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Quote:I've the text for the others, but not Strong & Pretty or the Master badge atm.I can verify that you have the right names for Strong & Pretty - (defeat Nightstar and Siege without their reinforcements) - Not on My Watch (no Mindwashed escape) - and Alarm Raiser - (don't touch glowies) - having gotten those three myself. All I need now is Gotta Keep 'Em Seperated - (by process of elimination, don't pull Siege/Nightstar) and I'll have the Master. Will post text for them when I get back to my computer.
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Quote:Those are the badge place holder texts, so blame the developers, not the messenger.What you have down for Well-Stocked, Antacid, and Lambda Looter is redundant. If the team gets Well-stocked, then it automatically should get the other two.
I'd say it would be difficult and likely needs most players with a lot of incarnate powers and a couple debuffers. Even with 16 players with Alpha uncommons (not rares or very rares), admittedly slotted to peak efficiency, were able to do 10% damage in 5-10 minutes without any grenades. -
Quote:Btw, using those glowies means that the whole league will not get the following:I ran across computers positioned at the base of each tower that deactivates the sentry turrets, they do however reactivate after a period of time. I found that helpful when the teams where not really moving Siege to the courts.
- 1 bonus Astral Merit at the end of the trial. This Astral Merit bonus only awards on a successful run and it doesn't matter if players have the Alarm Raiser badge or not.
- Alarm Raiser badge (if that character didn't have it).
- If the player didn't have the Alarm Raiser badge before, they will get a random uncommon component.
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To the best of my knowledge the AVs in the BAF Trial are completely immune to most control powers (very deliberate design). About the only controls they seem to be affected by are taunts and KB.
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Quote:I'm guessing here, but with a league full of incarnates with tier 3 & 4 powers in all 5 slots might be able to do it. Or it might have to wait for the other incarnate slots.ok question on this, how can you even damage him when he is enraged? It always does 0 damage when he is enraged. Is there something I am missing here?
I do know that it is possible (however unlikely) to bring enough debuffs and damage to actually take him down 10% (from say 60% to 50%) without any temps or incarnate slots beyond uncommon Alphas (no level shifts). -
Actually it is 7 Astral Merits max for either.
Lambda is the 3 Arbiter Hawk mentioned plus 4 for fulfilling the trial's badge requirements.
BAF is the 4 for fulfilling the trial's badge requirements plus: Defeating Nightstar in phase 2, succeeding phase 3 (prisoners contained), and defeating Siege in phase 4. -
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According to the patch notes, 18 hours. It was close enough to get the point across.
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Quote:You can get 1 Empyrean Merit per trial per day (edit:18 hours). So currently you can earn 2 Empyrean Merits a day for succeeding in both of the trials.Wait, I thought the Empyreans were only for the first completion? If not, I'm missing one...
Edit:
Also Empyrean Merits and Astral Merits are two different things. -
Quote:Um... I guess you missed my first post in this thread?Also the following ways to get Astral merits/bonuses:
So up to four more Astral Merits.
- Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other during the Lambda Sector Incarnate Trial.
- Acquire all 10 Pacification Grenades during the Interior stage
- Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades but using none of them.
- Acquire all 10 Molecular Acids during the Interior stage.
- Complete the Lambda Sector Incarnate Trial having acquired 10 Molecular Acids but using none of them.
- Acquire all 20 Acids and Grenades during the Interior stage.
- Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them.
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Quote:I don't intend to PUG either trial for the first few months or until I consider the server can actually PUG the trials.Was that a PUG? Was that a PUG joined via the raid queue?
3/4 of my failed Lambdas have been via the queue. The last was pre-made but failed anyway due to a single bad player, intentionally or not, triggering the timer before anyone had a chance to explain the phase.
What I'm doing is playing through with a group, explaining how things can be done successfully, and helping get working tactics out to as many people as possible. Once a sufficient amount of players actually know how to do the trials, I'll start joining the LFG queue. Otherwise I'd be far less inclined to actually do them at all. -
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Quote:Count Illusion Controllers in that list too.I agree, iXP comes quicker on Lambda because there are more mobs before the trial even begins.
On the note of the Weapons and Acid, I have been on 3 teams that have got all 10 on both. It's not that hard. Tank herds mobs away. Squishies destroy nad move on. Snipe attacks work great on these. Even a good number if Stalker, Scrappers, Widows, and Banes could do well.
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Quote:I don't know, a group that I was with last night got all 20 temp powers (10 acids, 10 pacification grenades) for Lambda with 2.5 minutes to spare.Feedback: Holy cow is that excessively prohibitive. Now I know for sure I won't be even bothering with Lambda anymore, except maybe a few more inevitably failed runs to get the last of the XP for Destiny.
Considering you can get an Astral Merit from the BAF for more or less just defeating a single AV, there's a huge imbalance there.
It feels like it should be lowered to 5 Grenades, 5 Acids, 5 Cooperation Bonuses, or something similar.
We didn't get the badges as we didn't get one of each within a couple seconds of the other, and we actually used all 20 temp powers (then again we weren't at higher incarnate levels yet). -
Quote:Also the following ways to get Astral merits/bonuses:Hey all,
I saw this question and just wanted to chime in really quickly to help you guys out. There are three Astral Merits to be earned in Lambda Sector for the entire League. Here are the ways you can earn them:
- Acquire all 10 Pacification Grenades during the Interior stage
- Acquire all 10 Molecular Acids during the Interior stage
- Acquire all 20 Acids and Grenades during the Interior stage.
So up to four more Astral Merits.Quote:Patch notes:
* Four achievement badges for unique challenges within each event. The first successful completion of a badge will award a random Uncommon component and an Astral Merit. Each successive completion will award an Astral Merit.
- Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other during the Lambda Sector Incarnate Trial.
- Acquire all 10 Pacification Grenades during the Interior stage
- Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades but using none of them.
- Acquire all 10 Molecular Acids during the Interior stage.
- Complete the Lambda Sector Incarnate Trial having acquired 10 Molecular Acids but using none of them.
- Acquire all 20 Acids and Grenades during the Interior stage.
- Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them.
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I firmly think that Lambda was made for Stalkers. The stealth run through the warehouse/lab, do a load of single-target damage to items that get the temp powers, and get out seems to describe "Stalkers wanted".
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My bad.
The badges were likely changed to "new" badges or just awarded again to allow for the other badges to be earned. -
Quote:Well the character in question had all 3 hero respec badges. Yesterday the character did the 3rd treespec and got the 3rd treespec badge, not the first or second one. In fixing this, the developers might have set each respec/treespec trial to only give the "correct" badge for the trial.That might not be the case any more. I did the third treespec and got the third villain respec badge on my rogue controller.
Go to your "Most Recent" list, and hover the cursor over the badge in question. It should give a "date earned".Quote:Interestingly enough, I had all 3 Hero Respec badges "rewarded" to my main after logging in. There was no BADGE EARNED! to let me know. I happened to open the Badge window, and go to Most Recent, to see if I had managed to earn any Lambda Lambda Lambda badges, and there they were, with an Earned On date of April 5, 2011.
I have no idea how long ago I originally earned them.
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Quote:Strategy for the Behavioural Adjustment Facility TrialI did multiple runs of BAF last night and we could not get past the part with the escapees. When I did this on the beta server it was signifcantly easier due to everyone having the incarnate nukes already. We tried camping the exits, we tried camping the spawn points, we tried sending runners after them and still we fail each time. Its like its the longest 5 minutes in the game for some reason. Any strategies for this part would be great. I hope it doesnt come down to requiring 3 bubblers with force bubble just to do this.
You might want to give what I use a try: http://boards.cityofheroes.com/showt...96#post3574096
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Quote:Okay, alternate tactics for this: Choke points.Stage Three: Stop the Mind-washed Escapees
After a brief delay, from all over the map the mind-washed Resistance spawns will appear and begin to head for the exit(s). These are all marked on the ingame map as waypoints. This has been termed a "Tower Defence" section, as the League acts as the towers, stopping the Mind-washed from escaping the base.
Special Mechanics: The Resistance Commandos are fully immune to all forms of controls - from holds and immobilises to cages and sleep. They are literally immune to everything except damage.
Failure: This section is subject to a failure condition of allowing 20 escapees of any class.
Tactics: As Commandos can not be mezzed, but everything else can, heavy hitters (like Scrappers/Brutes/Stalkers/Blasters) should go after the Commandos, while other characters with control abilities lock down the regular minions. Positioning is important, making sure all the spawn points are controlled, while the main pathways are patrolled.
Those patrolling/looking for commandos may find it useful to create a bind/macro using the /target_custom_next command (e.g. /macro Com target_custom_next alive Commando or /bind x target_custom_next alive Commando)
The escape routes are as follows (thanks to Zombie Man for seeking permission to reproduce & Arkyaeon for the original image)


Using the three choke points labelled, each team doesn't leave their zone as one of the other teams will get the stragglers.
Team 1 needs to mainly focus on killing stuff coming towards them while adding a bit of damage to those that are running away from the East exit.
Team 2 needs to do a lot of damage to anything that is in their area. Either defeat the prisoners fast or leave the other groups with weakened prisoners to deal with.
Team 3 might have to go back towards the west exit, but generally try not to let anything at all past them on the yellow escape routes. Splitting team 3 into north/south would allow those on the north to cover the blue path so that team 1 isn't overwhelmed and those on the south to prevent prisoner escapes the long way around the barracks.
I've used this tactic with success with 10 players (after DCs) all the way up to a full 24 players present with minimal escapes. -
Guide to Base Teleporters by CaptA is still accurate.
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Quote:And control powers being gutted during the BAF annoys the heck out of me.Different Strengths and Weaknesses=!One AT getting penalised above all others by an auto-hit that makes it hard for the main selling point of the AT.
It's like telling Scrappers and Stalkers that Crits get turned off every 3 seconds, or telling Brutes that their Fury will be reset to 0 every 5 secs.
Thats how it feels being a Bot/Traps MM in the final stage.
As far as the Lambda, pay attention to the warnings. There is a clear warning before that attack (by the way that attack is from Marauder), so move your pets closer, then move them away when the other attack is announced.
Actually, if a change is still in place like I suspect, controllers and dominators trying to mez (or any use of control powers by other ATs against) the AVs in the BAF will find it impossible to do. That means no containment is possible on either Siege or Nightstar. -
Quote:That might not be the case any more. I did the third treespec and got the third villain respec badge on my rogue controller.Was going to run all 3 treespecs, but it was mentioned that you can do just the 3rd treespec three times and pick the badge each time? Would rather run it at 50 for the drops and generally get more interest for it.
I haven't picked a respec/badge in many many years, so wasn't aware if this is accurate. -
Quote:Heck, it is hard to convince people to not touch the guard tower controls let alone not move the AVs.One would like to think that they wouldn't, but as some of them such as Synchronized or the "do not move Siege/Nightstar from their spawn point badges would require teamwork/cooperation and the law of averages usually indicates that there is one person on a team that just won't "get it" in terms of instructions.....
