Sock'em!

Sock'em! is a feat in the Metal Pt. I: Batcave Breach alert operation, part of the Metal Part I episode.

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Source overview

  • Sock'em! is a feat in the Metal Pt. I: Batcave Breach alert operation, part of the Metal Part I episode.
Source wiki detail links (5)feat · Metal Pt. I: Batcave Breach · alert · operation · Metal Part I
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Objective

  • Sock'em!
  • Batcave Breach Alert (Normal): Defeat Sinestro without allowing his Yellow Robot Construct to win any rounds
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Reward

  • 25 points
  • the Heavy Hitter title
Source wiki detail links (1)the Heavy Hitter
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Map

  • Source details and references for Map.
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Walkthrough

  • Run the Metal Pt. I: Batcave Breach operation until you reach the final boss on Oa - Sinestro. Players must pay attention to what happens during this fight in order to complete this feat.
Source wiki detail links (2)Metal Pt. I: Batcave Breach · Sinestro
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Method #1: Mechanics

  • A few seconds after the group engages Sinestro, the ROUND 1 will start, and two robot constructs will appear in front of Ion: the Yellow one fights for Sinestro, while the Green one fights for Hal Jordan and John Stewart. Those robots will fight each other during the confront with Sinestro for 3 rounds.
  • Hal and John will use their rings to empower the Green Robot, and Sinestro will try to prevent that by caging each of them - this is announced by a lethal attack icon (). Sinestro, on the other hand, will summon 2 Construct Turrets to empower the Yellow Robot. When the Yellow Robot wins a round, he deals massive damage to the entire team, possibly knocking them out.
  • In order to guarantee the Green Lanterns to empower their robot, Sinestro's caging ability must be interrupted, and that can be done by employing a lunge attack against him. To prevent Sinestro from empowering his robot, players must quickly take down his turrets - they can spawn anywhere around the robots. The Green Robot is naturally weaker than the Yellow Robot - if none of them is empowered, the Yellow Robot wins the round still.
  • Strategy: 1 tank must corner Sinestro against the robots, and the rest of the players should dispose in a way that the whole team will form a triangle with the tank on the top, 2 damage on the inferior corners (not too close to the walls), and the healer/controller/third damage on the center (having more than 2 supportive roles is not recommended, as you need as much firepower as possible to get rid of the turrets fast). The tank will be responsible for interrupting Sinestro's lethal attack, while the damage must take out the turrets as soon as they appear while maintaining their positions.
Source wiki detail links (3)Ion · Hal Jordan · John Stewart
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Method #2: Burn

  • If the team has high damage stats, it's possible to defeat Sinestro before the end of the first round - therefore preventing the Yellow Robot from winning any rounds.
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Method #3: No Green, No Loss

  • The Green Robot will only appear if the Green Lanterns are present in the battlefield, and both Hal and John will follow one of the players. You can use this to trick the game: the player whom the GLs follow must stay behind on the lower level, while the others face Sinestro. The Yellow Robot won't be able to win any rounds due to the absence of his adversary, and the feat will be achieved once Sinestro is defeated.
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Gallery

  • DCUO Batcave Breach Speed Feat Sock'Em Feat
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Difficulty and attempt planning

  • Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
  • Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
  • Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
  • Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.

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