DestineeFable

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  1. Incidentally, unless they changed things radically, a kinetic spamming ID on you will work against GW's hold as well. I've done it several times with my /kin troller.
  2. Twas my point, and if you you were in our area, our tabletop PnP supers games would love to have you join. That is exactly the type of player and attitude we like at the table.

    It ain't the powers and the spandex, it's how the person deals with them that counts.
  3. In other words, Torero wants to play a human being (or regular being) that just happens to shoot fire out of his hands (or whatever his powersets of choice happen to be) rather than being defined in the inverse.
  4. Nox,

    You've been running into or with the wrong folks. Inv is easily the second best for pulling off an MoSTF. If your tanker is well built and you know what you're doing with it, you can tank Lord Recluse on the ground with a good support team to back you up. Personally, I'd rather run the MoSTF with a good Inv than a Stoner most times because the Inv is more manueverable than the Stone tank just naturally.

    If you've got a good build, then you're far from useless for an STF and can pull of a MoSTF with a good team.
  5. So if 'trops work, then you need something with some sort of ticking damage. Theoretically then, if you can rotate anyone of a number of tick damage effects, it ought to work? Say Freezing Rain, Ice Storm, Rain of Fire, Caltrops, any scrapper or blaster that happens to have the damage aura. etc.

    That all assumes it's the tick damage that's doing the interrupting.

    Personally, I would think that would be much safer than using repel effects on the repairmen because it wouldn't tend to shoot them out to possibly let them repair towers you've already taken out.
  6. I'll add another vote for fire/ice. They are very nice when paired up together.
  7. Can't do anything about powerset choices.

    But if you are finding yourself in the red after every fight at low levels you are definitely doing something wrong. Blasters peak early.

    Maybe if you described your usual tactics for a fight it might help? Also if you could post a typical build?

    I find that I generally have no trouble rocketing through most fights on my lowbie blasters unless I have the difficulty ratcheted way, way up; even then, I can usually deal so long as I am aware of what I'm doing.
  8. Mine is specifically made for levels 1-14.

    D.A.R.E. to Keep Kids Off ... What?!
    # 144901
    Neutral

    4 missions, hellions and skulls, with one custom boss that may spawn up to EB level for larger groups. A custom group makes cameo appearances but you never fight them; they simply provide window dressing. I've soloed the arc with both a level 4 blaster (energy/elec) and a level 4 defender (cold/dark). I've also duo'd it once. Never felt like it was too much to handle any time although the custom boss made me eat some inspys. You are warned about him by your contact.

    In the end, I wanted something fairly light and easy that should be playable by most. I did ramp up the spawn difficulties a touch.

    Synopsis: It's just community service; what could possibly go wrong? Ms. Quisenberry is full of advice for you, but she sure doesn't seem to be able to keep her own class under control.

    Please, if you do run this, I would appreciate some feedback.
  9. Eh, I used and will continue to use one of my character's civilian persona as contact for any extra-dimensional arcs I make. I know her voice, so it's easy to write dialogue in it, and she works at Portal Corp. making her an ideal contact in her civilian life.

    I created a teacher for my lowbie arc. None of my characters remotely fit that bill, so I got off my lazy butt and made one. but if I can save myself the time and effort of thinking up a completely new character for a situation when I have one that's perfectly adequate to the task sitting in my stable, I'll take the easier option so that I can concentrate on plots and details. So, Mary Sue me.
  10. Is now tempted to keep VU2008 online to watch the glorious descent into madness that will surely be.
  11. Star Strider Forces Registry
    Name: Doplar Effect
    Global Contact: @DestineeFable
    Level of Classification: 50
    Origin: Science
    Super Rank & Super Group: Seeker, The Seekers

    Star Strider Forces Registry
    Name: Destinee Fable
    Global Contact: @DestineeFable
    Level of Classification: 50
    Origin: Magic
    Super Rank & Super Group: Seeker, The Seekers

    Star Strider Forces Registry
    Name: The Tempered Flare
    Global Contact: @DestineeFable
    Level of Classification: 50
    Origin: Mutation
    Super Rank & Super Group: Seeker, The Seekers

  12. Okay, totally didn't back-track very far so I may have missed this info.

    So, is the diminishing returns for running the same TF over and over?

    Is it for running one TF, then taking the same character and running a different TF, and so on and so forth but different tasks every time?

    Is it for running one TF on one character, and then logging that character and logging in another to run either the same TF or another TF?

    Or will it apply to any and all TFs I run no matter how I run them?

    If the answer is yes to the last, that blows hard because I run TFs all the time and that's all I do, and it doesn't really matter which ones.
  13. Man, I wish they'd datamine all the TFs I run ...
  14. [ QUOTE ]
    While most teams I've been on can handle a double pull, I've been on a couple of marginal ones that really struggled with it, which is sort of where you need to pull out the stops tactically.


    [/ QUOTE ]

    Generally, we have been running MoSTFs almost exclusively lately for the Master Saturday event. Because of that, we station a spotter to watch the AVs during pulling. Usually winds up being me with my stormy. The spotter watches to make sure that the pull only grabs one AV, and then watches for a bit longer 30 seconds past the start of the fight to make sure that GW doesn't add herself to the party.

    We usually start with GW though to avoid that situation.

    So, double pulls are rare, and a spotter can make having to deal with them a non-issue so long as everyone know the signal to retreat and obeys it.

    Mine is simply: RUN RUN RUN
  15. We haven't tried caging the patrons on a double pull.

    Generally, if you pull most double combos, you can handle them; it gets harder to judge that risk if you're aiming for a Master. Black Scorpion and Mako are the easiest two to tackle at the same time. It's also not too tough to take on any on of the others and GW at the same time because of the general strategies involved (tank keeps one AV close and moves away form GW, team stays on Widow and away from the other AV).

    I would think the biggest weakness a cage power would have on an AV would be its duration. If you hit with it, I wouldn't expect it to last long. However, cage powers can be very useful during the tower phase. True Shot swears by caging one tower while the team takes out another. But the towers are't level 54 AVs.
  16. [ QUOTE ]
    I'll post my big question first, so if you want you can skip my justification for asking and just post.

    What team build is required to beat STF?

    [/ QUOTE ]

    Generally, IME, any team with 1 tank, 4 buff-debuff characters of practically any make or model, and 3 damage builds of make or model will have better than average chance of completing the TF if they have players that are experienced with the TF and know the tricks of the trade.

    [ QUOTE ]
    First and second time, we were stopped by Mako's defense. (Second time we brought a sonic defender who either wasn't doing her job or it just wasn't enough). First point: it would be really nice to be able to see debuffs that your team applies to an enemy, so that as a leader I can tell if someone is not doing their job.

    [/ QUOTE ]

    Mako's Elude isn't about the buffs or debuffs of your team so much as it is a pesky power that you have to be prepared for. Any team that has some controllers or defenders running Tactics (three is safest) will come through. Any team with high accuracy or auto-hit powers like Lightning Storm or Tornado will come through. Accolades like Geas of the Kind Ones will see you through. Failing all the above, popping common yellow pills (2 to 3) will see you through. The trick is to wait until you see that he is regularly evading your attacks before you start using the above strategies.

    [ QUOTE ]
    Third attempt the tank bailed in mission 4.

    [/ QUOTE ]

    Bad luck is bad luck. But you can do this with as few as six or seven.

    [ QUOTE ]
    Last night we finally had a great (so I thought) team going. Dark Defender, plant / thermal troller, empath, storm defenders, fire tank, two scrappers and a blaster. All 50s.

    [/ QUOTE ]

    I agree. This should have worked easily. You have three strong to-hit debuffers which ought to have made the AVs up until LR cake.

    [ QUOTE ]
    Ultimately we couldn't figure out how her heal worked. After first 20 minutes fighting her we figured out she was healing (as opposed to just insanely high regen). A quick search of the boards today seems to indicate that she heals off of targets within a cone, so standing behind her circumvents the problem. We had never heard of such a power, so it was assumed that it was a PBAEO target drain.

    [/ QUOTE ]

    First off, was your tank taunting her from range? It generally works best if your tank taunts her from rane and keeps moving away from her. If she can't get into melee with the tank, she spends all her time trying to get close to the tank and trying to heal off the tank rather than everyone else.

    Second, the dark defender should have had darkest night on her and your two stormies should have been hurricaning her. If all the above were defenders, she should not have been hitting very often through that level of to-hit debuff assuming all the powers in question were well slotted for it.

    I've done this many, many times with my own stormy working in tandem either with rads, darks, or other stormies and it works surprisingly well once you get past the "big bad AV must not be in melee range factor." Three defender level to-hit debuffs is about the level required to pull it off, but it seems you had that.

    Assuming you have the Witch chasing the taunting tank and preoccupied with getting to him, everyone else does what they do, and you should be good to go. The only other nasty trick she can pull is to phase the tank. If she does that, then we will switch her aggro to the rest of you and heal. A good team has to be aware of when this happens.

    [ QUOTE ]
    I'm thinking Kheldians are the key, just based on both their inherent powers and the inherent defense / recharge debuffs attached to their powers. Of course, Kheldians are extremely hard to come by.

    [/ QUOTE ]

    Khelds are team members like everyone else, but you don't need them anymore or any less than you would any other team member.

    [ QUOTE ]
    Maybe trading our empathy defender for another blaster would have been enough damage?

    [/ QUOTE ]

    Bad idea with no other source of anti-mez on your team. The tank needs at least one source of anti-mez when facing GW. Clarity, CM, or ID are all viable options.

    [ QUOTE ]
    < rant>
    But why should it have to take a fifth attempt to be successful at Statesman? Why should I have to give up before starting because I can't find the exactly correct combination of power pools needed to take down those Villains?

    [/ QUOTE ]

    I don't know what server you're on, but we run Master attempts off the boat on Virtue every Saturday evening. The teams pretty much always succeed at the TF if not the Master, and we do have a pretty decent number of successful Master runs to our name as well.

    I suggest you find out if there is an experienced group of STF runners on your server and go with them. Don't worry about trying to form your own. Just worry about hopping into someone else's show and learn.

    [ QUOTE ]
    Does it make sense to anyone else that an entire team of the most powerful hero players in the game is needed to take down any one <i>henchman</i>? Or that sometimes an entire team isn't enough?

    [/ QUOTE ]

    Sometimes, even Superman gets clocked until he figrues out the right strategy to use. That's the key to your problem: strategy.

    [ QUOTE ]
    Why is the entire inner circle standing in a line as they are? You aren't supposed to fight all of them at once. I'd like to see the team that could. But they line them up all dramatic like, like it supposed to be an even match between all four of them.

    [/ QUOTE ]

    I think it's entirely possible for a good Master's team to take the whole Inner Circle all at once. I just haven't found the team I could convince to run a Master's with me to test my theory yet. It's hard for me to get enough Seekers on all at once to make a go of it.

    At any rate, there is a trick to single pulling discovered by Ellis and capitalized on by our Masters runs now: the flier adds to aggro. If you wait to pull until the flier is away from the front of the platform, you highly increase your chance of a single pull. After that, the only thing you need worry about is the chance of GW adding herself to the party mid-fight.

