[u]Guide to Statesmans Task Force[u]
Welcome. First of Id like to thank anyone with whom Ive teamed in the past. Through errors, flubs, and tactical variances Ive learned a great deal.
I will take you through this TF with tips to help you achieve the Master of badge. Keep in mind that these are tactics I have found more useful and there may be other viable options not mentioned. I'll happily add any suggestions if I can sucessfully test it. In my opinion, this TF can be completed by any team. The Master of is a different story. Much like when the TF first came about there were required builds. It is possible to do it differently. I have heard of an all-defender and all-controller team completing the Master of successfully, yet I have never taken part in one. I have never taken or used a Warshade nor a Peacebringer on this TF, therefore no comment is made on how to use these ATs. I recommend applying whatever is closest to your situation (i.e. if using Dwarf Form on a PB, you could be considered a tanker).
I will talk of tactics in general as team make-up will often alter who does what and how.
Welcome to the Statesmans Task Force! This is a TF requiring 8 members to start, within the level range of 45-50. Things like shivans, Warburg nukes and other temp powers are always helpful but not necessary.
Masters notes: Choose the No defeats and No temp powers options (this includes vet rewards). I highly recommend at least the team leader setting their difficulty to Heroic.
Mission 1:
You are sent to capture the AV Arbiter Sands. There are 45 web parts (cables) that need to be destroyed. Once destroyed Arbiter Sands will appear (with a large mob) at the top of the ramp. There is also an ambush. If you are facing Sands from the ramp, the ambush always comes from the right.
A helpful tactic is to destroy 44 of the cables leaving 1 at the top of the ramp. This will allow the team to gather for buffs if split up. Destroy the last cable. After the cut scene, deal with the ambush first. Hint: if you keep at least 1 member of the ambush alive, no further ambushes will spawn, otherwise ambushes will continue for 5 or 6 waves before or during your attack on Sands. Defeat Arbiter Sands, you are not required to clear the mob which spawns with him, therefore concentrate all attacks/debuffs solely on him for a quick completion.
Masters notes: There are a few accepted ways of destroying the cables in the lower section.
1. Only the tankers and scrappers go below as they have the highest hit points and can make a strategic escape if necessary.
2. Someone with a snipe attack shoots the lower cables at range. This is the most dangerous of approaches IMO, but highly effective with a stealthed blaster. Having a tanker nearby to deal with accidental aggro is a nice safety measure.
3. The entire team goes down. Beware of collateral damage! Any tankers need to focus on maintaining aggro control (spam taunt).
Mission 2:
You need to defeat 4 AVs: MuDrakhan, Korol, Shadow Spider and Viridian.
Head to the elevators which will take you outside into an Atlas Park/Recluses Victory like zone. There is generally a mob at the entrance of the elevators which may affect those attempting Master of. Tankers and/or scrappers should have no issues clearing this group. The AVs can be found as follows:
MuDrakhan- Next to the pillbox to your immediate right on entering the outside map. Gamma for those familiar with RV.
Korol- Under Lord Recluses statute (where Atlas normal is in Atlas Park).
Shadow Spider- Next to the pillbox beside City Hall. Bravo for those familiar with RV.
Viridian- In the parking lot directly behind City Hall.
There are 3 possible gathering points, when entering the outside section.
1. At the entrance/exit of the outdoor area. (You will have to fight a mob in the street) to the right if you choose this.
2. The hill to the west of Mu-Drakhan.
3. The small grass clearing north-west of Mu-Drakhan (my preferred location out of habit).
For Korol, the gathering point normally used is where you can find Ms. Liberty in Atlas Park (the top of the steps from the street).
Walking towards the next AV, a good set-up point is on the close side of the pillbox where Shadow Spider waits. Others have used the grassy area to the east of Shadow Spider, but I find that this can draw aggro from the AVs surrounding mob if one isnt careful.
There is a nice empty patch of parking lot between Viridian and the monorail station. This is a great place to set-up for the final AV of the mission.
Ive never seen these AVs done in an order other than what is listed above but it is certainly possible, especially for those that wish to clear the entire map. If trying to avoid aggro, dismiss pets between these points: door to Mu-Drakhan set-up point; Mu-Drakhan to steps near Korol; Shadow Spider to Viridian set-up point.
Upon completion, at least 1 member must return inside to exit the mission. Others can use base or Ouroboros portals to quickly exit the mission and return to Independence Port.
