Rough draft of Master of statesman guide


Adeon Hawkwood

 

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Originally Posted by MaHaBone23 View Post
*sigh*
I signed on for a MotST the other night, never having done a Stateman's TF. A couple people on the TF were VERY helpful, and really clued me on what to do, what not to do, and what was coming next.
By the fifth attempt (okay, at least one failure was my fault. I play aggressive, and didnt really understand the "no death" requirement) we got a head of steam and made it to the end of the fourth mission. That includes a Cyst explosion that sent half of the team into the red.
In the fight with Dr. Aion, the tank dies. Then promptly quits. Another player curses, quits. And another and another, without so much as a "bye!" In the span of 20 seconds, 8 players becomes 2- me and a dead blaster. My poor squishy troller lasted longer than she had any right to against Aion and his clones, but down I went.

So I can understand rebooting the TF on the first or second mission, but by the time you mad eit to the end of the fourth, would it not make sense to just follow through for the merits?
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Originally Posted by Adeon Hawkwood View Post
I was on that team as well and I agree I'd have liked to finish the TF. Unfortunately I got DC'd right after the death and by the time I logged back everyone else had quit. I'm of the opinion that even if you fail the master requirement at that point you might as well do the last misison, it's fun and gives people practice fighting the AVs which improves odds the next time.
yeah i was on that run too i think i was one who quit after tank ( cursing) sorry soemtimes i do complete after master option is out but that day i had a really bad migraine after 5 attempts..
i apologize


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.

 

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Originally Posted by Cien_Fuegos View Post
STATESMAN
45 -50 ( preferred 47-50)
Team composition
1 Tanker – ( stone/stone highly recommended but anything is good)
2 Scrapper
3 Scrapper
4 Buff /debuff ( ice,sonic,dark,kin)
5 Buff /debuff ( ice sonic dark kin)
6 empath/thermal
7 Buff/Debuff (rad,dark,sonic)
8 Blaster or Kheld


Mission 1
45 Web Parts to Destroy – destroy all but leave 2 on ramp
Next to helicopter is a group of arachnos defeat all but leave one alive ( supposely ambush don’t come)
Two ways ive seen it done ( remember buff is your friend)
1 have everyone but tank behind helicopter have blaster kill final two web parts
2 have everyone wait in ramp out of line of sight let tank grab agroo first
Capture Arbiter Sands
Melee attack sands keep squishies and blaster away from aoe range

Mission 2
Capture Dr. Aeon
This is an unavoidable trap dr aeon has you trap after a cheesey cut scene stealth to ruined atlas map and tp team
Then in order
Defeat Mu'Drakhan
Defeat Korol
Defeat Shadow Spider
Defeat Viridian
Return Home – everyone open a oroborus portal stealth tper heads to mission door
Mission 3
Two part stealth tp to mission door from sub then stealth tp to tree
Be careful of crystals they knock out your stealth….
Defeat cot in clockwise circle
Vines to destroy: 88 – in same circle you made defeating cot go to left hand side middle. Tank goes south and everyone non tankish goes north meet at mouth of tree…
Breach Thorn Tree
Defeat the tree av and Tank
Take Nexus of Thorns
Mission 4
Find Real Security Chief – this is random we tried it different ways be sure to eliminate the ambushes
Once you have the keys
Defeat Silver Mantis
Defeat Barracuda
Defeat Ice Mistral
Defeat Wretch
Capture Dr. Aeon – this is where use nexus of thorn power tank goes in first grabs agroo
Then scrappers then debuff
Mission 5
When you pick up last mish be aware of time every 20 mins a flyer will spawn…
Clear ramps leading up to the inner circle once clear
Heres where most teams have trouble
Defeat Recluse's Inner Circle!
Strategy 1
Snipe them in order. Have a stealth team mate watching if more than one comes run to boat
Black Scorpion (Archvillain, level 54) – stay out of aoe range melee and tank close range
Scirocco (Archvillain, level 54) – same as black scorpion
Captain Mako (Archvillain, level 54) – once tank grabs agroo use debuff then same as with other two
Ghost Widow (Archvillain, level 54) – cm tank 16 times plus make sure tank has tier 3 insps-attack from behind
Ghost Widow - She has three means to healing herself on top of a high regeneration rate. The first is a minor PBAoE heal which can be overcome. The other two heals are ranged targeted heals that she will attempt to use on the person with aggro, but the range is fairly short on both. Have a tanker taunt her from range and attempt to keep away from her as best as they can staying at the maximum range of their taunt ability. Using hover or fly will not work since she also can fly. The second thing to watch out for with Ghost Widow is her hold which will break any tanker's normal mez protection. Stack as many buffs like Increased Density, Clear Mind, and Clarity as you can on the tanker, so it will prevent them from being held. [Note: Her Strongest hold is Mag 100]
Scirocco - He has some very nasty AoE attacks, so try to point his attacks away from anyone else in the group not trying to draw aggro. The best method is to corner pull him and have the tanker keep their back to a wall with Scirocco facing the wall and everyone else attacking from behind.
Black Scorpion - He is the most straightforward, but is a heavy hitter.
Captain Mako - Pound him down as much as you can. At low health he will hit Elude, which has no obvious effect. When you notice all your attacks being Avoided, shout out for your team to hit the Insights and Geas of the Kind Ones if they have it.
Strategy 2
Tank pulls empath keeps tank cmed and heal ( from distance) 3 of the avs will get tired kill the one that is left
This is dangerous on a master run
Defeat flyer when it respawns then count 20 mins from there