    [ QUOTE ]
    Strictly from a design standpoint, why is this mission so hard? Yes, it's supposed to be the climax of the game, the mission where you finally stop Recluse, but is the difficulty curve like running headlong into a brick wall to anyone else?

    [/ QUOTE ]

    No, I wish they'd inject a few more things like this into the game. I had endless fun running this TF over and over after it was introduced with some SG mates and hashing over tactics and strategy afterwards in SG chat. A lot of the basic things we do today in our Master runs were worked out and in place before Master runs were introduced.

    This sort of thing makes this game a challenge in a different way that just throwing endless mobs at you like an ITF does. This one forces you to be creative with your powers and powersets and know how to stretch the bounds of what you can do with them.

    [ QUOTE ]
    So, do we just need the "right" team build? Do we just need to understand our opponents better? If so, why couldn't we have been told this before we started? Couldn't Statesman say, "you need to have 8 players, including a radiation defense pool, to start", or even better, "go to the library before you start and access read through our database on the inner circle"?

    [/ QUOTE ]

    It's a combination of things as has been explained, but it is nowhere near impossible. I think the best thing you could do would be to find someone with a experience and run on their team.

    I know our run last Saturday had one person who had never done the TF once before let alone made a shot at Master.

    I also have a Guide hiding in this Forum somewhere that you could read. I didn't link to it, but my husband is all kinds of proud of it, and his it linked in his siggy. Forum search for Teikiatsu if you want to find my guide to glance at.
  17. Any debuff aura works for Lord Recluse. Mud Pots will work too, but the trick is that you need Lord Recluse at 100% health to ensure 100% interrupt. We like Darkest Night the best, but most are serviceable.

    GW's PBAoE is minor at best. A team with good damage output will easily be able to overcome it even if everyone but the taunter goes into melee. I've never had a team with at least three blasters/scrappers have any trouble with her out-healing the team. So long as she doesn't use her main heals, there isn't any trouble and she just may take a little longer.

    The first person to zone into the final mission sets the flier timer. From then on, it respawns every 20 minutes whether you beat it or not.

    Three people on the team running Tactics are a big help against Mako's Elude along with the things you mentioned.

    We always tackle mission one as a team. We leave the top two cables on the ramp. We take out all the top cables Wipe out the top spawns leaving one chump out of the spawn to the ramp's right as you come up. If you cage, confuse, hold, knock away, etc, the mob and let it live, it becomes your final ambush and all you have to do is isolate it again before you tackle Sands. We get the rest of our cable quota by going down the ramp. We prefer to take it as a team and take out mobs as we go. We find it the safest way, particularly for a Master. Everyone stops destroying cables downstairs right at 2 (or 1). The team then gathers at the top of the ramp for buffing prior to taking out the last cable (why you left them there to begin with). So long as the whole team is gathered at the top, I've never seen the ambush fail to come from the right, but even so, a gathered, buffed team should have no trouble responding to any direction.

    However, if you left one [censored] alive, he's your ambush - enjoy! And let him live so no more come.

    On mission two, make sure your team is aware that Koral does major league psi-damage. Some tanks are very vulnerable to it, and it never hurts to have them on their toes along with your support.

    When it comes to vines, think of the room map like a clock-face. Everything from 3 o'clock to 9 o'clock is the Tree's aggro zone. Anywhere else is AV-safe. When clearing CoT from the south-side, only the tank goes out into LoS of the middle of the room. Everyone else stays on the wall or behind a rock to break LoS.

    For vine clearing, most of the team stays north and clears while the tank and a buffed scrapper stay south. The tank clears the inner part closer to the Tree and the scrapper stays more outside. We like to have an invis'd empath shadow the tank and scrapper around teh inside of the wall and pocket buff them too. Never had any problems with an emp who does nothing but buff and only ducks out into LoS for a second to do so.
  18. New TFs! New TFs! New TFs! Yay!

    And TFs I can write myself.
  19. Ahhhh, that explains a lot then. We've been running Darkest Night and Radiation Infection of Lord Recluse constantly the last few times out in order to reduce what damage to the tanks we could; I'd be hurricaning him too but I get caught in his AoE and while I can survive it, it makes the Emp's life difficult, so I don't bother anymore. But it's not a reliable factor because if the dark defender gets too far from Recluse, it drops anyhow, so knowing when he is and isn;t under DN is hard. We'll be doing a run here in an hour and Teikiatsu will try to pay attention to his DN more, so we can get a better idea.

    Wish I'd taken closer team notes of the earlier runs to note what we had then, but we've really only gotten serious about this since the Master badge came out.

    PS - I am in no way trying to claim all these strategies and ideas are ours. I believe I mentioned at the top that we got a lot of these ideas from a variety of sources, but it seemed to me that no one had yet put them together into a coherent overall plan for others to look at. A lot of folks are probably doing most of these things on their own if they have experience, but there are still a lot of people that have a lot of questions, and this might help answer a few by putting all that info together in one spot rather than sprinkled across multiple posts in multiple forums and with multiple people playing on multiple servers.
  20. Well, we refer to it as the "yellow" tower simply because that was what it was called early on and what most people see it as; half the time, if we call "orange", people ask us what we're talking about. They "see" yellow.

    Yeah, it's not nearly as important to take out as red. Basically, for the most part, if you drop that red tower first you're golden. We have gone to dropping the blue tower second because taking out the speed boost should theoretically reduce the recharge rates on his powers making it the second most important tower to the tank team. We've also tossed out the theory that the orange tower might be anti- to-hit debuff on top of anything else it does. To that end, if we have someone with a detention power, we've toyed with tossing it on that tower while we drop the other two. But we figure the only real way to test how effective detaining a tower is would be to detain the green tower to see if it interrupts health ticks or to try detaining red to see if it decreases damage and drop another first (obviously risky).

