Difference between revisions of "Sector 10"

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'''Sector 10'''
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[[Image:APFLaunchpad.png|thumb|right|420px|An Omni-Tek Shuttle hovers at the ICC's APF Launchpad in the Andromeda zone]]
 
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'''Sector 10''' is an [[Alien Playfields|Alien Playfield]] (APF). Sector 10 is for players up to level 150. Recommended level range is 130-150.  
 
 
''Basic info''
 
Sector 10 is for players up to level 150. Recommended level range is 130-150.
 
 
 
Portions of this guide info taken from AO forums, posted by Xalris, then heavily modified by me (Hayedid)
 
 
 
Raidbot section added/edited by Tutomech.
 
  
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A Unicorn transport lifts off from Andromeda every 10 minutes to take Rubi-Ka citizens of all factions to the Alien sectors. Sector 10 is an organized raid with formal rules of conduct but welcome to all who abide by those rules.
  
  
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There is a list of official raidleaders (command is !adminlist), but any member of the bot is allowed to organize a public raid.
 
There is a list of official raidleaders (command is !adminlist), but any member of the bot is allowed to organize a public raid.
 
Public raid means that raidleader has to accept anyone that wants into his raid force (exceptions would be ninja looters, leachers, saboteurs, etc.) '''Misuse of sectorbot for private raids is a bannable offense.'''
 
Public raid means that raidleader has to accept anyone that wants into his raid force (exceptions would be ninja looters, leachers, saboteurs, etc.) '''Misuse of sectorbot for private raids is a bannable offense.'''
 
  
  
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To get into the main part of Sector 10 you must first pass the first fence. The first fence, directly in front of where you start raids, should be gone through with care. The left and right posts are armed and will cause you to instantly die if you go too near them, keep close to the center post and you will be fine.
 
To get into the main part of Sector 10 you must first pass the first fence. The first fence, directly in front of where you start raids, should be gone through with care. The left and right posts are armed and will cause you to instantly die if you go too near them, keep close to the center post and you will be fine.
 
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[[Image:APFTransport.png|thumb|left|300px|Surprisingly agile for such bulky craft, the APF transports all with authorization who step into the blue circle to aid in the fight against the Aliens]]
 
Once past the first fence you will start encountering aliens. The first type of alien you will probably encounter is your bog standard ensigns and generals. Sector 10 ensigns (the type IIs even more so) have quite high HP for their level; however they are honestly quite easy on their own, even solo. There might also be an alien larvae or two around here, so use the device you picked up on the mission on them, alien larvae are nasty little buggers and can hit upwards of 2k. Generals and Alien Comm Officers are capable of uncalming mobs nearby, so be sure to calm/kill them asap. They can and will pose a problem at times, when they uncalm everything and create chaos. Recalm nearby mobs as quickly as possible, and focus on killing the Gen/Comm Officer.
 
Once past the first fence you will start encountering aliens. The first type of alien you will probably encounter is your bog standard ensigns and generals. Sector 10 ensigns (the type IIs even more so) have quite high HP for their level; however they are honestly quite easy on their own, even solo. There might also be an alien larvae or two around here, so use the device you picked up on the mission on them, alien larvae are nasty little buggers and can hit upwards of 2k. Generals and Alien Comm Officers are capable of uncalming mobs nearby, so be sure to calm/kill them asap. They can and will pose a problem at times, when they uncalm everything and create chaos. Recalm nearby mobs as quickly as possible, and focus on killing the Gen/Comm Officer.
  
Pushing on through the left branch of the ravine the next thing you will encounter is probably going to be a regeneration conduit. These do no damage however they must be killed as they cast AoE snares, they have little HP so rangers should fire from a distance at them to minimize the amount of people snared. If you get snared please use free movement stims as fast as possible, especially if you are a support healer as the AoE snare also lowers nano init.
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Pushing on through the left branch of the ravine the next thing you will encounter is probably going to be a regeneration conduit. These do no damage however they must be killed as they cast AoE [[Engineer Guide#Terms & Concepts|snare]]s, they have little HP so rangers should fire from a distance at them to minimize the amount of people snared. If you get snared please use free movement stims as fast as possible, especially if you are a support healer as the [[AoE]] snare also lowers nano init.
  