Defeat Lord Recluse
Tank taunts hold lord recluse emp cms tank and heals also rad puts one debuff on lord recluse
Most people like to take out yellow first I like red
Red NE of Recluse Power Generator Real Status Effect Bonus(Knockback, Disorient), +105% DMG(Smashing, Lethal, Energy), +105% Res(Smashing, Lethal, Energy) (hardcapped at 100%)
yellow SW of Recluse Dispersion Bubble Real +200% DEF(All) (hardcapped at 175%), +17.7 Protection(Hold, Immobilize, Disorient)
Green NW of Recluse Healing Pulse Healing, +MaxHP (hardcapped at 150% or 46015.73 hp), +2000% Regen
Blue SE of Recluse Temporal Manipulator +30% ToHit, +1000% Recharge (hardcapped at 400%), +200% Run Speed

If flyer respawned take it out if not head in After all 4 towers are down, the team can finally focus on Recluse himself. Tank and scrappers in melee range and ranged stay out of aoe range
Summon Army allows Lord Recluse to summon anywhere from 1-4 (or possibly more) Bane Spiders (usually bosses) who will rappel down from above. The power has a short timer which will allow Lord Recluse to literally flood his opponents with Bane Spiders if he is not defeated quickly. His Suppression uses a unique animation which is high damage all at once instead of being DoT like player and NPC Crab Spiders.
The end
too lazy to rewrite it today but by next week second draft will be up...ill look at some other guides ( specially trickshooters) for parts i missed
im very impressed by ever strykers speed ( then again he did the 4 man stf)wondering what fastest time on masters run? slowest?


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.

 

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Originally Posted by Cien_Fuegos View Post
master run is stressful i dont blame people who dont want to

i like the idea of practice.... been thinking of incorporating practice runs
The concept of a Master run is stressful when you first look at doing it for STF. Our master runs were taking about 1.5 -2 hours to get the badge for all the various people who were asking, although I got the badge on the first day (2nd try).

What I've found in general practice (probably near a thousand runs of STF since it first came out and about 40-50 Master runs) is that the main reason why a Master run was difficult was because everyone viewed it as an exception.

We were fully capable of doing normal everyday STF speed runs in under 40 minutes, yet somehow the MoSTF was not fast at all. This broke the natural rhythm of the team and made things feel forced at many times. The heightened anxiety tended to drag and by the time the final mission rolled around, people were at their worst when they needed to be at their best.

In order to change things up, I reformulated our MoSTF runs to be slightly modified versions of our normal STF runs and modified our speed runs to approximate a MoSTF run. This gives 2 main benefits.

1. Our previous STF runs used vengeance and shivans often, and I felt this was a crutch. They are pretty much optional nowadays, and we rarely look at the team build other than making sure we have +def buffer and either PA or tank. The overall time savings to avoid needing to run to Bloody Bay for shivans helps too, although if someone feels like grabbing shivs no one really minds either.

2. A fast MoSTF run that fails is better than a slow MoSTF run that fails. Everyone was always on pins and needles through every mission of the STF. A fast Mo run everyone acts the same as a normal STF run.