    In the end, we figure that green and orange towers have the buffs that really only make a big difference if you're actively trying to kill Lord Recluse, so we leave them to last. While red and blue are the ones that help his offense the most, IOO, making them our first targets for reasons of tank safety.

    As far as Aeon, believe it or not, we've aggroed him early from both sides of the room: left and right. General rule of thumb is that is you stay to the left of the left side staircase and to the right of the right-side staircase, there shouldn't be any issues. It's when people creep inside that that we tend to have trouble. Since we almost always pick up scrappers being one of the few groups willing to freely accept them, it's just easier to tell people to pull the groups back to the back of the room rather than try to get people in scrapper-lock to try to notice exactly where they are.

    And on to Lord Recluse's spawns. I think I used the word theory implying we weren't 100% sure what causes him to spawn. We had our two theories: movement and damage. And flying tanks necessarily move him all over especially if they're using someone else's Group Fly and they aren't used to it. It sometimes seems the "wow, I'm flying, and this is totally new to me" factor overrides the "big angry AV below me" factor and they scoot all over. Since out of our last four or five runs where we've used my Group Flight to put our tanks in the air we've had one single bane spawn when the tank went ground-bound for a bit, we sort of figured that shot the damage theory all to heck. There may be something to the range theory which no one we'd run with had yet posited nor had we come with it ourselves.

    But considering I've tanked him in tandem with a dark defender during an all-defender run and he also didn't spawn even though he was sandwiched right between the two of us, I can't say. I've also seen tanks tank him face to face with no spawns. In those situations, it seems he either spawns a lot or doesn't spawn at all, so there must be something that triggers it. It may be completely random like pulling the AVs seems to be.

    Another thought is that it may have to do with the amount of aggro you generate. Tanks have taunt and taunt auras that also add other generally bad effects to him like a mudpots that slows and immobs and damages or an ice tank's slows or a fire tanks DoTs etc. Maybe it's the amount of hate you generate that triggers it. By flying you can only use your taunt. Our defenders could only use their debuffs and even then, we sometimes had trouble holding his aggro. Just a thought.
  21. Guide To Basic STF Strategies

    As I read the forums it occurs to me that I see plenty of threads and have plenty of conversations every day with people who still find this TF to be a mystery. I've personally run this thing quite a few times in multiple team combinations. I've gleaned lots of information from the forums, and in conversation and experimentation with teammates; we've arrived at some strategies that help us put together successful teams. My intent in writing this guide is not to tell you how to do this the quickest but to give the reader a tool to use to help plan a successful STF that has a decent chance of becoming a MoSTF with communication and teamwork.

    Team Building

    Many people think there is a mysterious perfect team you have to have in order to succeed that is false. You do not need a perfect team to succeed at a regular STF, nor do you need one for a MoSTF. The most important thing for a strong team here is to ensure a balanced team. I find the following mix is usually easily strong enough to be successful:

    - 1 tank
    - 4 buff/debuff
    - 3 damage

    Like anything, you can tweak this and still succeed, but this platform provides a solid base. Every AT and every powerset has its advantages in this TF, so don't worry overmuch about absolutely having to have one or another. For example, defenders provide the best buffs/debuffs while controllers provide control and pets. Blasters do more burst damage and more AoE damage, but scrappers are simply more durable and can tackle things that a blaster needs more attention from a buffer to deal with safely. Even the various tanks have their respective strengths and weaknesses that I will talk more about later on where those become more relevant.

    Once you have a team, you need to settle on communication. In order to succeed, particularly if you are trying for a Master run, everyone needs to agree on who is in charge and whose voice is final. Ideally, this is someone with lots of experience running the TF and someone who outlines a general strategy without getting into the minutiae of who uses what powers when. Once the leader is settled on, people need to listen to that person and agree on their lead.

    Mission One

    -cable order
    -stopping ambushes

    This mission is really pretty straightforward, but there are some things you can do to make your run go smoother. The first one has to do with killing the cables. There are not enough cables on the top of the ramp to satisfy the requirement. Therefore, I recommend that the team start by going down the ramp; kill all the cables on the ramp except for the top two because these will help you be in a good position to deal with the ambushes that come later. When downstairs clear cables and Arachnos as needed as a team until you have between 10-15 cables left, then proceed up the ramp to continue clearing cables until you have those last two left. At this point, the team gathers at the last two cables at the top of the ramp. This ensures that you are together as a team because when you take out the last two cables there will be Arachnos ambushes as well as spawning Arbiter Sands.

    The biggest danger of clearing cables any other way is that the team risks being strung out running up the ramp with an ambush. While it is rare, people do get caught and killed by the ambush when this happens. It is much better to simply face it as a team. Does it take a bit more time? Sure, but if you're chasing that Master badge, time and caution are your friends.

    Now, here is your opportunity to take one more little tip and put it into practice. When the ambushes spawn, they keep spawning so long as you kill all of the previous ambush. While it may not be especially dangerous, it is annoying when you are trying to get set to tackle Sands, and it's extra risk you don't need. In order to stop the ambushes, leave one Arachnos alive. This can be done a variety of ways: immobilize one, hold one, confuse one, hurricane one away from the others, use Black Hole or a detention power etc. In order to do this, you need to have good communication about who is preserving the lone Arachnos and which one that Arachnos is; sometimes it may take a try or three to achieve, but it will stop the ambushes once it's done leaving you to tackle Sands like you would any other AV.

