Master Zaprobo

Legend
  • Posts

    1169
  • Joined

  1. Quote:
    Originally Posted by IanTheM1 View Post
    Alpha Slot bug?
    Rumour that the Alpha Slot isn't working on Trials. Can't find any evidence ingame of this (My Nerve Very rare still shows the +20% Def on my Protector Bots, and I don't have any Def hancies in them).
  2. Quote:
    Originally Posted by New Dawn View Post
    Nicely done, hope everybody reads it otherwise there will be a fair few hours of my life wasted on it that I can't get back.
    Nothing is wasted, even on "failed" trials as you still get Incarnate XP and the chance for Threads. Gives you a greater chance of succeeding down the line once you have some new Incarnate powers slotted in.

    Quote:
    Originally Posted by Von Krieger View Post
    In order to keep the reinforcements from building up there ought to be a few people or one of the three teams, dedicated to wiping them out while Siege and Nightstar are whittled down. We got them down to 15% HP on ours, and then we were overrun when we had several people have to hospital at once, thus being unable to get rid of the bosses.
    Potentially so, but then the guide couldn't assume you'd be running with x amount of players. Maybe you'd want to try have people assigned to mob clearance, perhaps try deactivating turrets (for tactic #2) but the core of what is needed is in the guide.

    Speed IS of the essence, as you can get to unwinnable situations with the amount of reinforcements, but as people get Judgement slotted then it will be less of an issue to clear.
  3. Quote:
    Originally Posted by Elfis_Presley View Post
    Need a higher aggro cap to tank the trials. Make it at least 30.
    The key thing being, one "Tank" should not be dealing with 30 mobs. They almost certainly won't survive doing so.

    Get a few "tank" and share the responsibility out.

    Aggro cap was lowered by the devs as it was trivialising content. I don't expect they'll be popping it back up again.

    Edit: Sorry, I meant taunt cap, but I think that's what the OP was referring to in any event.
  4. Well said. You probably don't even need to get to Rare or Very Rare. Even a Common/Uncommon Judgement power in the hands of many of your leaguemates can make short work of unwieldy mob sizes.

    Don't give up, even in the face of certain death - simply kill more for iXP and threads so you can come back stronger next time!
  5. Quote:
    Originally Posted by IanTheM1 View Post
    Then that's still terrible design. Defense should not be inexplicably nullified over other forms of mitigation. (Yes, I know the IDF have lots of -Regen floating around too.) I notice the IDF have all of two resistance debuffing enemies, in comparison.
    Actually it's a sound design- couple of Controllers/Dominators with AoE holds and suddenly, no ToHit buffs.

    The issue I'm sure many are having is the number of mobs, and this can be fixed with experience/acting faster.

    Every "failure" still results in Incarnate XP and Threads, which as they build up and slots unlock, will make things easier.
  6. Actually, the Trials don't encourage soft-capping since the Praetorians can cut through 100% Defense like it wasn't there (the Battle Orbs, Seers and 9CU's get lots of +ToHit buffs to hand around). Resistance amd Team Buffs are what makes these Trials succeed.

    It's a big learning curve from the rest of the game, even for those of us on Test as we've not been handed Threads by the devs to make the Incarnate Abilities that smooth the way.

    My recommendation is run with the maximum size League for the Trial, read the guides beforehand and then hope everyone else who hasn't can follow instructions.

    I've had a Lambda win over on Defiant, and two losses with substantially the same people on the Trial.
  7. Quote:
    Originally Posted by AkuTenshiiZero View Post
    So how exactly did Marauder's personal legion get past playtesting? Because I hate to break it to you but there is no way that an average 8-man, randomly-selected PUG can deal with this. Call me bitter, but the content after GR has gone from bad to worse. Stacking spawns on top of stacking spawns. I remember when things like this were considdered a bug!
    Because if your team grabs all the [Molecular Acid] temps in the prior stage and then shuts down all the portals, there is no massive horde

    Of course, this is very tough to do with a 8-man (which will become easier as people unlock more Incarnate abilities) and most will have better luck with a 16-man Lambda.
  8. Many people are pre-forming Leagues and queuing like that. You will not be able to solo queue and get into a preformed (which will fill all/most of the slots).

    Either hit up your local Global Channels for teaming, or wait longer for enough soloists to queue up.
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    And MZ, that simply doesn't work. 'Barely any damage' is enough to insta-kill the Tier 1 pets, nearly kill the Tier 2 pets and halve the Tier 3. That is NOT a small problem, especially given how easy it is for the hundred and one bosses around to insta-kill your entire arsenal.
    The Artillery attack only hit me for around 34 damage (that's with no +Res and henchmen on Passive). Absolutely negligible. You must be thinking of (or experiencing) another attack.

    Note when I was hit, I was on the roof of the internal building, with no other aggro (so can only be the artillery attack).
  10. WST is running this week as normal, not just "resuming" next week. This week is ITF.