3. A MoSTF run feels like a fast STF run so practice is always the same as live as much as possible. Nothing feels forced and everyone is relaxed. It's not a big deal to fail since a Mo run only adds about 10-15 minutes overall to a normal speed run.

4. Practice runs are fast. Everyone can pitch in at any time since they know it's only going to take about an hour from recruiting to disbanding. Also fast runs means that practice can be held more frequently and involve more people so you have a large pool to draw from when the MoSTF runs happen. It also means that you get a better feel of where exceptions can take place and how to deal with them.

5. Buff stacking. Fast TF runs can take advantage of the multiple buff stacks when zoning, so your team can be at the def cap for the first 2-4 minutes of each mission. With that level of defense, our standard STF pattern for the 4 sig AVs is to herd them all around a corner and have at it for a few minutes. Basically the goal is to drop GW and Scirocco within the first 2 minutes before the buff stacks drop. In practice runs we have shivans and HVAS out too, but with a decent rad/son/kin combo and damage dealers the pet temps really aren't necessary. The other 2 AVs can be dealt with more leisurely.

6. We always skip the blue tower. It doesn't do much compared to the other towers.

7. You can always rezone to stack buffs again before confronting LR for your buffer and tank.

Here's an example of a good MoSTF

50 minutes MoSTF



36:00 STF with red and blue towers intact


 

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FROM PUM: What is this little star for? At the risk of being exploitive, there is a specific cheat that works extremely well for mo runs and every other fast TF you can run. Whenever a character zones from between missions, their external buffs are carried over but the server loses track of who gave them that specific buff. This means powers such as Ice shield and Deflection shield can stack from the same caster, when the rules normally prevent such stacking. With longer lasting buffs you can therefore stack +def powers easily.

It can easily turn a single defensive buffer into an equivalent of 2 or 3 buffers for a short time. Therefore a fast team can remain under a double or triple buff from the same caster and complete their goals before dropping to a non defense-capped buff level. Of course, if you have more than one defensive buffer you can easily keep a high level of defense going for the entire TF, hard capping during the mission entries for a short time.

Note that this also works for speed boost, but the buff doesn't last very long so stacking SBs doesn't do very much overall.

PS. Don't make your double buffer the leader or you'll just slow yourselves down while they run about and the rest of the team waits for them to double buff. Make a damage dealer the star and have the buffers stand by the entrance and buff before entering
this is amazing didnt even think of that


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.

 

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Originally Posted by Grae Knight View Post
Most of my Master Runs were with Invulnerability Tankers and the rest were my Will Power tankers. Pretty much depending on the team composition, any tanker can tank a Master run. There are just too many variables involved to tell a player you need X to complete it successfully.
Couldn't agree more!


 

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Originally Posted by Cien_Fuegos View Post
this is amazing didnt even think of that
Liez!


 

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Lets see Sticky parts:
Mission 3-Fighting the tree. Squishies should not pass into the southern hemisphere of the thron room when clearing the vines as the tree's agro can not be managed untill after the vines have been defeated. Ranged attackers can hit vines in the southern hemisphere with their attacks.

Mission 4- There are 2 ambushes for each Security Chief? be sure not to move on untill both ambushes are taken care of. Also having a player that knows where all the Chiefs? are is a big help.

Those are the two big ones i can think of right now


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

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Originally Posted by BlazingTiger View Post
Lets see Sticky parts:
Mission 3-Fighting the tree. Squishies should not pass into the southern hemisphere of the thron room when clearing the vines as the tree's agro can not be managed untill after the vines have been defeated. Ranged attackers can hit vines in the southern hemisphere with their attacks.

Mission 4- There are 2 ambushes for each Security Chief? be sure not to move on untill both ambushes are taken care of. Also having a player that knows where all the Chiefs? are is a big help.

Those are the two big ones i can think of right now
With ++def you can safely skip most of that. Usually a tough guy goes in first to clear the vines or else I drop a PA in front of the tree to make it salivate over them for a bit, but for the most part being def capped really makes it a non issue.

The same goes for the sec chiefs. With defense so high everyone just rushes and cherry picks the chiefs until the real one is found. Then usually we have enough trollers to slow down the ambushes while we cherry pick the AVs.

If you decide to move slowly or you don't have any +def buffers, both points are correct in that you should clear them before proceeding in the way Tiger said.


 

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Yeah I run non optimal teams for MoSTF so those are my sugestions...if your running with enough +def you dont exactly need strategy.