    Mission Two

    There isn't a whole lot that can be done to make this one easier, but it shouldn't need to be. The most important things about this one are to make sure that everyone can get past the Arachnos spawn in front of the elevators to the outdoor part of the map, to make sure that you know the locations of the four outdoor AVs (a team leader who is familiar with the TF should know this), to make sure that your pet wranglers don't drag their pets across the map with them inviting unwanted aggro, and to make sure that your entire team is assembled and buffed and ready to go in before each AV fight. The only last bit of advice is to watch out for Regent Koral's nuke which can stun any squishies unlucky enough to be caught in it.

    Mission Three

    -Be aware of Tree aggro zone

    This one dooms more MoSTFs than any other through simple lack of situational awareness. That being said, I am not going to discuss soft-loading this mission as it is not necessary. What you need here are alert teammates.

    First thing's first, it is always useful for this one to have someone on the team who can stealth and teleport. Unfortunately, by level 50 this is nearly everyone. I say unfortunately because there is one segment of the trip down where the Oranbega map has the very narrow hallways linked to the very small chambers. Sometimes, there are red pain crystals in those chambers. I've only seen it once myself, but that once killed our MoSTF. What happened was that every character who could was busy stealthing themselves down, and while we could save one person who got into trouble, saving all five of them was impossible. For this one rare occurrence, I suggest that you designate one stealth teleporter to go down and give them the necessary inspys to make it. Again, if this is a Master attempt, caution is your friend.

    Alternately, you can also just do it the old-fashioned way and fight your way down. This presents little problem, but you need to be aware that there is a team of villain bosses about 3/4 of the way down to the Tree room. You should be facing them in an open room with a waterfall in it, and if you all stay on your toes, they should be defeatable with little risk to your team.

    Once you have everyone down in the Thorn Room, this is where situational awareness is your friend. You should check your room map; it's a large circle with the Tree right in middle. The Tree aggros on the south half of the room. If your map were a clock, that's 3 o'clock to 9 o'clock. When you are in this zone, only the tank should be out in sight of the Tree. Everyone else should be hugging the wall of the room and keeping the large rocks scattered about between themselves and the Tree. It helps when clearing CoT if you have at least one team member who can watch their map and tell the team when they are entering or leaving the aggro zone.

    When clearing vines, it is advisable to have the tank clear the front of the room while everyone else clears the rear. If you have the appropriate tools on the team, it's possible to buff the scrappers enough that they can clear in front relatively safely as well. Everyone else needs to remain just behind the 3-9 line. However, ranged characters can fire forward of it. It is important to know that the tank cannot grab and keep the Trees aggro reliably until every last vine is gone.

    There is one more strategy that needs more refining, but can work. This one involves clearing the hallway of CoT just up to the chamber with the Villain Respec. One person with invisibility or a high degree of stealth waits just inside the Tree room as a spotter to report while another goes up the hallway; a third situates themselves just beside and slightly behind the Tree to teleport. The person up the hallway pulls the Villain Respec down the hallway and into the Tree room, the teleporter whisks them away from danger similar to when you pull the AVs at the end, and the spotter reports whether or not the Villains engage the vines. If all goes well, the Villains engage the vines and the Tree kills the Villains but not before they kill a good number of vines in front of the Tree. If it goes poorly, the villains do not engage the vines and run back to their room. It takes trial and error to get this to work; that's why I say it needs refining, but it has worked without killing a member of the hero team trying it twice now.

    And finally, the Tree's temp power should be given to the most durable team member unless they have very little experience with the TF in which case, it should be given to someone with experience and some degree of survivability.

    Mission Four

    -clear all the ambushes
    -focus on Doc Aeon, ignore the pets

    This is the Security Chief? mission. It can be a pain to keep killing Chief after Chief without finding the key, but at least the Arachnos spawns themselves are mainly an annoyance. The biggest suggestion here is that everyone wait and tackle both ambushes before moving on to the next Chief. The ambushes will chase you all over the map and having a random group of Banes run in during an AV fight can be awkward. Again, this does take more time, but it prevents you from being strung out and facing multiple opponents as eight individuals which can be dicey.

    As for the four AVs inside once you get the key, they all have nukes. It is entirely possible depending on how many defenders you have with to-hit debuffs to keep those nukes from scratching anyone. If you aren't that well equipped, then the squishies need to beware and keep well back. As always, make sure that you are tackling these guys as a team, and there shouldn't be any problems.

    When it comes time to face Doc Aeon, you need to be aware of where he is in the room. His room is a multi-tier room and he is in the middle of the second tier towards the back of the room. There are several Arachnos spawns scattered across the floor of the room. These need to be cleared. As you clear them, make sure you pull them away from the back of the room. Aeon can have a crazy-long aggro range, and the last thing you want is to aggro him early and by accident because Aeon, like Lord Recluse, spawns lots of large angry pets.

    When it comes time to face Aeon himself, there are a few things that can work to your advantage. If you have an illusion or mind controller with confuse, a confused Aeon spawns confused pets that attack Aeon and each other neatly removing that worry for the team who only needs to focus on Aeon. A character who has Force Bubble can neatly repel all of Aeon's pets so long as the character is defended also removing the pets from the team's consideration. A storm summoner can likewise wreak havoc on the pets with good support. If none of the above are available, the team needs to stick together once the tank has aggro and the temp is used to maximize their support and attack Aeon as quickly and as decisively as they can to overwhelm him before the pets and the banes become an issue.

    **The 7th Inning Stretch**

    Before you proceed into that last mission, we like to take a total team break for 10-15 minutes. At this point, you've likely been playing very intensely for around 2 hours. Giving players this time to step away from the monitor, stretch, grab a drink, bio, grab a bite to eat, get a smoke, etc, can be a valuable decompression. This time also allows people to sell and refill on inspirations they might need for that final mission.

    And, most importantly, if the team leader does not take the final mission until everyone is ready to zone into it, this break allows you to reliably set your timer for the Arachnos Flier since the timer sets based on the very first person to zone into the mission.

    Mission Five - The Big Finale

    -flier is on a 20 minute timer
    -taunt Ghost Widow from range
    -use accuracy boosting abilities to combat Mako

    In the last mission, you should clear the Arachnos from the ramps and runways before you think about pulling AVs. It's just safer. You never know how mobile the fight will be once you get going.

    When it comes time to start pulling the Inner Circle, this is another place where communication and cooperation are key. The team needs to agree on one puller, one teleporter, and I like to add one spotter. The team also needs to agree on what they will do if they pull too many AVs. This is where the spotter is important. It should be someone who flies and is invisible or super stealthy so that they can see what's coming with little trouble and avoid getting into trouble in the process of spotting. Generally, the idea is that too many AVs will cause the team to retreat into the boat until the spotter gives the all-clear (another reason why you cleared all those Arachnos).

    The most useful way I've seen to get the AVs to come to the team is to teleport/pull them. The puller turns on his teleport prompt, the teleporter teleports on his mark, and he fires his shot just prior to accepting the teleport. This should whisk him back to the waiting team where he can be healed of any damage that might have occurred. This is another reason why a spotter can be useful, the puller doesn't actually see what happens as a result of the method of pulling, and the team can be in the dark until the AVs come all the way up the ramp. A spotter can see results instantly. Extra time is extra safety in this case.

    When it comes to the actual pull, I've not seen any tried and true 100% fool-proof method for getting one and only one AV every time. Generally, you want the person pulling to be as obscured as possible. High amounts of personal stealth and added invisibility from a teammate are all good ideas. Having extra range in the pulling tool will also help. And lastly, you want the pull with the least possible amount of damage. Therefore, all other things being equal, the defender will be preferable to the blaster because of the lower base damage most of the time. Another important thing for the puller to consider is his or her positioning. They should try to put themselves out of the line of sight of as many of the other AVs as they can and still hit their chosen target (this last may or may not actually help, but it certainly can't hurt either).

    The rest of the team positions themselves out of line of sight about halfway down the runway and waits for the AV to arrive at which point the tank grabs aggro and the fun begins (unless all the AVs arrive in which case, the team retreats). During the early AVs, the spotter will want to remain behind watching the remaining AVs. Sometimes, they will aggro late, and arrive mid-fight. Obviously, this can be a problem if the team is taken by surprise. Once the spotter returns to the fight, at least one person should keep an eye out for incoming AVs at all times until the fight is over.

    Now to discuss the Inner Circle keeping in mind that like the AVs in the previous missions, if you have enough and strong enough debuffs on them, they won't hit very much if at all (this is especially important for Ghost Widow):

    1.) Mako - Mako is a superstalker with a super version of Elude. Mako is very fast and does a lot of running around even when the tank is taunting. For this reason, immobilize and hold powers can be very useful and should be spammed on him to keep him still. However, Mako's seeming ADD also makes him, IMO, the least dangerous member of the Inner Circle. An alert team can easily handle Mako with any other member of the Inner Circle, even Ghost Window, provided they keep track of where the sneaky little fish is while they concentrate on his friend. Mako is really good at darting up to you to deliver an attack or two and then taking off again to aggro on someone else. Generally, just moving away from him will avoid any trouble unless he has you immobilized.

    Mako's secret weapon is his Elude, and it isn't insignificant. I've heard of plenty of teams that get defeated by Mako's Elude, but there are some pretty easy ways to get around it. A team that has at least two and preferably three stacked Tactics should be fine. Geas of the Kind Ones will also allow you to hit the little jerk. Sets that have auto-hit powers like Tornado or high native accuracy powers can be very useful in this fight, and finally, a yellow or three, just enough to let you hit, will also always work. Generally, if you are planning on using yellows or Geas, don't activate them until you start to see lots of "MISS" messages come up in place of your usual orange numbers. Generally, we have someone alert the team when Mako starts his Elude, and there have also been times when he's never done it.

    2.) Black Scorpion - Scorpion is really the most straightforward of the group. The biggest thing to worry about with him is that he can deliver some pretty heavy hits to the team. Generally, though, he's just an ugly massive bag of hit points that needs to be whittled away.

    3.) Scirocco - Scirocco can be the most punishing to the squishies on your team. He has the most AoEs of any of the Inner Circle, and they do the most damage. For the squishies, there are usually two good places to be in this fight: directly behind Scirocco because that negates his cone attacks or directly above him. I've had at least one AR blaster who spent the whole fight perched on the wall beside the runway firing down on Scirocco; he never got touched.

    The biggest problem with Scirocco is that he has his sand twisters that do steady, strong DoT. He then lets loose with an AoE that can rapidly knock controllers, defenders, and blasters into the red. Even the best support is hard pressed to restore everyone to health before the twisters finish someone off. Oh, and those AoEs can stun too which only adds to the fun. Really, the best bet here is to avoid getting hit in the first place as well as you can which involves keeping out of his line of sight and not allowing the team to get too packed together. You might see if you can get your tank to back into a corner taking Scirocco with him. That should leave Scirocco's back exposed and reduce the rest of the team's risk.

    4.) Ghost Widow - I am tempted to relegate Ghost Widow to "Urban Legend" status. Aside from Mako, she's the one that people seem to have a healthy respect, well, fear for for some unknown to me reason. Certainly, she does posses a nasty arsenal of weapons, and the tactics used to defeat her are the least traditional of any of the Inner Circle, but once you have faced and overcome her a few times, she loses some of her mystique.

    The first thing you need to understand about Ghost Widow is that on top of the already impressive AV regeneration rate, she also possesses three means of healing herself. One of these is a minor PBAoE heal that will work off of anyone in melee with her. On a balanced team, this first heal is nothing to fear and can be easily overcome along with the regen rate. The other two heals are ranged, targeted heals that can heal 3000+ points of health if she can manage to use them. Obviously, these are the ones you don't want her to use. Lucky for you, the range on these is fairly short, and Ghost Widow will only attempt to heal off the person who has her aggro. Also, as I've mentioned a couple times already, three strong defender based to-hit debuffs (or their equivalent) will seriously impair her ability use any of her attacks or heals at all.

    This is where the strategy comes in. Your tank can't tank her like he would any other AV. The tank will need to stay well away from her and taunt her from range; the taunt has more range than the heals, so she won't be able to refill herself without getting closer to the tank who keeps moving away.

    This is where part two of the strategy comes in. Ghost Widow also has a very, very nasty hold. It will penetrate any tank's mez protection. You will need some form of added protection for your tank: Increased Density, Clear Mind, Clarity. These cannot be allowed to drop or the hold will likely hit. Now, plenty of people will tell you that if Ghost Widow hits you with her hold you are dead. This is not true. I've seen several tanks survive it with alert support. I've survived being held myself on a storm defender which should surely be much harder than surviving it with a tank. So, get the doom and gloom thoughts right out of your head. The hold can be outlasted and survived.

    So, the tank, with mez protection, taunts from range, and everyone else does what they do naturally in an AV fight. You can even melee her so long as the tank has her attention. However, should the tank lose aggro, even for a second, she will heal herself, so be aware of what's going on with your team. Now Ghost Widow also likes to run because she really, really wants to heal off of your tank. This is another place where spamming any immobility powers and holds helps. If she can't go forward, there's no risk of her getting into heal range. If you can keep this strategy running smoothly, Ghost Widow won't take you a whole lot longer than the other three Inner Circle members.

    All right, you've gotten this far. There's only one more thing to do before you tackle Lord Recluse. You need to take down the Arachnos Flier. Some teams ignore the Flier, but I prefer to just take it out because I really don't like random missile volleys being shot at me while I'm busy with Lord Recluse. And if you're trying for a Master attempt, the added danger of the random Flier aggro really isn't something you want anyhow.

    Before you jump in and take down that Flier though, I should tell you that it has a timer. The Arachnos Flier is set on a 20 minute timer. The timer begins counting down the minute the first person zones in for the last mission. If you spend 15 minutes getting to the Flier and then kill it at 17 minutes, it will respawn 3 minutes later. This might be good to know, and it has certainly helped us in our last four or five runs. Generally, we find that we get to the Flier with about 4-6 minutes left until it respawns.

    We start preparing for the Flier by clearing all the regular Arachnos away from the platform the Flier usually patrols around. Make sure when you do this that you are working the far side of the platform from the Flier and keeping it between the Flier and the team. You really don't want to aggro the Flier while you're fighting a spawn although most teams would likely handle it just fine.

    The Flier itself shoots what look like tracer rounds, small fast missiles, and large heat-seeking missiles that con blue and move very slowly. The Flier also periodically spawns large groups of bane pets that the team members on the ground will have to deal with. The coolest thing about the Flier is that the large missiles can be targeted and attacked. Generally, it's a lot less threatening than the AVs you just got done facing, and you should be able to defeat it relatively easily.

    Lord Recluse and His Towers

    -any tank will work for Recluse with hover and taunt
    -tower order is usually red, blue, yellow, green
    -taking Recluse to the rear of the platform will remove him from the Flier's aggro radius
    -Recluse spawns +4 bane pets due to damage taken or when his health is very low, be aware of this

    Lord Recluse is one mean AV by the time you get to him. He has built himself four buff-bot towers that make him insanely strong on top of being +4 or +5 to you (average team is 50s with some SK'd to 49). Each tower provides a different flavor of buff. The red tower buffs his damage. The blue tower seems to provide him with super speed boost in addition to helping with his spawn size when he summons. Yellow doesn't seem to be accuracy in our experience so much as it seems to be resistance, so orange might be a better label for it. And lastly green keeps his health topped off.

    Generally, your team of 8 needs to both keep Lord Recluse occupied and take down each of the four towers. This necessitates that the team split up. Usually, the tank will occupy Lord Recluse with the help of one or two of the team's support while the others will attack the towers.

    How many support and what kind you delegate to the tank will depend largely on what primary powerset your tank has and how he chooses to confront Lord Recluse. Every tanker primary is capable of tanking Lord Recluse without dying so long as the proper support is provided and the proper strategies are used. Obviously, Stone tanks have the easiest time and can stand face to face with Lord Recluse even with the red tower standing and expect to need very little support. That being said, well built Invulnerable tanks are almost as good at it. The others need varying degrees of help beyond the regular pocket support.

    First, you should understand that Lord Recluse has six attacks listed in Paragon Wiki. Of those, only two are ranged attacks. So, if you're a tank looking for a way to reduce that incoming damage, your first means of doing so might be to take to the air. If you can hover above Lord Recluse using Hover, Flight, Group Flight, or the Jetpack, you've just reduced the number of attacks Lord Recluse can use on you by four. If you max out your taunt range with slotting, you can then manage to negate another of the remaining two. This adds up to one attack from Lord Recluse that can hit you. If you can survive one hit that then needs time to recharge (giving your support time to work on you), it really doesn't matter what kind of tank you are; you can successfully tank Lord Recluse without dying. If you can survive two hits, you can still do it without dying. IME, most every tank can survive at least those two hits from Lord Recluse.