    Plus, if you're a villain (or have redside access) you can do the new SF to get another Notice
  11. The artillery barrage in the final stage does barely any damage - simply pop your henches on Passive so they don't then go attack Marauder and you'll be fine.

    If you're talking about the turrets around the Lambda Sector compound, then these can be defeated in the earlier stages so they're no issue in the final.
  12. Two runs, one fail and one success for Lambda over on Defiant - sitting at 53% unlocked for Interface.

    Also got the badge for simultaneous glowie defeat in the sabotage stage, which was nice
  13. I have now updated the guide with the new Incarnate abilities launched with issue 20. Enjoy!
  14. Strategy for the Behavioural Adjustment Facility (BAF) Trial

    After completing the BAF Trial, on a few occassions I reckon I can give a fair approximation at a guide to the Behavioural Adjustment Facility (BAF) Trial. At least until another (better) guide surfaces.

    Remember, there are also dev-made guides located here and located here as well.

    Overview
    The BAF Trial is a lot simpler in premise than the Lambda Trial - requiring no collection of Temporary Powers to achieve its goals. It consists of three AV-fights (one with 2 AV's simultaneously) and (what the community have dubbed) a "Tower Defence" section.

    Map of Key Points


    Stage One: Defeat WarWorks
    This stage is non-timed and allows you to go around and take on some Praetorian WarWorks. The spawns are solid, but easy enough with the critical mass of PBAoE Buffs, etc. a League can pack. You will need to defeat a total of 40 units.

    Special Mechanics: None

    Failure: Impossible at this stage as there is no timer in action.

    Tactics: Spawns are far enough apart that you can stay as a single massed unit, and plow through the spawns. Ideally (IMO) you should head to the right and clear a path towards and around the Tennis Courts (so you're in position for a safe zone for the next stage, or at least heading towards the bivouacs where Nightstar spawns).

    Stage Two: Defeat Nightstar
    In this stage, all the WarWorks from the previous stage despawn, sentry turrets become active and Nightstar spawns at the eastern Bivouacs and in range of several turrets. She calls for reinforcements (Mark VI Victorias) every 15 seconds and they come running in (not just appear next to her).

    Special Mechanics: Nightstar (and later Siege) will use an attack called "Sequestration". If this stacks on you three times, you and any allies around you will be automatically held (regardless of protections). If you get a "Second Warning", you should move away from your allies.

    Failure: This section can be failed due to the introduction of a timer - a common failure cause is due to a critical mass of reinforcements.

    Tactic #1 (Safe Zone): As soon as the first stage is over, the League heads straight for the tennis court, while one designated puller goes and brings Nightstar over (preferrably a Mastermind Henchman). This tactic means that no player is in range of the tower lasers at any stage during this part and defeating Nightstar should be relatively painless. Take note of where Nightstar's "corpse" is as you will need to return to it.

    Tactic #2 (Spawn Point): With sufficient Destiny/Judgement powers you will be able to rush Nightstar at her spawn point and ignore the bulk of the attacks by the turrets, relying on Barrier and Rebirth to keep the team standing and Judgement to clear the MkVI Victorias. Take note of where Nightstar's "corpse" is as you will need to return to it.

    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)


    Stage Four: Defeat Siege
    In this stage, the sentry turrets become active again and Siege spawns at the western building entrance and in range of several turrets. He calls for reinforcements (9CU WarWorks) every 15 seconds and they come running in (not just appear next to him).

    Special Mechanics: Siege will use an attack called "Sequestration". If this stacks on you three times, you and any allies around you will be automatically held (regardless of protections). If you get a "Second Warning", you should move away from your allies.

    Failure: This section can be failed due to the timer - a common failure cause is due to a critical mass of reinforcements.

    Tactic #1 (Safe Zone): As soon as the tower defense stage is over, the League heads straight for the tennis court, while one designated puller goes and brings Siege over (preferrably a Mastermind Henchman). This tactic means that no player is in range of the tower lasers for long during this part and defeating Siege should be relatively painless. Take note of where Siege's "corpse" is as you will need to return to it.

    Tactic #2 (Spawn Point): With sufficient Destiny/Judgement powers you will be able to rush Siege at his spawn point and ignore the bulk of the attacks by the turrets, relying on Barrier and Rebirth to keep the team standing and Judgement to clear the 9CU's. Take note of where Siege's "corpse" is as you will need to return to it.

    Stage Five: Defeat Nightstar and Siege Simultaneously
    In this stage, the sentry turrets remain active and both Nightstar and Siege will respawn at the location of their corpses (you noted where they were before, right?). Both call for reinforcements (Victorias and 9CU's as appropriate) every 15 seconds and they come running in (not just appear next to them).

