs
PVE: Enemy of the State (2016-03-17 to 2016-03-24) (PVE Difficulty test: all participants received 3 bonus token_event.png , and top 50 received 10 bonus commandpointsbig.png
PVE: Enemy of the State (2016-01-07 to 2016-01-14)
PVE: Enemy of the State 22 Oct - 30 Oct
PVE: Enemy of the State (August 13-21)
PVE: Enemy of the State (July 9-17)
Enemy of the State - April 30 - May 8
Enemy of the State - Feb 18 - 24
Enemy of the State - Dec 23 - 29
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Comments

  • QuebbsterQuebbster Posts: 7,982 Chairperson of the Boards
    Very tempted to softcap my Quake for this. She's only 2/2/5 and thus can only go up to 188, but it seems like she'd be a good protection against Caltrops.
  • actarus76actarus76 Posts: 29 Just Dropped In
    i've unlocked a node and there isn't time to recharge as you wrote: since all players will do the same points on the sub, how could you define the classification? in that new way you facilitate those who play a lot on sub beginning, don't you?
    so no way for "play as you want" but "play a lot at the beginning". icon_eek.gif

    except what i wrote, it seems good but, for being sure, i have to wait the end of the event
  • TxMooseTxMoose Age Unconfirmed Posts: 4,319 Chairperson of the Boards
    edited June 2016
    Quebbster wrote:
    Very tempted to softcap my Quake for this. She's only 2/2/5 and thus can only go up to 188, but it seems like she'd be a good protection against Caltrops.
    I've taken my 3/5/4 quake to 145 for pve in general, but especially for this EotS. she currently squashes 2629. anyone know what level 325 caltrops does? once I get another green/blue, she's getting more iso - maybe all the way.

    edit: well tinykitty - nevermind. 325 won't be the highest caltrops I see here icon_e_sad.gif . forgot about the new scaling and I have a 405 and boosted hb (edit: and jean). mine will top out higher, probably much higher.
  • MalcrofMalcrof GLOBAL_MODERATORS Posts: 5,743 Chairperson of the Boards
    Sub one rewards :

    Hard and essential all have
    1x 70 iso, 2x 100 iso, 5x 250 iso
    Hard and essential wave have 3x 500 iso, 2x std token and 1 crit boost
    Hard wave has gold token
    essential wave has 1000 iso
    Hard and essential non wave have 4x500 iso, either 2 cp and 1 std or 2 std and 1 crit boost
    Easy 3x 70 iso, 2 x 100 iso, 4x 200 iso, 2 x std (easy wave has one less 200 and 1000 instead)

    Total = 22030 iso plus at least 1400 iso from std tokens

    credit to Pumpin81 for the research!
  • TxMooseTxMoose Age Unconfirmed Posts: 4,319 Chairperson of the Boards
    so cp progression is just a little over 3 clears a day, right? 116K vx ~109Kish. someone double check me. progression looks pretty reasonable. should be double though for 7-days. 3 clears when all the wave nodes hit still takes some time.
  • BlackSheep101BlackSheep101 Age Unconfirmed Posts: 2,045 Chairperson of the Boards
    Malcrof wrote:
    Sub one rewards :
    Hard and essential all have
    1x 70 iso, 2x 100 iso, 5x 250 iso
    ...
    Hard and essential non wave have 4x500 iso, either 2 cp and 1 std or 2 std and 1 crit boost
    I got confused by the break up of the rewards, but now I see that the hard nodes will indeed have 15 rewards. Not sure I'll be mining out all 15, but we'll see. icon_e_smile.gif
  • DiarchosDiarchos Age Unconfirmed Posts: 48 Just Dropped In
    I really like this Setup!

    gonna be interesting to see how many People will grind the nodes all the way,
  • TatercatTatercat Age Unconfirmed Posts: 930 Critical Contributor
    I was able to clear every node but the last one last night and this morning I cleared the final 4 passes for it to reach max points with 24 hours to go in the sub (Time to work on Simulator PVP!). I'm at #11 currently in my bracket. If all the subs run 2 days (which they won't, I know), I kinda of like this so far. I won't be able to keep this up as I'm traveling this weekend, but that's the most ISO I've ever accumulated in one 24 hour period (+ DDQ and PVP rewards).

    We'll see how it goes, but for ISO farming, its pretty nice, and that's what I need. I don't care about placement right now, and it will be nice to not have to grind at the end of sub tomorrow, only to turn around start a clear again. Granted, with a champ JG, the grind isn't so bad for me, but this is the most I've ever used Quake.

    Scaling got as high as lvl 375 for the last node and lvl 358 for the last survival node. THAT's going to be where the tough stuff starts though, when you start getting survival nodes at that level with Gorgon, not just goons.
  • mpqr7mpqr7 Posts: 2,642 Chairperson of the Boards
    The token node on the first sub way quite hard. However I have a team that let me do it without losing any hitpoints:

    KK/Falcon/Quake

    It was very slow, but it worked. I might try substituting JG for KK. Hopefully still works, is a bit faster.
  • We_are_VenomWe_are_Venom Age Unconfirmed Posts: 308 Mover and Shaker
    edited June 2016
    My highest non 5*, boosted is 193. Final node, first sub, I'm 7/15 and they are level 250. 57 levels at not even halfway. What the hell am I supposed to do with that? Storm is downed in 3 matches by Wolverine or two caltrop matches and she's my 193. It's so bogus.
  • RicobeRicobe Age Unconfirmed Posts: 8
    I think the new system is bad. Still on the first day and some players are already around 35k points. This event gives a big boost to hardcore players, while those with not as much time are pushed down in rankings
  • Moon RoachMoon Roach Posts: 2,844 Chairperson of the Boards
    The animations on this event are so slow, I'm getting hints on my next move before they've finished resolving.