    Now obviously, your support is still helping you a lot, but they don't have to work nearly as hard or take as many risks. Additionally, you should check what your powerset is strong in. Those attacks from Lord Recluse are energy based. Obviously, sets that offer resistance will do more for you here than straight up defense sets. This is why a fire tank will be easier to support from hover-taunt than an ice tank. The ice tank may not get hit quite as often, but when they do, they lose a lot more hit points. So, the ice tank is wise to stock up on orange inspys before the mission, or hopefully, the team has a sonic resonance character on board. Conversely, the fire tank eats purple shields and hopes for a bubbler.

    There is one last possible advantage I can list to hover taunting Lord Recluse. It seems that his tendency to spawn bane bosses is linked to damage done to him. A tank that hovers and taunts has no chance of doing any damage, so that is one possible spawning trigger eliminated. Our other theory was that excessive movement would do it. However, we've had taunting tanks fly all over the platform with Lord Recluse in tow with no spawned banes all but destroying that theory. It's possible we have this wrong, but nearly all of our last runs have been bane free until the very end.

    Now while the tank team is playing nice with Lord Recluse, the rest of the team is taking down the towers. Sometimes, based on the type of tank, we vary the order of the towers, but lately, we seem to be always dropping them in the following order: red, blue, yellow, green. This has been working out nicely for us.

    There are some things to keep in mind with the towers. When you reduce the health of the towers to a certain point, the towers will start to spawn repairmen. You can't ignore the repairmen because they do what their name suggests: they repair the towers. This is where AoEs are nice to have although not necessary. They don't have to be particularly strong AoEs as the repairmen die very easily.

    It is important that everyone taking down the towers keep an eye out for stray repairmen. Living repairmen will restore health to the tower you're working on if you let them. Also, if you don't kill them and they happen to get knocked away from the tower that spawned them, they will search for a tower, even one previously destroyed, and repair that. It's never a good thing to have to go back to a tower you destroyed once before because a stray repairman fixed it.

    Hopefully, everything has gone smoothly and you've taken out all four towers and are ready to beat up Lord Recluse. With a good team, this should be easily accomplished in the 20 minute period before the Flier respawned (assuming you timed it to give yourselves the biggest possible window). If the Flier did respawn, you don't necessarily have to go back and defeat it again.

    The Flier looks at about the first 2/3 of Lord Recluse's platform and it ignores the rest. Assuming that you have taken out the two towers closest to the Flier's platform, the team should be able to avoid the Flier by keeping to the back side of any remaining towers. The tank can simply draw Lord Recluse to the very back corner of his platform, and you can finish your business there. You can also re-defeat the Flier if you prefer. So long as you left no living repairmen, none of your defeated towers will be repaired while you are away.

    Once all the towers are down and you're ready to take out Lord Recluse himself, it's almost anti-climactic. At this point, he's no tougher than any of the inner circle and you don't need any special tactics to defeat him. The only thing the team needs to be aware of is that where all the other AVs have nukes, Lord Recluse spawns lots of level 54 banes. These can be a danger to the team especially if the team is spread out so that your support is unable to help everyone effectively. Mass control powers of any and all sorts from your controllers are very good here as are repel powers like Force Bubble and Hurricane. You shouldn't have to deal with the banes for very long before the team defeats Lord Recluse unlike Aeon's pets which are around from the start.

    And ...

    That's it.

    I'd like to thank Nemine Lecte and Teikiatsu who've played the majority of these right alongside me, and been there for the after-STF strategy talks. I'd also like to thank the denizens of Virtue United chat channel for never letting us down when we want to run one of these. Some of our very best ideas (hover/taunt among others) have been entirely yours. I'd thank you all personally, but there have been so many of you that have provided such valuable insights to us that the list would go on forever.
  22. [ QUOTE ]
    That's funny., You accuse me of not reading a post ... and then, to defend that accusation, you fail to read a post. You know, the very FIRST sentence after the big, bold, yellow "standard response" title:

    "There are many flavors of this sort of suggestion, and I'll try to answer each one in kind."

    It's a pre-packaged "one size fits most" response, that covers all four of the most-popular varietyesof PvP-and-PvE-mixed suggestions. Part (3) is the one that (obviously) addresses the bit I was responding to, because that part of hte OPs idea directly suggests a way to opt out of PvP despite being in a PvP zone.


    [/ QUOTE ]

    Fess up; you made an assumption about the post before you even did more than glance at it. It's painfully obvious to anyone and everyone who read both the OP and your response. And you know what they say about assumptions ... your reactions so far are not disproving it. So own it, you didn't read it, and didn't bother to check how appropriate your canned response was. Just because you've been around here long enough to have seen most everything doesn't mean that someone still won't occasionally surprise you.
  23. However, as things stand now, you can dial the difficulty up or down as the team requires. I have been on some TFs where we have started on Heroic and wound up dialing up to Unyielding or Invincible when we discovered that the team really clicked. Conversely, I have been on some where the difficulty was forgotten until we hit the first mission and it was quickly discovered we needed something less threatening, so the team leader went to dial it down. As things stand now, you have good flexibility with your difficulty level so long as everyone is aware of how it works.
  24. While we're at it:

    Seriously, they need to look at the length of Doc Q in the Shadow Shard. People gripe a bunch about Posi, but Doc Q is twenty times worse: 24 missions, most needing serious in-depth work, no AV, in the Shadow Shard therefore requiring some specialized travel skill ...
  25. Excellent! Thank you again. I can see that I got the most of it right, but missed a few keys. Teikiatsu and I will have to put our heads together to see how we can try to herd cats. :P

    I second the sticky motion.