Rough draft of Master of Khan guide


Adeon Hawkwood

 

Posted

After 10 tries we finally got one. (So got a lot of practice on different parts) I decided to make a guide about master of khan. I included team makeup.If anyone has other tips please include.
DR KAHN TASK FORCE (MASTER OF)
Team Makeup
1 Tanker – ( stone/stone highly recommended but anything is good)
2 Scrapper
3 Scrapper
4 Buff /debuff ( ice,sonic,dark,kin,bubbler)
5 Buff /debuff ( ice sonic dark kin,storm)
6 empath/thermal
7 Buff/Debuff (rad,dark,sonic)
8 Blaster or Kheld

Mission 1: board train
Mission Objective(s)
Stop the break in at City Hall
Key to unlock back door is with Bad Penny (Elite Boss) on steps of city hall before door you can skip other groups outside

Stop the villains
on the way to back room you will find Misadventure (Elite Boss) and Sardonic (Elite Boss) in the back room you’ll find Comrade (Elite Boss) Recommend melee up front squishy and blaster out of aoe range. Stay as a group let tank in doors first


After all EbS defeated then go through the portal
Schadenfreudeis in the first room after portal has everyone wait in the room and have tank herd/pull the av to the room. Then either have stealth tp go to portal room or have tank Destroy the troop portal


Mission 2: Board train
5 Troop Portals to Destroy
Find Mission Exit
Have only scrappers and tank enter mission. Scrappers get 4 portals then have the
scrappers leave and have tank kill last play with reich some ( he can’t be killed here)
and then leave.

Mission 3: Board train
Find the information
Defeat the base's leader Ritter Franz
Stealth tp to Ritter then stealth around to look for info ( glowing computer)

Mission 4: Delivery and Portal ( peregrine Isle)
Delivery to Tina Mcintyre
· Get energy sources from Axis Earth
5 Energy Sources
This is a click and go just have melee and tank enter and click and go
This gives the:
Dimensional Grounding Ray Foe: Special
On most creatures this ray would be harmless, however blasting an entity which is drawing its power from an alternate dimension will have its power source severed. This should be the perfect tool to weaken Reichsman.


Mission 5: Finale
Stealth tp to last room and go left. Buff tank with 16 cms ( or make sure he/she has break frees)
Herd reichsman to left of map. Be aware he has a 100 mag stun. Hit him with the guns you got from last mission and at 80 60 40 20% health a av will be let loose
AVS:
· Countess Crey (Archvillain)
· Gyrfalcon (Archvillain)
· Nemesis (Archvillain)
· Vanessa DeVore (Archvillain)

Have tank and empathy continue on Reichmann while rest of team defeats av. Make sure to have one person checking health and at 80 60 40 20% mark communicate av is coming.
once reichman down everyone gather take a photo and yell KHAAAAAAAAAAAAAAAAAAAAAAAAAN at the camera....

If there are any added suggestions or ideas please feel free to post


as Ood Sigma said....We will sing to you, Doctor. The universe will sing you to your sleep. This song is ending. But the story never ends.

 

Posted

Nice post. Just a couple of things I'd like to add.

Team Builds
Almost any tank will do if you have a cold or FF buffer. Having a kin and rad helps too to bring down the enemies quickly.

For every mission but the PI mission (for obvious reasons), you SHOULD enter the missions not from Founders Falls but from Ouroboros. The biggest reason is that you have easy and fast access to inspirations even while on a task force. This means that you can munch down inspirations and have a full load handy for the next mission quickly.

Additionally, your buffers should and must buff the team members right before the mission is complete, and once in ouros, and again during the mission start. In effect you will get an easy double to triple stacking (if not more) of FF and cold buffs (or sonic) from a every buffing teammate. This puts your team at or near the def (res) cap especially when coming into the missions. At this point you're only worried about the 5% minimum lucky hit scenarios for most of the Task Force. Don't worry about short buffs like ID and SB since the stack wears out so quickly.

The only time you shouldn't enter from ouros is the leader for the first mission (in FF Green line) since he or she will exit there to see Dr. Kahn, and then use ouros after that for the successive missions.

Missions:
1. Instead of herding Schadefraude into the room, the tank should herd them into the hallway in between the two rooms. This tightens up the mobs and also gives room for the squishies to attack out of line of sight from the spawned room, and gives them a place to drop back a bit if they get hit hard.

2. Invincible Reichsmann can't be defeated at all, so I'd recommend dropping an ouros portal immediately upon mission complete, or simply just running to the area where the team landed. No need for tough toons only to be in as long as they can avoid getting hurt by the mobs guarding the portals (with buff stacking everyone just goes in anyhow).