Masters notes: There are different dangers here. As stated above, stray pets can cause unwanted aggro, so dismiss pets between fights. All AVs, aside from Shadow Spider, have PBAoEs that will either defeat squishies or bring their health low enough that a minion from the surrounding mob will finish it. In general, its best to let the scrappers and tankers handle melee (regardless of how good your blaster is in melee range). If you have someone with invisibility and teleport friend, they can get to the gathering point and safely bring in the rest of the team (tankers with self teleport do this quite well also).
Mission 3:
This is straightforward. Fight or TP your team down to the thorn tree room. Defeat all Circle of Thorns in this final room. Then proceed to destroy 88 vines (they regrow on a timer so you cannot take your time). Once all 88 vines are destroyed, they will not respawn, you can then attack the thorn tree itself. After defeating the thorn tree, one player will click on the Nexus of Thorns (glowie) to receive a temp power (Power of the Thorn) which is required for the next mission. It is the only temp power usable for those attempting this on a Master of setting. There are varying opinions on who should grab the temp power. This is a comfort zone for certain players, so discuss it before the mission begins. I like having the person taking alpha-strike on Dr. Aeon, to carry it, but they may not. This power does have some range to it, but its not great.
Masters notes: The thorn tree room is often the doom of many an MSTF. The ideal to ensure no defeats on the way to the thorn tree room is to have a player with invisibility and TP friend go to the cave entrance (south of the mission entry). Again, a tanker with TP & TP friend will also do this well. Once all are there, the invisible character travels to the thorn tree room and once again TP friends teammates. I believe the distance between the mission entrance and the thorn tree room is too great for only 1 set of TP friend. Without someone who can safely make these trips, fighting down to the thorn room is required. This is generally not too difficult as long as the team stays together and handles 1 mob at a time. There is a point where 8 named Bosses are in one group. The portion of the map has a waterfall where you can drop off the ledge down into the water (recommended) or use a portal go down. The 8 bosses await you there. To prevent defeats in the final room, choose a direction (clockwise or counter-clockwise) when clearing the CoT. It is best to stay in the trench against the exterior wall while clearing. The thorn tree can 1 shot some builds, and if not will often stun (dropping toggles) and the vines or mobs will finish the job. For mobs out of range, either snipe or send a scrapper or tanker to pull the mob to the team. Clearing the vines is just as problematic. Anyone can stand behind the thorn tree without issue and can therefore destroy half the vines in the room without too much fear of damage. The vines do cause -movement and recharge. A good tactic is to send in stun resistant tankers and scrappers to the front of the room in sight of the thorn tree, they will not have to worry about being stunned and any damage received should be easily recovered. When attacking the thorn tree the aggro character should stand to the opposite side of the thorn tree than their teammates to maintain the thorn trees attacks on them. To maintain the highest threat level, stay close and use any damage/taunt auras available.
Mission 4:
You will face multiple AVs before Dr. Aeon in this mission.
The outdoor portion of this mission can be frustrating. You are searching for the Security Chief? who holds the key to the indoor section, where you will face the Wretch, Barracuda, Ice Mistral and Silver Mantis (order is randomized) before reaching Dr. Aeon.
Each defeat of a Security Chief? will spawn 1 or 2 mobs of reinforcement. Once the key is found the yellow waypoint will show you the door to enter. For you STF vets, its always the same door. Once inside you will have to fight through the 4 AVs to reach the final room with Dr. Aeon. The final room has a mob just inside the door, one to the right. There is usually another mob on the same floor as Dr. Aeon but can be ignored. After defeating the 2 mobs, stay on the right and go up the nearest ramp. This will put you in sight of Dr. Aeon and supporting spawn. Dr. Aeon has a shield that leaves him unaffected by any powers. This shield can be taken down by the temp power from the thorn tree room. On approach, Dr. Aeon will punch his fist in the air, signaling the activation of the shield, and bringing many alternate Dr. Aeons. The temp power can then be used on the original Dr. Aeon, which will keep the shield down for a small period of time. The recharge on the temp power matches the shield down time, so if you cannot defeat him before the temp power recharges, make sure you re-apply!
