Masheenz Posted Wednesday at 07:03 PM Posted Wednesday at 07:03 PM I ran into this earlier with a mission team but in that instance we had to debuff 1000% regen glitch to take down the arch v. Envenomed dagger temp power was used to finally defeat it. So what is the buff that these guys always put up right before they are defeated? I made a video in case someone wanted to see how cyclops react for educational purpose.
Psyonico Posted Wednesday at 07:16 PM Posted Wednesday at 07:16 PM I believe it is Unstoppable, which grants very high resistance to all but psi. 2 1 1 What this team needs is more Defenders
Lost Cosmonaut Posted Wednesday at 07:17 PM Posted Wednesday at 07:17 PM I think that is Unstoppable: https://homecoming.wiki/wiki/Cimeroran_Traitors#Cyclops 1 1
Triumphant Posted yesterday at 07:43 AM Posted yesterday at 07:43 AM When you're just fighting one by itself, when that buff kicks in, just save your energy and evade the big lug until it runs out. Once the timer runs out, you can burn it down really quick.
Uun Posted 20 hours ago Posted 20 hours ago It's useful to understand how these foes are built. Out of the box they have 30% S/L and 35% F/C/E/N/T resistance. Unstoppable (which has a 45s duration) adds 65% S/L and 60% F/C/E/N/T resistance, taking them to 95% resistance to everything except psi. While damage resistance caps at 90%, the additional 5% resistance makes it more difficult to debuff their resistance (https://homecoming.wiki/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs). There are a couple of ways to deal with Unstoppable: Psi damage - Cyclops and Minotaurs have no resistance to psi whatsoever. -End/-Recovery - if you can floor their endurance before they pop Unstoppable, they won't be able to fire it (or the animation will occur but will have no effect). Wait for Unstoppable to expire - fighting them while Unstoppable is up is pointless. Kite them or beat up something else for 45s. https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss If you're fighting the Incarnate versions, base E/N resistance is increased to 50% and E/N resistance from Unstoppable is reduced to 45%. https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss_endgame Not sure what you're referring to regarding 1000% regen. Neither Cyclops or Minotaurs have any regen buffs, whether from Unstoppable or otherwise. 1 Uuniverse
MoonSheep Posted 19 hours ago Posted 19 hours ago 38 minutes ago, Uun said: It's useful to understand how these foes are built. Out of the box they have 30% S/L and 35% F/C/E/N/T resistance. Unstoppable (which has a 45s duration) adds 65% S/L and 60% F/C/E/N/T resistance, taking them to 95% resistance to everything except psi. While damage resistance caps at 90%, the additional 5% resistance makes it more difficult to debuff their resistance (https://homecoming.wiki/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs). There are a couple of ways to deal with Unstoppable: Psi damage - Cyclops and Minotaurs have no resistance to psi whatsoever. -End/-Recovery - if you can floor their endurance before they pop Unstoppable, they won't be able to fire it (or the animation will occur but will have no effect). Wait for Unstoppable to expire - fighting them while Unstoppable is up is pointless. Kite them or beat up something else for 45s. https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss If you're fighting the Incarnate versions, base E/N resistance is increased to 50% and E/N resistance from Unstoppable is reduced to 45%. https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss_endgame Not sure what you're referring to regarding 1000% regen. Neither Cyclops or Minotaurs have any regen buffs, whether from Unstoppable or otherwise. i’ve also found putting two psi procs into slow recharging hold powers works well to cut through them If you're not dying you're not living
Biff Pow Posted 9 hours ago Posted 9 hours ago One of those situations where Psi attacks are really satisfying (also: Shock Treatment.)
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