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Quote:This ability is too strong and needs to be scaled back. There is no reason at all a full league of 24 should be forced to fail just because of some bosses.
Defiance: Sieges assisting Warworks feature new AI protocols which allow them to increase their attack strength and chance to hit the longer they remain attacking. If too many of his allies arrive, they can quickly overwhelm almost any opponent. -
I was expecting this be be about the ridiculous damage buff the 9CUs get the longer they're alive. Why? Because I came here to rant about it.
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Ripped from beta before its deleted.
Useful maps in this guide
Quote:Phase 1- Defeat 60 enemies.
- Defeat the security bot and enter elevators
- Clear out the entire courtyard in preparation for the final battle.
- Make sure that the giant guns on the walls are taken out too, as Marauder spawns right at the only ground entrance to Lambda, meaning the fastest and safest way back in after a hospital trip is over the walls.
- Make sure your team knows not to enter the elevators until further instructions are given. Team leader should describe phase 3 for the team, rearrange the two teams to make them balanced, and go for it.
- Gather temp powers
- Time limit is five minutes
- Each team goes to a different area.
- Front elevators lead to the Training Facility, and the Back elevators lead to the warehouse.
- Lab team needs to look for containment chambers.
- Warehouse team needs to look for weapons cache.
- Move quickly and focus on the objectives.
- One person should lead the team on a breakneck pace and everyone else should struggle to keep up. Damage the objectives, use controls/debuffs to neuter the surrounding spawns, then immediately move on once it's down. Imagine you're speed running the second mission of the ITF.
- Five minutes is not much time, but for each objective that BOTH teams destroy, there's a time bonus of an additional one minute.
- Example to help clarify that point: If team 1 destroys two objectives, and team 2 hasn't destroyed any, there is no time bonus. Once team 2 destroys their first objective, there will be a time bonus. It is possible to gain time instead of losing it if you move fast enough.
- Defeat Marauder
- Fifteen minute time limit
Before moving on to the strategy, I'll explain all the elements of this fight.
Marauder is a standard 54 AV except for a few extra abilities. He's no problem if you get past those though. One is his obscene resistances, which can be removed by using a pacification grenade to remove his enraged status (more on that later). The other is his NOVA FIST. You get a nice little piece of red text in the middle of the screen politely telling you to MOVE OUT OF THE WAY. The attack is easily dodged by moving a safe distance away from him. Should be no problem unless you get mezzed at a bad time or you don't cancel that queued total focus in time. Like many AVs, Marauder has a big PBAoE attack that he'll use occasionally. Also beware of his Unstoppable that he'll use when he gets low on health.
Ambushes continually stream in from the portals that have opened around Lambda sector. These MUST be dealt with at the source. Acid grenades are capable of permanently destroying the portals.
You'll occasionally see messages telling you about item shipments. This is your chance to get more acid or pacification grenades if you're missing some from the last phase. You'll have a nice timer in the trial UI window telling you how long until the crates/tubes are replaced with new ones, and your map will show where they are.
Strategy
Yes, we're finally getting to the ending strategy. Do NOT be afraid to take your time with this phase, explain everything, and get everything in place. Fifteen minutes is a long time. Generally speaking, this phase will either be done in 5-10 minutes or not at all.- Here's the important trick that won't occur to most people: Give ALL Molecular Acids to one person. Give ALL Pacification Grenades to one person. They can be the same person, or different people, as long as both parties know how to use them and can handle that many temp powers. Gifting temp powers can be done in the powers tab and right clicking on the power.
- The purpose of this is so two people don't throw acid grenades at a portal at the same time, wasting them. Ditto with pacification grenades on marauder.
- The first priority is to destroy all the portals with acid grenades. Do NOT engage Marauder until all portals are removed.
- If you don't have enough Molecular Acids to destroy them all, direct the teams to gather more from the resupply areas, using the time inbetween resupplies to get some more pacification grenades. Have people use the acid grenades they find to destroy portals, and continue giving pacification grenades to the one person who will be using them.