Virtue
--Blazing Tiger-- 50 Invulrn/Fire Tank
<<Virtues Tankiest Kitty>>
Try my Arcs: #4892 and #112548
@Blazing Tiger and @Aqua Fox

 

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I have been on several failed MoSTF's myself and I would like to add two points to all the great advice already given.

The "Find the Real Security Chief" map is a pain in the A. Everyone kind of overlooks this mish because it is supposed to be the "easy" one, but really this one can be the most confusing. Everyone on the team must understand that they have to stay together and not move until they are tped to the next spot. Characters think being sniped at with little damage is insignificant, but they dont realize sometimes they are chased. Also when you start on a real chief mob, kill the "real chief" LAST, the ambushes are started with his death, not with the death of the last member of the mob.
This mission is actually the one that I have had more failed attempts than ALL the other mishes combined.

Second point (not a hard fast one, just IMO), no Khelds. Having to take out a Void boss or a Bright Nova in the middle of a tough fight is not fun.

dragonslay


 

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If you guys are down ... lets put a team together this Sat night for a "Guide" run. We will go through as a team and we can discuss what the best strategies are while we are doing it. I am planning on putting a guide/walkthrough myself and would love to take screenshots along the way. This team should prefferably be people that lead MoSTFs on a regular basis and know the TF in and out. Let me know what you think.


Mains: Xero Curve, King Geo, Ahnix, Sphere of Light.
Globals: @XeroCurve, @ZeroCurve

 

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Originally Posted by dragonslay View Post
Second point (not a hard fast one, just IMO), no Khelds. Having to take out a Void boss or a Bright Nova in the middle of a tough fight is not fun.
If a team can't handle a void boss, bright nova or cyst, the odds of them completing a masters run are pretty low IMO. Sure it's tougher but if you're close enough to the line the odds of you killing the patrons without deaths are pretty low.


 

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Originally Posted by PumBumbler View Post
6. We always skip the blue tower. It doesn't do much compared to the other towers.
Yes, we do, and we feel pretty comfortable about it. However, here are 2 points about blue tower you should be aware of:
  1. It buffs LR with 30% To-Hit. So you might want to keep tank's defense above 75% to softcap tank against LR.
  2. It buffs LR with 400% recharge speed. That would allow LR summon his pets 2-4 times during final fight. Unless you have enough of mitigation against them (ice patch, repel, repulsion field, hurricane, etc.) these, potentially, might become an issue.


 

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Originally Posted by dragonslay View Post

Second point (not a hard fast one, just IMO), no Khelds. Having to take out a Void boss or a Bright Nova in the middle of a tough fight is not fun.

dragonslay
if you looking for a specific optimal build yep no khelds however as Bt said itstough to leave them out just cause not optimal

Quote:
Originally Posted by XeroCurve View Post
If you guys are down ... lets put a team together this Sat night for a "Guide" run. We will go through as a team and we can discuss what the best strategies are while we are doing it. I am planning on putting a guide/walkthrough myself and would love to take screenshots along the way. This team should prefferably be people that lead MoSTFs on a regular basis and know the TF in and out. Let me know what you think.
have a practice master run going sat and sun if like to sign up go for it.

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Originally Posted by NordBlast View Post
Oops. Missed second post of walkthrough.
Here it is:
http://boards.cityofheroes.com/showt...71#post2194071
cool ill check it out

Quote:
Originally Posted by Adeon Hawkwood View Post
If a team can't handle a void boss, bright nova or cyst, the odds of them completing a masters run are pretty low IMO. Sure it's tougher but if you're close enough to the line the odds of you killing the patrons without deaths are pretty low.
agreed its like not being able to take out the computer in the itf


Quote:
Originally Posted by NordBlast View Post
Yes, we do, and we feel pretty comfortable about it. However, here are 2 points about blue tower you should be aware of:
  1. It buffs LR with 30% To-Hit. So you might want to keep tank's defense above 75% to softcap tank against LR.
  2. It buffs LR with 400% recharge speed. That would allow LR summon his pets 2-4 times during final fight. Unless you have enough of mitigation against them (ice patch, repel, repulsion field, hurricane, etc.) these, potentially, might become an issue.
can avoid blu tower seen other people take that one or yellow out first i think depends on tanks preference


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.

