MoBarracuda Tips...?


all_hell

 

Posted

Alright, so when the "Masters of" Badges originally came out, I figured I'd never go for them, sounds like a pain, I'm way too casual for that. Now I've got 5 out of the 6 of them and I'm addicted to them.

Since i19 has been delayed I want to get the last one, the Mo Barracuda version of the Mo 5th column TF, so I can say if only for a short while, that I got them all.


The Barracuda Strike Force is the one I've had the least experience with and the least success with. It seems like I've run a few of them, only 2 have succeeded and the others fail miserably in the last battle with Reichsman.

So my question is, what are the important things I should know for running this TF and doing it flawlessly? Any important tips or strategies that would maximize our potential for succeeding?

Whats the best way to handle Reichsman in that last room and are the ambushes there infinite?


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Posted

ambushes are not infinite

a stalker can prevent them iirc


 

Posted

Quote:
Originally Posted by all_hell View Post
ambushes are not infinite

a stalker can prevent them iirc
As long as you're not the one they target on X.X


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Posted

The Ambushes are not infinite but they seem pretty much so, two ways to deal with this is if you have a very good buffage solid team get on top of the machine that gives the temp powers and fight Reichsman up there the ambushes have a harder time getting to you up there and you can concentrate on Reichs whilst using temps to deal with the odd ambushers that get up.

2nd way for team thats not to confident of being enclosed on top of machine is to hit Reichs until he starts the ambushes off then had back to tunnels and deal with ambushes before taking on Reichsman, Reichsman won't come as far as the tunnels so you know the ambushers are all you have to deal with.


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Posted

I run a lot of successful Mo runs (see sig) and I always deal with the last part of the last mission the same way:
* everyone gets to the Reichsy room
* tank/brute goes off and finds the AVs solo, deals with the ambushes and brings the AV back to the room for the team to kill
* as GW goes down, grab temps and head towards the T at the bottom of the room - make sure temps are in tray
* either MM pets/brute/tank or the team will go smack Reichs to start the ambushes and when they start go back to the T and take the ambushes there
* if the ambushes stop, go hit Reichs again but keep in the T otherwise; do not chase anything and make sure the whole team sticks tight in that T
* when the ambushes have stopped, grab temp powers and take out Reichsy

My main is a stalker and the difficulty I feel with the rooms at the back is the stalker can get in but unless someone is taking the aggro from the doors they keep getting interrupted trying to hit the glowie. Also you want as many mobs as possible in the main room to destroy them and that isn't my style for Mo's.

For me the T strategy is very effective, just requires a bit of patience but as a reward you get a lot of chances for drops.

I have been on a team which have tanked Reichsy and the ambushes BUT it wasn't a Mo, it was only five players and two were perma doms; there were still deaths so I certainly wouldn't do it on a Mo run.





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Posted

The safest way I've seen a MoCuda run go relies on a bit of a trick that requires everyone involved to be either a Villain or Rogue because it involves TPing to Ouroboros.

Basically once you get to the point where the ambushes start coming everyone TPs to Ouroboros. The idea is that it gets the team out of that main room and allows you to go back into the mission without having to face the ambushes AND the AV at the same time. It takes longer to do it this way because this method basically forces you to have to survive all the ambushes first before you get back to the main AV room, but it has the obvious advantage of mitigating the risk involved.

Of course now that I've mentioned this method the Devs will probably nerf Ouroboros TPing during Master runs so you better do it now before they get any funny ideas about it.


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Posted

Bah.

Bring a tank/brute that can hold Reichy all day long. Let him do so.

Bring enough defenders that the rest of the team can handle the ambushes all day long on their own. Let them do so.

The ambushes eventually end. At this point, turn your defenders on to Reichy and make him disappear in seconds.


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Posted

MoBSF is the only one I haven't completed myself, but I've been collecting tips on it as well.

One of the best ones I heard from the last mission comes from a friend of mine known as "TehPyro." He suggests that you fight through the patrons as normal, then when Reichsman shows up, fight through the first ambush. When the second ambush appears, have everyone O-portal out, go back to the mission entrance and then fight your way back through everything that stands between you and Reichs. Pull the ambushes that have made it into Reichs' room back into the hallway and take them out there.

Sure, it takes a while longer, but it'll make the fight go a lot smoother.