 
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[[nukes]]
  
At this point you will also probably encounter alien vectors, which look like extremely large versions of Zixx. Vectors are hard hitting monsters, however they have relatively low HP so like type AoE nuking type IIs vectors should be targeted first, possibly even before the AoE nukers.
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At this point you will also probably encounter alien 'vectors', which look like extremely large versions of Zixx. Vectors are hard hitting monsters, however they have relatively low HP so like type AoE nuking type IIs vectors should be targeted first, possibly even before the AoE nukers.
  
 
The raid force should then carry on following the same path until they reach a point where the area widens. There are no branches in the ravine until the wide space except for the first left. There will be no monsters other that the ones previously mentioned.
 
The raid force should then carry on following the same path until they reach a point where the area widens. There are no branches in the ravine until the wide space except for the first left. There will be no monsters other that the ones previously mentioned.
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The Boss. The Middle boss has 2 tricks up his sleeve, and both involve spawning things. The first thing he will spawn are Alien Defense Systems, little balls that nuke underneath themselves for 20k. Crats and fixers should spam the boss with AoE snares as soon as these balls are spawned. Targeting the boss while casting the snare will affect all the balls. The second spawn is multiple Alien Larvae. Crats should AoE calm these (nearly 100% chance of calming), and then the team should use beacons on them asap. This boss has a 1 hour respawn.
 
The Boss. The Middle boss has 2 tricks up his sleeve, and both involve spawning things. The first thing he will spawn are Alien Defense Systems, little balls that nuke underneath themselves for 20k. Crats and fixers should spam the boss with AoE snares as soon as these balls are spawned. Targeting the boss while casting the snare will affect all the balls. The second spawn is multiple Alien Larvae. Crats should AoE calm these (nearly 100% chance of calming), and then the team should use beacons on them asap. This boss has a 1 hour respawn.
  
The Fight. The tank goes in first, and make sure to have the rest of the team wait a moment to allow the tank to establish agro. Agents should wait a little extra with their AS. Keep to the South-West of the boss as much as possible, to avoid adds from the East. DD profs focus on doing damage, Support profs do damage and keep an eye out for adds. Crats and fixers
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The Fight. The tank goes in first, and make sure to have the rest of the team wait a moment to allow the tank to establish [[aggro]]. Agents should wait a little extra with their Aimed Shot (AS). Keep to the South-West of the boss as much as possible, to avoid adds from the East. [[DD]] profs focus on doing damage, Support profs do damage and keep an eye out for adds. Crats and Fixers
  
 
The advised method of dealing with loot is to have 1 designated looter for everything (pick someone trustworthy!) and then have the team roll all the loot at the end of the entire raid.
 
The advised method of dealing with loot is to have 1 designated looter for everything (pick someone trustworthy!) and then have the team roll all the loot at the end of the entire raid.
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If you plan to team with a crat and use calms as the means to travel between bosses, then reflect/damage shields, symbs that give damage shields, and points in the Bio Cocoon perkline should be avoided.  The reason for this is because many aliens have long casting time with nukes, so after being calmed their nuke can finish being cast and do damage.  If the nuke hits someone with a damage/reflect shield, the alien will take a small amount of damage and will no longer be calmed.  This poses the greatest problem when the mob in question is a General or Comm Officer, because those can only be calmed by a special calm, and they can only be affected by it once every 30(?) minutes, which means no re-calming.  The situation is made worse by the fact that Generals and Comm Officers are both capable of uncalming nearby aliens.  For this reason a damage/reflect shield can (and often does) lead to major problems when calming, and should be avoided if possible.
 