 

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Originally Posted by Cien_Fuegos View Post
can avoid blu tower seen other people take that one or yellow out first i think depends on tanks preference
Yellow (or Orange as insisted by Paragon Wiki) doesn't do anything for(against) your tank. You can find more information regarding towers here:
http://wiki.cohtitan.com/wiki/States...cluse_Strategy


 

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Originally Posted by XeroCurve View Post
If you guys are down ... lets put a team together this Sat night for a "Guide" run. We will go through as a team and we can discuss what the best strategies are while we are doing it. I am planning on putting a guide/walkthrough myself and would love to take screenshots along the way. This team should prefferably be people that lead MoSTFs on a regular basis and know the TF in and out. Let me know what you think.
I am ALWAYS down for an MoSTF run... practice or otherwise.


Virtue - Kalikamata, Dark Indigo, Dharma Moon, Hogo Sochi, Julienne, Nordic Witch, Hot Compress, Kahlen, Sphere of Water, Miss Purrfect, Make Believe, Major Asset, Terra Donna, Kalicious, Fortunata Indigo, Tight Squeeze, Kalika Mata, Mistress Berdine, Guy Buttersnaps
Infinity - Paring Knife, Elphaba Storm, Bien Cuit, Sardonic Widow

 

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Originally Posted by NordBlast View Post
Yellow (or Orange as insisted by Paragon Wiki) doesn't do anything for(against) your tank. You can find more information regarding towers here:
http://wiki.cohtitan.com/wiki/States...cluse_Strategy
if you read the first post and not just assume youd notice i used paragonwiki for the towers:
IE ( just changed orange to yellow )
Red NE of Recluse Power Generator Real Status Effect Bonus(Knockback, Disorient), +105% DMG(Smashing, Lethal, Energy), +105% Res(Smashing, Lethal, Energy) (hardcapped at 100%)
yellow SW of Recluse Dispersion Bubble Real +200% DEF(All) (hardcapped at 175%), +17.7 Protection(Hold, Immobilize, Disorient)
Green NW of Recluse Healing Pulse Healing, +MaxHP (hardcapped at 150% or 46015.73 hp), +2000% Regen
Blue SE of Recluse Temporal Manipulator +30% ToHit, +1000% Recharge (hardcapped at 400%), +200% Run Speed

you can do any of the towers first just be careful is main point . red seems to be most damaging to your tank


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 NordBlast View Post
Yes, we do, and we feel pretty comfortable about it. However, here are 2 points about blue tower you should be aware of:
  1. It buffs LR with 30% To-Hit. So you might want to keep tank's defense above 75% to softcap tank against LR.
  2. It buffs LR with 400% recharge speed. That would allow LR summon his pets 2-4 times during final fight. Unless you have enough of mitigation against them (ice patch, repel, repulsion field, hurricane, etc.) these, potentially, might become an issue.
I like the extra summons on a fast team with a kinetic since you get that extra damage boost in fulcrum shift. I've noticed LR's health seems to fall much faster when the banes come out to play and a kinetic is on the ball with the FS. Also with kinetic transfusion the extra to recharge speed that LR has is mitigated as well.

Of course, your mileage may vary.


 

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Originally Posted by Cien_Fuegos View Post
if you read the first post and not just assume youd notice i used paragonwiki for the towers:
IE ( just changed orange to yellow )
Red NE of Recluse Power Generator Real Status Effect Bonus(Knockback, Disorient), +105% DMG(Smashing, Lethal, Energy), +105% Res(Smashing, Lethal, Energy) (hardcapped at 100%)
yellow SW of Recluse Dispersion Bubble Real +200% DEF(All) (hardcapped at 175%), +17.7 Protection(Hold, Immobilize, Disorient)
Green NW of Recluse Healing Pulse Healing, +MaxHP (hardcapped at 150% or 46015.73 hp), +2000% Regen
Blue SE of Recluse Temporal Manipulator +30% ToHit, +1000% Recharge (hardcapped at 400%), +200% Run Speed

you can do any of the towers first just be careful is main point . red seems to be most damaging to your tank
You right, but my original comment was related to the case where we would skip blue tower altogether (not touching it at all).


 

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Never mind paragonwiki answered my question,,,,

An offense oriented order is Orange, Green, Red (SW, NW, NE), optionally phasing the red instead of destroying it, and ignoring the blue, to help the tank establish aggro by lowering Lord Recluse's defense, then getting rid of his regeneration and damage resistance


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.