(Edit: Somehow I missed Lothic's post that basically said the same thing... )

I should note that Lothic said you need to be a Villain or Rogue, which isn't true... O-portalling as a Vigilante doesn't kick you off the team; it just gives you a much longer commute to get back. Especially since you can't use the Mission Teleporter on a Master TF run...


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Bah.

Bring a tank/brute that can hold Reichy all day long. Let him do so.

Bring enough defenders that the rest of the team can handle the ambushes all day long on their own. Let them do so.

The ambushes eventually end. At this point, turn your defenders on to Reichy and make him disappear in seconds.
If your team is strong enough sure, do it that way. But if you have a less-than-optimal team it's always safest to keep the team out of an obvious meat-grinder when one death can ruin it for everyone. *shrugs*


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Posted

Quote:
Originally Posted by Lothic View Post
But if you have a less-than-optimal team it's always safest to keep the team out of an obvious meat-grinder when one death can ruin it for everyone. *shrugs*
But if you have a less than optimal team, forget the Master of attempt, set if for +2 and have fun destroying Nazi wannabees with no fear of consequence.

That's how I'd run it, at least.

Master of attempts should be done with no less than seven defenders/controllers/masterminds/corruptors on the team.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Master of attempts should be done with no less than seven defenders/controllers/corruptors on the team.
Perhaps they "should" be run that way but the fact that they can actually succeed with other team makeups with other kinds of tactics pretty much shows us your "should" is nothing more than a recommendation.


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Posted

Quote:
Originally Posted by Lothic View Post
Perhaps they "should" be run that way but the fact that they can actually succeed with other team makeups with other kinds of tactics pretty much shows us your "should" is nothing more than a recommendation.
Oh, I certainly agree.

I have personally completed successful Master of runs with absolutely bottom optimal teams. They were both fun and stressful. A particular example is a MoSTF with my tank, a PB, an NRG/NRG blaster, a storm defender... and nothing else I can remember. I think we at least had a radiation emission. Controller or defender I couldn't tell you.

I also have completed a Master of run where my tank was along for the ride because we had four illusion/storm controllers. The other three spots on the team were /sonic blast defenders. Nothing has ever gone that smoothly.

All I'm saying is this: If you're serious about getting the badge and don't want to rely on gimmicky strategy, just bring a team of defenders (which, in and of itself, could be considered "gimmicky strategy").


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Oh, I certainly agree.

I have personally completed successful Master of runs with absolutely bottom optimal teams. They were both fun and stressful. A particular example is a MoSTF with my tank, a PB, an NRG/NRG blaster, a storm defender... and nothing else I can remember. I think we at least had a radiation emission. Controller or defender I couldn't tell you.

I also have completed a Master of run where my tank was along for the ride because we had four illusion/storm controllers. The other three spots on the team were /sonic blast defenders. Nothing has ever gone that smoothly.

All I'm saying is this: If you're serious about getting the badge and don't want to rely on gimmicky strategy, just bring a team of defenders.
Clearly getting a good team for a Master run is always better and less stressful. I certainly have nothing against that.

But I'll just point out that the O-portal method for this particular SF would work for ANY team. And it would ultimately be less stressful for ANY team because you wouldn't have to deal with the ambushes and AV at the same time. For me I'll gladly accept it taking longer to finish a Master run to gain as much safety and risk management as possible, regardless of the skill/composition of the team.


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Posted

I am with Capa on this one...

Make the T-Sector an stronghold.
Deal with ambushes there.
When the ambushes are over, just pounce the Big-R.


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Posted

I also fight the ambushes in the hallway, then deal with the R-man by himself. It hasn't failed us yet. Just make sure somebody is watching both directions because the ambushes come from the main room and from behind as well.


 

Posted

By the way, you can still do the Ouroboros tactic with Vigilantes on the team. The O-Portal takes them back blueside and they have to hike back, but they do not get kicked from the team. The fastest way back in this instance is to take Founders Falls to the Rikti War Zone and then to Grandville.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Master of attempts should be done with no less than seven defenders/controllers/masterminds/corruptors on the team.
This is just about the dumbest thing I've heard all week.


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Posted

So I just tried this and jeez....

Okay so we blew it pretty early on, some one on the team died fighting Numina but I wasn't in the mood to start over so we pressed on. Most of it wasn't bad actually, we had a couple careless deaths but part of that was the fact that as the leader, I have little experience with this SF and didn't entirely know what to expect.