Masters notes: There are two ways to deal with ambushes when the key has been found, both with inherent risks. The first is to stay outdoors until the ambushes are defeated. The risk is that it is outdoors and its harder ensure nothign runs away (leaving a chance that you'll get attacked from behind later on). The second is to rush to the building entry as soon as the key is found. If the ambushes have already spawned, they will only enter under the ramp of the inner mission door, this makes it very easy to control the incoming mob. If not, your damage dealers will be under the ramp, and you may get a spawn just into the mission, meaning all the lower HP characters will be the first attacked. Also running to the door can draw aggro from the mobs remaining if someone is not careful. Once again, PBAoEs are the call of the day for the AVs, Silver Mantis being the only one that is truly safe to attack at close range by any member of the team. Even so, its best for squishies stand back.
Mission 5:
Lord Recluse and his inner circle.
This map is a sectioned off Grandville. Whether you choose to eliminate all the mob groups or only one side is your call, the difference being a matter of a few minutes. I now like the clear-all formula for the Master of attempts. When you are ready to attack the AVs, it is easiest to use a snipe power. Taunt has even been used to some success but is more likely than not to attract the attention of more than 1 AV. Its best to start with either Ghost Widow on the left or Captain Mako on the right.
Ghost Widow- Having a tanker taunting is the best solution for maintaining aggro. She has a both AoE and PBAoE that can nearly 1 shot most non-tanker builds, and then some of those. Stay at range. Melee characters should try kiting (queue attack and run by so the root animation is away from GW). Whoever holds aggro should try and keep Ghost Widows back facing the rest of the team. Keep Clear Mind (and like powers) on the aggro tank with the hope that GW's hold will miss or not affect the target.
Scirocco- More AoE, but not as dangerous for scrappers as Ghost Widow.
Captain Mako- Its still safest for the squishies to stay at range solely due to the damage potential of any AV. He will use Elude as he gets low on health making him extremely difficult to hit. Popping a few insights (yellow inspirations) and/or the accolade power Geas of the Kind Ones will help with this.
Black Scorpion- Same comment as Scirocco.
If at anytime you have more than 1 AV attacking your group and you feel it is too much to handle, retreat back to the mission entrance. The AVs will lose interest and return to their guarding positions in front of Recluses statue.
The Arachnos Flier- Does a circuit of Recluses statue. There are also 3 sets of mobs to eliminate (one the right, left and far side of the statues pillar). The Arachnos Flier will attack with missiles and also generate more mobs to defeat. It is classed as an AV. Once defeated the flier MAY respawn.
Lord Recluse & the transfer towers- Lord Recluse is powered by the transfer stations to make him near invincible. For ease and to help whoever tanks Lord Recluse, take down the towers in the following order: Red, Blue, Yellow and Green. Bane Spider Repairers will appear to help rebuild the towers hit points. Eliminate them as quickly as possible. They will also rebuild a downed tower, if left alone, thought they will concentrate first on the tower where originally summoned. During this time it is up to a tanker (or substitute) to keep Lord Recluses attention away from the rest of the team. Use a pillar in the centre of the square or using a corner of the main building. Attempting to pull Recluse to the mission entry point no longer cancels the buffs from the towers. Once the towers are defeated, you can then focus on Lord Recluse. It is possible to ignore the Blue tower, but it provides Recluse with a tohit and recharge bonus, so its advisable to take all four down.
Masters notes: When facing Ghost Widow, keeping a tanker in melee range can be dangerous because of her hold. The aggro tank can taunt her at range (5-6 square tiles on the floor). It keeps the tanker as the highest risk factor and out of hold range. Ghost Widow will give chase, which gives the plan of clearing all mobs more credence so the tanker has lots of room to maneuver. It is best to pull the 4 AVs up to the alleyway as the Arachnos Flier will attack you if in range, and multiple missile attacks will defeat many characters. Beware the flier respawn! Drop everything and focus on the flier if it returns. Hint: if all towers are down and the flier respawns, keeping the team (and Recluse) in one of the 2 corners of the map near the towers will be out of the fliers range and it will not attack.
Final note. My ideal of a MSTF team is: 1 tank, 1 emp, 2 debuffers (Radiation Emission or Dark Miasma), 1 blaster & 3 additional damage dealers. Having additional debuffers is always a bonus, as well as other defensive sets like empathy (the first successful MSTF had 2 empathy defenders). Controllers are highly sought after as they can provide the dual role of heal and/or debuff and damage. Blaster are great as they provide ranged attacks. There is not harm in having multiple melee characters, just be aware of the various AoE attacks.
I hope this helps! Good luck!