If you plan to team with a crat and use calms as the means to travel between bosses, then reflect/damage shields, symbs that give damage shields, and points in the Bio Cocoon perkline should be avoided.  The reason for this is because many aliens have long casting time with nukes, so after being calmed their nuke can finish being cast and do damage.  If the nuke hits someone with a damage/reflect shield, the alien will take a small amount of damage and will no longer be calmed.  This poses the greatest problem when the mob in question is a General or Comm Officer, because those can only be calmed by a special calm, and they can only be affected by it once every 30(?) minutes, which means no re-calming.  The situation is made worse by the fact that Generals and Comm Officers are both capable of uncalming nearby aliens.  For this reason a damage/reflect shield can (and often does) lead to major problems when calming, and should be avoided if possible.
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== Loot ==
 
== Loot ==
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- Hacker ICE-Breaker Source (exchanged for a 100% CRU)
 
- Hacker ICE-Breaker Source (exchanged for a 100% CRU)
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[[Image:APFLand.png|thumb|right|300px|Unicorn guards are posted to the transport launching pad to protect the mega-million credit ships, but are forbidden by the ICC from harassing Clans or Neutrals]]
  
 
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'''[[Enforce]]r
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'''[[Enforcer]]:''' You are a tank, and when necessary, minor [[crowd control]]
  
 
'''[[Engineer]]:''' Your role is DD against the bosses, and providing reflect shields against the bosses if the team has no soldier. It is usually wisest to not even pop your bot until the team is preparing for the boss fight, to prevent the pet from ruining things as it does so well.
 
'''[[Engineer]]:''' Your role is DD against the bosses, and providing reflect shields against the bosses if the team has no soldier. It is usually wisest to not even pop your bot until the team is preparing for the boss fight, to prevent the pet from ruining things as it does so well.
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'''[[Keeper]]:''' Your main role is DD, but you are valuable for the auras you provide, especially nano and ward. With a Copy of the Excalibur your damage output will be enormous.
 
'''[[Keeper]]:''' Your main role is DD, but you are valuable for the auras you provide, especially nano and ward. With a Copy of the Excalibur your damage output will be enormous.
  
'''[[Martial Artist]]:''' Damage is what you were made to do, and DD is your role. You will find some aliens you will crit 100% against, which will make your dps skyrocket. Be careful not to steal agro in boss fights, and when necessary be willing to provide backup healing.
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'''[[Martial Artist]]:''' Damage is what you were made to do, and DD is your role. You will find some aliens you will crit 100% against, which will make your [[dps]] skyrocket. Be careful not to steal aggro in boss fights, and when necessary be willing to provide backup healing.
  
 
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'''[[Meta-
  
 
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'''[[Nano-
  
 
'''[[Shade]]:''' You are a major DD, end of story. Run stun procs/perks against bosses as much as possible, as they will be invaluable in slowing damage against the tank. Be careful not to steal agro, you are squishy.
 
'''[[Shade]]:''' You are a major DD, end of story. Run stun procs/perks against bosses as much as possible, as they will be invaluable in slowing damage against the tank. Be careful not to steal agro, you are squishy.
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Portions of this guide info taken from AO forums, posted by Xalris, then heavily modified by me (Hayedid)
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Raidbot section added/edited by Tutomech.
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<!-- Links need to be added for items -->
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== See Also ==
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* [[Alien Playfields]]
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* [[Assisting]]
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* [[Concentration of Fire]]
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* [[Sector 13]]
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* [[Sector 28]]
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* [[Sector 35]]
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* [[Sector 42]]
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== External Links ==
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* [http://www.ao-universe.com/main.php?site=knowledge&link=3&id=48 Alien Invasion Guides - Location Guides&Maps: Alien Playfields Guide] The basics on Alien Playfields from AO Universe.
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* [http://forums.anarchy-online.com/showthread.php?t=498975 Forum Guide on Sector 10 raids] at Anarchy Online.com Bulletin Boards.
  
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[[category:Alien Invasion]]
 
[[category:Alien Invasion]]
 
[[category:Raids]]
 
[[category:Raids]]
 
[[category:Playfields]]
 
[[category:Playfields]]

Revision as of 08:29, 2 March 2010