3. Nothing to add.

4. The first clicky will spawn an ambush. If the team members are standing around and he/she is squishy, it might be game over. A mobile team with stealth works, or I believe that having a tough toon grab the first clicky while everyone else is outside the mission would work as well to make sure the ambush was pursuing a tough team member, then have everyone else come in for the rest. Memorizing the click spots makes it really easy for the team to split up 5 ways and click and drop a portal back into Ouros.

5. Putting the whole team inside the laser room and having the tank stand outside the laser room door is an extremely effective way to ensure that none of the AVs go after the wrong team member when they are summoned. This also constricts the area so squishies can hide near the sides of the walls to stay out of line of sight in case they do get aggro. Note that it seems that most of the AVs when awakened will go after the person with the star (team leader) or the person first into the mission, so having a tough team member with the star and going in first should minimize the chance of misplaced aggro.

The laser room is not dangerous in the hero version of the task force. It is deadly to all but stalkers in the villains strike force.

With buff stacking and ouros, my friends and I run MoKahns like normal Kahns since everyone is near the defense caps. It also means that failing isn't a big deal since a Kahn or MoKahn can be completed in about 20-25 minutes comfortably.

Note that with buff stacking, running faster is preferable to running slower because once the stack runs out your defense is much lower than what it was before until you can get back out of the mission.


 

Posted

*clears throat*

KHAAAAAAN!!!

...

It had to be done. You know it. I know it. Move along.


 

Posted

5. Putting the whole team inside the laser room and having the tank stand outside the laser room door is an extremely effective way to ensure that none of the AVs go after the wrong team member when they are summoned. This also constricts the area so squishies can hide near the sides of the walls to stay out of line of sight in case they do get aggro. Note that it seems that most of the AVs when awakened will go after the person with the star (team leader) or the person first into the mission, so having a tough team member with the star and going in first should minimize the chance of misplaced aggro.

hadnt even thought about that one


as Ood Sigma said....We will sing to you, Doctor. The universe will sing you to your sleep. This song is ending. But the story never ends.

 

Posted

Ok, a few comments based on my experience with this one (took me about 5 goes).

Mission 1: From what I've seen you actually have to kill two groups outside City Hall. Bad Penny's group and the one at the base of the stairs. Most groups kill the one at the base anyway to clear room to fight but we missed it once and had to double back.

Mission 2: If you've got a Blaster/Defender with snipes they can take the portals out from range with no risk (although you need stealth to get the one in the tunnel). Each portal takes 3 shots for a Blaster without using Aim/Build Up (at least if you're dealing lethal damage, might be more/less for other damage types, although objects tend not to have resistances)

Mission 4: Similar to what PumBumbler said the best way to dot his one is stealth. Most of the glowies have spawns near them, but if you have a character with full stealth and a perception debuff you can get them easily (Fire Control, Trick Arrow and Devices all work well for this).

Mission 5: The AV adds actually spawn at 80%/60%/40%/20%. I used Surveillance to check the exact percentages and provide prior warning but honestly they're easy enough that you don't really need to.

In general if you've got a good team the most likely places to fail are either the dog leg with Schadefraud or the ambush in the fourth mission. Even the AV fight is pretty simple, the Masters run I completed we actually had our tank DC during the fight and between the Blasters and Scrapper we were able to kite R around until he got back (popping inspirations like crazy the whole time). Overall I would actually say this is the easiest Masters run.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post

Mission 5: The AV adds actually spawn at 80%/60%/40%/20%. I used Surveillance to check the exact percentages and provide prior warning but honestly they're easy enough that you don't really need to.
good to know its 80 60 40 20% what i do is when i see text ( usually woken up av talks) I know av woke up
as a tank
pop tiers insp ( purple defense, emerge, or robust) and have empath cm me from distance.
Scrappers and rest of team hit av rad keeps reichman debuffed

when i get a enhancement i know av is down..


as Ood Sigma said....We will sing to you, Doctor. The universe will sing you to your sleep. This song is ending. But the story never ends.

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Ok, a few comments based on my experience with this one (took me about 5 goes).

Mission 1: From what I've seen you actually have to kill two groups outside City Hall. Bad Penny's group and the one at the base of the stairs. Most groups kill the one at the base anyway to clear room to fight but we missed it once and had to double back.
Only the 1 group. Sometimes it's hard to contain the whole mob and either you got a runner or a mob got knocked down the stairs. Usually people who attack from the bottom of the stairs or even on the stairs themselves may be spotted by the bottom mob, depending on how close that mob spawns. Jumping in from the side usually works to avoid the bottom mob aggro, and having AoE immobs really helps to keep the mob together.