- Now that all portals are removed, engage Marauder's squad, but focus on removing them and ignoring him.
- Focus your attacks on the human soldiers since they summon battle orbs which buff their party. This may be very difficult depending on how long it took you to remove all of the portals. Once most of Marauder's posse is taken care of, give the order to focus all attacks on him.
- For the rest of the fight, under no circumstances should people be attacking something other than Marauder.
- At specific HP thresholds, Marauder will super jump away from your league and go to a new location. This actually works in your favor, because it means that you'll always be moving away from the enemy mobs, and they won't swarm you as you focus on him.
- If you lose track of Marauder, you can target him by clicking on his health bar in the trial window.
- The Designated Pacifier should toss out a grenade EVERY time he enrages.
- The exception to this comes when he uses unstoppable. Unless you have a surplus of grenades, it's best to stop pacifying him during this, and rely on -regen debuffs and your damage to prevent him from regenerating too much. I've never been on a team that ran out of pacification grenades, so don't worry about it too much, but it's better to be safe.
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I've done leagues only so I guess turnstile is broken.
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I've run 7 BAFs and not once seen this happen.
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Noone likes you globals are up >.>
Oh its me they don't like. Carry on! -
Quote:No he implied its coming with the anniversary gifts.It didn't help that Zombie kind of implied that it was WAI and a bonus.
I'm at 75 months so I'd have six character slots from vet rewards and two from GR (I think it was two right?). That would add up to the eight it gave me to redeem (seven now that I tried to redeem one). -
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Costs that or costs you getting lucky Once in a success and being given the VR award table.
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Lore judgement baf earns xp for them
Destiny interface lambda earns xp for these
Must unlock interface before earning xp towards destiny same with judg lore.
If buying xp it costs 34 threads for the first then 45 for the second.
Trials award threads not shards threads can make the components but you get a random reward table upon completion of a trial.
Typed from phone sorry if it isn't easy to understand. -
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Lambda:
- Get 8-16 people
- Queue
- Kill dudes around the facility
- Kill dudes in the courtyard
- Kill turrets
- Enter facility and kill the security team
- Split league into two groups half goes to training facility other half to warehouse
- run around in your assigned area destroying Containment Chambers/Weapon Caches to get temps
- When time runs out/you get all 20 temps Marauder arrives and you get teleported back out of the area.
- Destroy the teleport doors with Molecular acid Use Pacification Grenades on Enraged Marauder
- Kill Marauder
- Win
- *In mission hospital
- Get 12-24 people
- Queue
- Watch cutscene
- Kill some guys standing around
- Kill Nightstar
- Stop the Resistance from escaping (SOME ARE MEZ IMMUNE)
- Kill Siege
- Kill Siege and Nightstar within 10 seconds of each other.
- Win
- *In Mission hospitals
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Question 1: You must be a full villain(or rogue, not vigilante) to do the patron arc.
Question 2: I dunno. -
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Quote:Was it this one by any chance?That's what I've seen with some of the purples I deal with, I end up flipping them rather than crafting like half the time.
While on the subject of purples (and to semi-edit my above post), I had one drop recently that wasn't one I normally look at. It was one of the Fortunata Sleep ones. Sleep is always slow moving for any IO set and I'd imagine these to be the same, but man there were tons of this one on the market already, both crafted and not, and they weren't selling for much (but I did sell it within 24 hours of posting it). So I imagine the purple market has been affected some by everyone running their 50s. -
Panacea has 7.5 vs the 5 in doctored wounds.
