CMA's Guide to the Statesman Task Force


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I just PMd _Castle_ and he says the whole LR buff thing is buggy. It is intended that he be buffed, but it currently doesnt work that way.


 

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And, unfortunately Issue 10 did change that part. The tower buffs now do reach the boat so you've got no choice but to take out the towers. That was an unfortunate surprise last night when we ran our first post-I-10 STF; pulling LR still works just fine, unfortunately his mega-def and the constant ~3k heal make that strategy unworkable now.

We found it worked well to have the tank pull LR into a corner behind the red tower while the team took it down, the tank will need heal support until the red tower falls. After that, the team takes the towers down in turn while the tanker holds LR's attention. The tanker will need far less heal support once the red tower's down; LR's damage is a fraction of what it was with the tower up.

Taking down the towers isn't hard; it just adds time and nuisance to the STF. Of course we wasted some time figuring out that the old method didn't work anymore but we still brought it in under 2 hours even with the confusion.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

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We had the same unfortunate experience on Champion last night. Managed to get through the 4 AVs and pull Recluse back, like we normally do, only to find his buffs still worked. Unfortunately, our team build wasn't great for taking out towers and it was getting late, so we logged for the evening to possibly finish it tonight. It was an unwelcome suprise, but I think we all knew it would happen eventually.


 

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I myself have pretty much given up on this TF every succeeding when I'm on it LOL. I've tried it about 6 times, all failed, all with different team combos (and all with damn good players) Of those 6 times we've gotten to Recluse once. The resto of the time we just wipe, wipe, wipe, face plant, wipe. I've usually run into the problem that if we have enough debuffs, we don't have enough damage and vice versa. Do I want the stupid badges: yes. Do I want it enough to do this again: probably not for a good long time LOL.


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I myself have pretty much given up on this TF every succeeding when I'm on it LOL. I've tried it about 6 times, all failed, all with different team combos (and all with damn good players) Of those 6 times we've gotten to Recluse once. The resto of the time we just wipe, wipe, wipe, face plant, wipe. I've usually run into the problem that if we have enough debuffs, we don't have enough damage and vice versa. Do I want the stupid badges: yes. Do I want it enough to do this again: probably not for a good long time LOL.

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Our STF runs never take longer than 1 hour & a half, with a best time of 53 minutes. I'm currently 29 for 33 as far as sucesses & failures, with all of the failures having taken place during the first week of I9. The STF is very doable with almost any team make-up, but a little min/maxing here & there just makes it go faster & smoother.

If you're interested in discussing some tactics/strategies, send me a PM. I'm pretty sure that you'll be able to sucessfully complete this TF in a jiffy the next time you attempt it.


 

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I don't want to make any claims that a certain AT/Powerset combo is 'all that' or anything...

But the 2 STF's that went the smoothest were the ones with myself (Ill/rad) and another Ill/*. The combo of 2 Ill/* controllers with alternating PA's enabled us to handle a double pull of GW and Sirocco, even while the tank and emp defender were afk hunting down a lost dog...

Of course, the whole team was solid, with a solid team, anything is possible. Heck the Freedom Phalanx survives even with that Statesman toon and his chronic 'over-pull' problem...

(for record, the rest of the team was solid, myself I am too impish to be a 'solid' team member )


 

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just to add to the debate, soft load the "security chief?" mish. have the tank go in alone. the chiefs will be in 2 or 3 man mobs. most tanks (or any good farmer really) can drop the chief solo (don't worry about his buddies, if u have aoe and can take them with the chief great, if not then just ignore them) and move on till the key is found and then survive the small ambushes that chase you into the door. even if u have to take out 8-9 chiefs to find the key, u should be able to get it done in about 5 min. by then the team should be reloading to help clear up the chasing ambushes.

also (here comes the anger) if u have 2 good rads (3 is optimal - good storm trollers work also) you can pull all 4 av's at once. put the debuffs on GW (switch them to BS after she goes down), keep them bunched tight together, keep the tanker buffed since he will be in melee range of GW, and take them in this order - GW, then scirocco, then mako, then BS. no pets except decoys till gw is down. yeah, i know people are tired of hearing "u need rads." u don't need them, but if u are in a PuG and don't want to take more than 2 hours.. u need them.

that's my take


 

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True, sometime I need to find the time to update this guide with the changes that issue 10 brought; the primary change being that the "pull to the boat" strategy for LR no longer works... you can get him there but his buffs don't drop so it's pointless.

Now that you HAVE to drop the towers, I need to stress to drop the red tower FIRST!. Thanks to Angry Citizen's research we now know what the towers do, and that's a 105% damage buff and a huge tohit buff as well. While that tower's up LR hits for double damage and he's nearly auto-hit... defense is nearly worthless against him.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes