Talk:Tactical Alert/@comment-103.26.196.190-20150411103720/@comment-74.215.242.96-20150411170706

Trust me, Rhino Stomp during the third stage requires maximization of efficency to use under 50 energy - and all it will do is stop the manics for ONE SECOND before they disapear again.

Having run the third stage last night after burning out over half my frames in revives trying to find the right frame in the right team, I found two things:

1. Oberon's Hallowed Ground - if spammed to cover a good amount of ground at a chokepoint like a doorway - is potentially one of the best options available. Not only does it grant extra armor to all allies standing on active HG carpets (for the lack of a better comparison lol) but also grants immunity to knockdowns - the Manic's trump card. The additional Rad damage HG does to any enemies standing on it doesn't do much because Manics have higher rad resistance, but they still take tiny ticks of damage and at stage 3, every little bit WILL count.

2. Banshee's 2 and 4 powers are all extremely effective at this. Silence not only momentarily stuns Manics, but also lights them up like christmas trees, effectively rendering their invisibility moot. And Sound Quake does exactly what it usually does - trip  up enemies - and can buy precious seconds as well.

Finally, your melee should be your widest-arc attack weapon - I used Gram with Tempo Royale, spamming "e" pretty much put a circle of giant sword tips around me at all times. Didn't keep me from having to burn three revives but it probably still saved me from burning the fourth all the same.