    Given that the AI already knows the outcome of the move, after all, it displays Victory before the animation of your final move is even completed, is it too much to ask that the animations be toned down / speeded up a little? Or at least, give us a speed scale for animations as we have for the volume of music and sound effects.
  • sambrookjmsambrookjm Posts: 1,224 Chairperson of the Boards
    Wolverines final level on the last fight in there was 364, with Adamantium Slash doing about 9400 pts of damage. Without a boosted Hulkbuster/Jean Grey team, there's no way I could have done those last five rounds with him. I still killed Caltrops Ninja first, though...those were smacking me for close to 2K damage a match.

    The third person on the team I used was my championed 3-star Cyclops, changed to 3/5/5. It's not like I was using his red ability, with Repulsor Punch doing 945 pts per red. I did use his Full Blast instead of Overdrive, though. There were pretty much always enough reds on the board to get the full damage.

    Even with all that, I still had to use +2 Red/Yellow, +2 All, and 50% red/yellow damage. I can't wait until Gorgon shows up at these insane levels...
  • Huntah86Huntah86 Posts: 210 Tile Toppler
    Interesting idea and I like having a concrete goal to strive for and not having to play on a schedule. My only issue is that the scaleing is out of whack. I spent all day today trying to finish clearing all the nodes for part 1 and couldnt clear the last 3 on the last Wolverine level. Even with three more clears to go he was 30 levels higher than my highest level character (even including boosts). All 3 had over 1.5x the health that any of my covers had. Even though its tedious I do like all the ISO Im getting though.
  • PeeOnePeeOne Posts: 207 Tile Toppler
    edited June 2016
    Yelling out for some suggestions....

    Day 3 and I only have to repeat the final tower node "trapped" for the 8th and 9th time...

    I've thrown about every combination at it for these last attempts with a roster clearly sitting in the sickbay...

    Can anyone think of a different combination based on my roster... The link to it should be pretty up to date... Thanks

    Update: thanks to OSJP... I missed the KK - her healing did the trick!!!
  • PeeOnePeeOne Posts: 207 Tile Toppler
    OJSP wrote:
    PeeOne wrote:
    Yelling out for some suggestions....

    Day 3 and I only have to repeat the final tower node "trapped" for the 8th and 9th time...

    I've thrown about every combination at it for these last attempts with a roster clearly sitting in the sickbay...

    Can anyone think of a different combination based on my roster... The link to it should be pretty up to date... Thanks
    Steve, IM40, KK should allow you to clear survival nodes with some consistency. Use +2 redtile.png / yellowtile.png and/or Rainbow AP boost to speed up Recharge and you should be fine. Stun Kishus and Teisatsus as a priority. You might want to level up KK, but she's not really necessary in the setup apart from providing healing whenever a shield flies. You've got her 5/3/5 so she should be healing more than a 3/5/5 max KK anyway, I think. You'd want to re-spec Steve to 3/5/5 and IM40 to 5/3/5.

    PS - KK was championed to 168!! Only roster change I hadn't updated since last week - LOL
  • CrowlCrowl Posts: 1,503 Chairperson of the Boards
    OJSP wrote:
    Steve, IM40, KK should allow you to clear survival nodes with some consistency. Use +2 redtile.png / yellowtile.png and/or Rainbow AP boost to speed up Recharge and you should be fine. Stun Kishus and Teisatsus as a priority. You might want to level up KK, but she's not really necessary in the setup apart from providing healing whenever a shield flies. You've got her 5/3/5 so she should be healing more than a 3/5/5 max KK anyway, I think. You'd want to re-spec Steve to 3/5/5 and IM40 to 5/3/5.

    If they are going to be using Steve's red then going for 5 red on im40 doesn't really make much sense, I go 4/4/5 so both colours are usable, but in their scenario 3/5/5 would probably be a better option.
  • meg4meg4 Age Unconfirmed Posts: 1
    Not a fan of this setup. Placement rewards are now impossible unless you have no job/life outside of this game, which seems the opposite of what they're going for. I cleared every single node on the first 2 day sub, 21 hours before the end, and still only placed 45th. Even though i had as many points as the first placer, they got there first. So now it's just a race with a clearly defined goal that favors those with nothing else to do in life ever.
    If this version sticks I doubt I'll keep playing. PVE has always been enjoyable as something I could play a moderate amount and do decently, or play a lot and place highly. Now I can play a ton and still do poorly? No thank you.
  • BlackSheep101BlackSheep101 Age Unconfirmed Posts: 2,045 Chairperson of the Boards
    I don't have a well covered Jean, and while I'm working on champing my HB, he's stuck with 3 black, so I've been looking for a team to grind in the absence of OML. Finally settled on X-23/xfdp/daken. Mainly I try to cover the board with red strikes and build up enough green, purple and blue to snipe targets.

    I know people have been lamenting seeing Gorgon in the later subs, but I can't wait to get my best hero back.
  • SluggoSluggo Posts: 502 Critical Contributor
    For the final Black Hole gauntlet of sub 3, I'd been using IF/IM40/Mags, which worked really well up until the node scaled up a few times. At which point Turn to Smoke became a real problem. If I stocked up a bunch of AP and killed several Teisatsu too quickly, I suddenly had 9 attack tiles on the board doing 2K a turn, which my team just couldn't survive for long -- I kept wiping during the last wave.

    So I swapped in *3 Steve for Mags, and while it sacrificed a little damage, it made my final three clears a breeze. First, I didn't realize you could bypass Turn to Smoke completely if you stun a Teisatsu before killing him, and then you have Steve's red and blue to overwrite any CDs and attack tiles you need to remove. I used a yellow boost to give IM40 a headstart, and on two of my final three clears, my team never took any damage.
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