    Special Mechanics: Both will use an attack called "Sequestration". If this stacks on you three times, you and any allies around you will be automatically held (regardless of protections). If you get a "Second Warning", you should move away from your allies. Additionally, once you defeat either of them a ten second timer will begin - if you do not defeat the second within that timeframe then the one you did defeat will respawn with full health.

    Failure: This section can be failed due to the timer - a common failure cause is due to a critical mass of reinforcements or inability to get the simultaneous defeat timing correct.

    Tactics: This is possibly the most difficult stage of the Trial, not in terms of the mechanics employed but in terms of the timing of the defeats needing to be dead on. There is sufficient time for a couple of attempts within the timer given if you mistime and a AV respawns but with sufficient practice this should be very doable.

    The League should split into two teams which each fight an AV each. Keep any eye on the Objective Health bars and switch to attacking the reinforcements if one team falls behind on damage.

    Once one AV is dropped, the entire League should ruch to drop the other AV as quickly as possible - if this fails, then the League should switch fully to the freshly rez'd AV until the health bars are even again.
  15. Quote:
    Originally Posted by BuMmR View Post
    Oh yea! Feels good to be useless :\

    http://www.youtube.com/watch?v=oWv1KEVkbWc
    At a guess... you zoned into the mission and notice your henches were stuck at the door and so either issued "/petcomall dismiss" by the CLI or used the "Dismiss" option from the GUI.

    If your henches are stuck on zoning, you must use /releasepets or you will see the behaviour you have Fraps'd here.
  16. Quote:
    Originally Posted by Blood_Beret View Post
    Technically the Preatorians could have come to Primal Earth first, but Primal Earth fired the perverbial shot heard throughout the multiverse.
    Or, Primals went to Praetoria first to explore and were armed (though with no intention to attack unless provoked) and Praetorians took that as an "invasion".

    So their point of view is Primals started it.

    I'm looking forward to the plot developing
  17. We had a nice turnout for the competition, and all the competitors walked away with a [Plasmatic Taser] for their troubles.



    After due consideration by myself and Dr Darkespark , we got down to out 8 finalists - Defective, Volt Hunter, Cocktail Companion, Cryo Unit N-Tech, The Mask of Damz, ExtraGonk, MDSU459, and Dread Bot. These competitors all got a [Backup Radio] for their outstanding costumes.

    However, their could only be three winners!


    From Left to Right: Defective, Cryo Unit N-Tech and Cocktail Companion

    First Place went to Cryo Unit N-Tech who chose the Hecatomb: Chance for Negative Energy Dam. Second Place went to Defective who chose the Apocalypse: Chance for Negative Energy Dam. Third Place went to Cocktail Companion who received the Gravitational Anchor: Chance for Hold.

    Thanks to all our competitors, we had a blast and hope you did too!

    MZ
  18. Shame this thread is getting bogged down with suggestions, instead of focussing on bug fixes. Worried the devs might not take notice of this if it's full of flights of fantasy.
  19. Very happy with this move as I was mid-moving in to America last year's event and didn't realise there was new content in the form of the Tip mission. This gives me a chance to catch up on badges with the wife
  20. I was very disappointed when I looked at this site to find that my Assault Bot, my Protector Bots and two of my Battle Drones had profiles and were looking for a new Mastermind.

    Thanks a lot Titan Network
  21. One hour notice! Hope you're going to make judging difficult
  22. Quote:
    Originally Posted by Xzero45 View Post
    Like I clarified earlier, I meant in terms of villains and threats we'll be facing and how all of our big enemies will have to be sponsored by the Well first.
    Actually, from the dev chat it was hinted that the Well is simply beefing up existing threats to force us to become more powerful so that when the Coming Storm hits, we're able to defend ourselves (and the Well) effectively.

    It's speeding up the process of "survival of the fittest" so it's got some decent meatshields from what it appears to know about the Storm (which has yet to be revealed via plot).
  23. Quote:
    Originally Posted by Scythus View Post
    Actually, most posts I've seen are complaints about the Praetorian-themed pets in Lore. The homogenized archetype decriers are actually very rare.
    Didn't say it was the most common complaint reason And devs have addressed that issue in tonights dev vidchat

    All thats left from the "big" complaints list is inf costs on conversions, existance of Threads and this homogenisation palaver!
  24. Actually I think it's an almost relevant thread-necro, hear me out...

    The original post is talking about how APP's will homogenise AT's and we're seeing similar threads about this for the Incarnate Powers. Well, much as APP's have not worked against AT roles as the OP doomcried, I reckon the Incarnate doomcriers will end up looking just as daft if we look back in on their posts several years down the line.

    A fine necro-post with actual thought behing it's ressurection.

    Now someone get a [Ghost Slaying Axe] or [Ghost Slaying Rifle] in here, stat!
  25. My two highlights were that...
    1. All Incarnate slots will get more trees - like perhaps Psion Judgement or Nemesis Lore
    2. That several NPC's (but not all) in Praetoria were actually a shape-shifted Protean