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Re: perma hasten without purples--don't forget that if you have to you can use the spiritual alpha to get more recharge (doesn't apply to dom itself)
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Quote:Gladly;@ EricHough - So this is a somewhat amended build
Lvl - Power (slots) - Set - Recharge bonus
1 - Char (4) - 4 Basilisk Gaze - 7,5
1 - Flares (5) - 5 Entropic chaos - 6,25
2 - Incinerate (5) - 5 Crushing Impact - 5
4 - Fire Breath (5)
6 - Hasten (3)
8 - Hot Feet (5) - 5 Obliteration - 5
10 - Fire Blast (5) - 5 Entropic chaos - 6,25
12 - Flashfire (5) - 5 Stupefy - 6,25
14 - Combat jump (1) - LotG unique - 7,5
16 - Fiery Embrace (3)
18 - Cinders (4) - 4 Basilisk Gaze - 7,5
20 - Stealth (1) - LotG unique - 7,5
22 - Grant Invisibility (1) - LotG unique - 7,5
24 - Invisibility (1) - LotG unique - 7,5
26 - Bonfire (6) - 6 Kinetic Crash - 7,5
28 - Consume (6) - 6 Efficacy adaptor - 5
30 - Fire Cages (1)
32 - Fire Imps (6) - 4 Call to Arms - 6,25
35 - Blazing Bolt (5) - 5 Sting of the manticore - 7,5
38 - Blaze (5) - 5 Entropic chaos - 6,25
41 - Rain of Fire (3)
44 - Fire Ball (3)
47 - Fire Shield (4)
49 - RotF (1)
XX - Health (2)
XX - Stamina (2)
XX - Hurdle (1)
XX - Swift (1)
@ Chaos Creator - I'm not quite following your reasoning here. I'd be losing (as far as I can tell) 7,5% from Sting of the Manticore, 7,5% from Kinetic Crash and 7,5% from the LotG I'd give up for taking tactics. Unless I missed something (which I'm quite willing to admit to) I'm not gaining anything, I'm actually losing over a fifth of my global recharge. Would you mind clarifying?
Lvl - Power (slots) - Set - Recharge bonus
1 - Char (4) - 4 Basilisk Gaze - 7,5
1 - Flares (5) - 5 Entropic chaos - 6,25
2 - Incinerate (5) - 5 Crushing Impact - 5
4 - Fire Breath (5)
6 - Hasten (3)
8 - Hot Feet (5) - 5 Obliteration - 5
10 - Fire Blast (5) - 5 Entropic chaos - 6,25
12 - Flashfire (5) - 5 Stupefy - 6,25
14 - Combat jump (1) - LotG unique - 7,5 #1
16 - Fiery Embrace (3)
18 - Cinders (4) - 4 Basilisk Gaze - 7,5
20 - Stealth (1) - LotG unique - 7,5 #2
22 - Grant Invisibility (1) - LotG unique - 7,5 #3
XXXX 24 - Invisibility (1) - LotG unique - 7,5
24 - Maneuvers (1) - LotG unique - 7,5 #4
XXXX 26 - Bonfire (6) - 6 Kinetic Crash - 7,5
26 - Tactics (1) Net 5 Slots
28 - Consume (6) - 6 Efficacy adaptor - 5
30 - Fire Cages (1) Add 4 slots 3.75% recharge
32 - Fire Imps (6) - 4 Call to Arms - 6,25
XXXX 35 - Blazing Bolt (5) - 5 Sting of the manticore - 7,5
35 - Vengeance (1) - LotG unique - 7,5 #5 Net 4 slots
38 - Blaze (5) - 5 Entropic chaos - 6,25
41 - Rain of Fire (3) Add 2 slots
44 - Fire Ball (3) add 2 slots
47 - Fire Shield (4)
49 - RotF (1)
XX - Health (2)
XX - Stamina (2)
XX - Hurdle (1)
XX - Swift (1)
Add 1 slot anywhere
Edit: threw it into mids and huh. I really did drop one of the 7.5's apparently still my version slots your powers better and still ends up with only 3.25% less recharge.
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First reaction 30.25 for normal build and 43.5 for fire/cold(from memory) is too little recharge. When farming inspirations fall like rain. Use them. The main metric for super strength brutes farming is stomps/minute.
Second reaction; musculature? Why? You have dismal recharge and don't even make any effort to fix it. Spiritual paragon. More recharge more healing.