The Pit Challenge Tier & Relic 8 [MEGA]

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crzydroid
5170 posts Moderator
edited December 2020
DEV POST
CG_SBCrumb wrote: »
Hi Holotable Heroes,

Today we are launching a new piece of content for high level guilds who have mastered the other raids, The Pit Challenge Tier!

The Pit: Challenge Tier

The Challenge Tier for The Pit raid requires a high level Guild to work closely together in order to complete. While the rewards will help you power up your squads even further, the event is intended to challenge a guild as whole. As a result, it will be very difficult for a player or even a handful of guildmates to complete. Similar to Heroic Raids, Guilds will have 48 hours to complete this event. Since the Challenge Tier is designed to require cooperation, we have opted for a flatter prizing structure to reduce some of the friction in-guild while still acknowledging degrees of participation and success. In short, every player who participates will earn the new Level 8 Relic Amplifier material, Aeromagnifiers.
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The event is available to all Guilds right away but only Relic 5 characters and up are allowed to participate. The Challenge tier uses a new type of ticket and is a completely separate event in the Guilds tab. Which means Guilds will be able to participate in the Challenge Tier while simming the regular The Pit like before.

Launch Cost: 180,000 Tickets
Note: Ticket cap for The Pit (Challenge) tickets is 210,000 Tickets. Guilds will receive an initial credit of 210,000 tickets when their Guild Leader logs in for the first time.

Below, we’ve highlighted in blue all the mechanical changes compared to the original raid.

CHANGES IN BLUE

Phase I Changes
Gamorrean Captain
Basic - Mighty Thrust
Description: Deal Physical damage to target enemy, plus bonus damage equal to 30% of their Max Health, and damage another random enemy.If the target had 25% Health or more, also call an ally to Assist. This attack can't be evaded or countered.
Special 1 - Rally the Guards
Description: Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle.
Special 2 - Bestial Roar
Description: All allies gain 50% Turn Meter and Offense Up for 3 turns, and other allies recover 50% of their Max Health.
Special 3 - Kill Order
Description: Inflict Deathmark and Healing Immunity on target enemy for 5 turns. This ability can't be Resisted or Evaded.
(Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Unique 1 - Pit Fighter II
Description: This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects.
For every 20% of its Health lost, this unit gains 75% Offense and Speed (stacking).
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery (stacking) until end of encounter, tripled for Galactic Legends.

Unique 2 - Fearsome Foe IV
Description: As long as this unit isn't Toppled, it has +75% Tenacity, gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Gamorrean Brute
Basic - Heavy Chop
Description: Deal Physical damage to target enemy and inflict Healing Immunity for 2 turns. This attack will critically hit if able.
Special 1 - Head Splitter
Description: Deal Physical damage to target enemy and inflict Buff Immunity, Ability Block, and Speed Down for 2 turns.
Special 2 - Impede
Description: Gamorrean Brute Taunts, gains Defense Up and Critical Hit Immunity for 3 turns, and gains 70% Turn Meter.
Gamorrean Guard
Basic - Hack and Slash
Description: Deal Physical damage to target enemy and inflict five Damage Over Time effects on them for 3 turns.
Special 1 - Muscle In
Description: Gamorrean Guard Taunts and gains Retribution for 2 turns.
Special 2 - Punch Through
Description: Deal Physical damage to target enemy and Expose them for 2 turns.

Phase II Changes
Rancor
Basic - Crushing Claw
Description: Inflict Healing Immunity for 2 turns to the target and another random enemy, then deal Physical damage to them. Then dispel their buffs and reduce their Max Protection by 50% (stacking). This ability can't be countered.
Special 1 - Rancor Slam
Description: Deal Physical damage to all enemies and inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 60% Health.
Special 2 - Bellow
Description: The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. Inflict Daze on all enemies for 2 turns.
Special 3 - Devour
Description: Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Unique 1 - Monstrous Endurance
Description: The Rancor has +125% Armor as long as it isn't suffering any negative status effects.
Unique 2 - Pit Fighter II
Description: This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects.
For every 20% of its Health lost, this unit gains 75% Offense and Speed (stacking).
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery (stacking) until end of encounter, tripled for Galactic Legends.

Unique 2 - Fearsome Foe IV
Description: As long as this unit isn't Toppled, it has +75% Tenacity, gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Door Control Panel
Unique - Lockdown
Description: When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn.

After being disabled, this device is temporarily inactive.

Phase III Changes
Rancor
Basic - Crushing Claw
Description: Inflict Healing Immunity for 2 turns to the target and another random enemy, then deal Physical damage to them. Then dispel their buffs and reduce their Max Protection by 50% (stacking). This ability can't be countered.
Special 1 - Rancor Slam
Description: Deal Physical damage to all enemies and inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 60% Health.
Special 2 - Bellow
Description: The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. Inflict Daze on all enemies for 2 turns.
Special 3 - Devour
Description: Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Unique 1 - Debilitating Wounds
Description: The Rancor takes 75% less damage from enemies suffering a negative status effect.
Unique 2 - Pit Fighter II
Description: This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects.
For every 20% of its Health lost, this unit gains 75% Offense and Speed (stacking).
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery (stacking) until end of encounter, tripled for Galactic Legends.

Unique 2 - Fearsome Foe IV
Description: As long as this unit isn't Toppled, it has +75% Tenacity, gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Door Control Panel
Unique - Lockdown
Description: When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn.
After being disabled, this device is temporarily inactive.


Phase IV Changes
Rancor
Basic - Crushing Claw
Description: Inflict Healing Immunity for 2 turns to the target and another random enemy, then deal Physical damage to them. Then dispel their buffs and reduce their Max Protection by 50% (stacking). This ability can't be countered.
Special 1 - Rancor Slam
Description: Deal Physical damage to all enemies and inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 60% Health.
Special 2 - Bellow
Description: The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. Inflict Daze on all enemies for 2 turns.
Unique 1 - Rancor Rage
Description: The Rancor may no longer use Devour, but it has +100% Speed and its ability cooldowns recover 100% faster.
Unique 2 - Pit Fighter II
Description: This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects.
For every 20% of its Health lost, this unit gains 75% Offense and Speed (stacking).
At the start of each of its turns, this unit gains 50 Armor Penetration and 10% Critical Chance, Critical Damage, and Potency (stacking) and all enemies both active and defeated lose 5% Offense, Tenacity, and Mastery (stacking) until end of encounter, tripled for Galactic Legends.

Unique 2 - Fearsome Foe IV
Description: As long as this unit isn't Toppled, it has +75% Tenacity, gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.


Relic 8
The Challenge Tier of The Pit provides a variety of top tier rewards but it also rewards an exclusive item needed for the next level of Relic Amplifiers. Level 8 Relic Amplifiers require 20 each of two new Relic materials. The first material, Impulse Detectors, is created from salvage; the other material, Aeromagnifiers, are unique to the Challenge Rancor Raid.
huxpb284rym8.pngmr8b261rbby9.png

We wanted Relic 8 to initially have a raid-exclusive aspect in order to give Guilds some new goals to work toward and at the same time, reinforce the core gameplay for Guilds in Galaxy of Heroes. Here’s how many Aeromagnifiers you can earn (in addition to other rewards) from completing the Challenge Tier.
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Note: There is a visual bug that only shows Reward Ranks 1, 2, 6-10, 11-25, 26-40, 41-50. Ranks 3-5 have the same rewards as Rank 2.

This event will be live later today. Stay tuned for the Update Notes and see you on the Holotables!



DEV POST
Post edited by Kyno on

Replies

  • How many can we do a week utilizing alt guild shells?
  • UdalCuain
    3826 posts Member
    edited December 2020
    Never mind. Misread I think.
  • I recall they couldn't use some gear for technical reasons? Since they don't mention which salvage gonna be used, it might not be from the ones unavailable for technical reasons. It is only gonna be worse
  • I'll reserve the R5 judgement for after I see the actual raid, but those R8 mats are going to hurt guilds. Get ready to see mercs and people downgrading guilds so they can get top 5.
  • Ultra
    7064 posts Member
    As of now, the rewards average for a guild of 50 is 4.4 on the new piece.

    If the devs insist on that total number of Aeromagnifiers, rank 1 could get 6, 2-20 get 5 and 21-50 get 4. That way there would still be an incentive to post more damage, but at least differences in rewards wouldn't be ridiculously disproportionate.

    Yeah, I'm fine with the overall reduction in the reward pool per member for the guild if it ends up being like so
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