However the final room, Sheesh.. Can anyone tell me how many ambushes there are or how to tell when they are done? We tried staying in the T area, Big-R stayed back. Ambushes came and came from the right side of the room. Then from behind us for a while. After a LOT of ambushes it stopped. I figured it was done. We attacked him then we had a ton of ambushes from the left side of the room, then more from the back.

Then I thought it was done and then they started coming from the Back again.

When does it end? We finally gave up on clearing the ambushes and just pounced him, with several deaths in the process...


So can anyone tell me how long it takes for the ambushes to stop?


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Posted

Quote:
Originally Posted by Ice_Wall View Post
So can anyone tell me how long it takes for the ambushes to stop?
If I had to guess, I'd say there are like 2 or 3 full waves, each wave consisting of about 10 spawns from each of the 3 locations you mentioned. Sometimes you get lucky and get them all 3 waves right after another so you don't have to fight R-man and then retreat each time. It's usually about 20 minutes or so of constant fighting. Don't give up. It really does end eventually.


 

Posted

Quote:
Originally Posted by Ice_Wall View Post
So can anyone tell me how long it takes for the ambushes to stop?
About 15 minutes.

Buff up.

So you beat on Reichsman a little bit until he calls for the ambush, have a tank (or other meatshield) & healer hold Reichsman in a corner while the rest of the team deal with the ambushes for 15 minutes.

Buff up again.

Then beat on Reichsman a little bit more. When the second wave is called, have the tank (or other meatshield) & healer hold Reichsman in the corner again while the team holds off the ambushes for another 15 minutes.

Buff up again.

After the ambushes stop, pound Reichsman into dust.




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Posted

It isn't the TV reactor. I've been on Cuda's where I've refreshed the temp power twice and the ambushes didn't end.

Just do what I initially suggested: take them in the T at the bottom of the room and stick tight until they end completely. You may need to whack him to start another wave sometimes.

Yes it requires patience but I know from experience that it works.

I would not suggest Oro'ing out or otherwise exiting if there is a death (EG hosping); it spreads the ambushes out and whoever comes back is almost certain to get whacked again getting back to Reichsy's room. Ok if the team wipes then you don't have an option but one death; rez/wakie.





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Posted

Quote:
Originally Posted by Snow Globe View Post
About 15 minutes.

Buff up.

So you beat on Reichsman a little bit until he calls for the ambush, have a tank (or other meatshield) & healer hold Reichsman in a corner while the rest of the team deal with the ambushes for 15 minutes.
Actually, it's better to fight them out in the hall. Reichsman won't leave his room, so you don't have to fight without the tank & healer.


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Posted

Quote:
Originally Posted by Capa_Devans View Post
It isn't the TV reactor. I've been on Cuda's where I've refreshed the temp power twice and the ambushes didn't end.
Your group likely did enough damage to spawn both groups of ambushes. I had that happen once. The trick is to only slightly damage Reichs.

Quote:
Originally Posted by Capa_Devans View Post
Just do what I initially suggested: take them in the T at the bottom of the room and stick tight until they end completely. You may need to whack him to start another wave sometimes.

Yes it requires patience but I know from experience that it works.
I was on a team that tried that. We had a team wipe due to lack of room to work with.




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Posted

Quote:
Originally Posted by Snow Globe View Post
I was on a team that tried that. We had a team wipe due to lack of room to work with.
Really? I've never failed a run by doing that. Including several Master runs.

I wonder if you mis-read what I wrote. Whack Reichys either at the bottom of the steps or the top landing to spawn ambushes but KILL the ambushes at the T junction of the caves where Reichs won't come.

If the team can't manage that, my guess is they aren't staying tight, people are chasing mobs, or whoever was buffing, wasn't doing so. There is AoE damage but by funneling the ambushes into those tight areas, any reasonable team should be able to destroy them quite easily; as I said, all my Master runs are done like that.

I wonder if one person died and went to the hospital, dragging stuff across the map on their return. As I said above; that's a bad idea.

Frankly, I prefer to get all the ambushes together in one continuous swarm. It's safer to have them keep coming than have to go and hit Reichsy again (especially if you need a good proportion of the team to do it because of low damage). So my comment above was not a complaint.

YMMV. But what I posted works for me. Many many times.





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Posted

Quote:
Originally Posted by Capa_Devans View Post
I wonder if you mis-read what I wrote. Whack Reichys either at the bottom of the steps or the top landing to spawn ambushes but KILL the ambushes at the T junction of the caves where Reichs won't come.

If the team can't manage that, my guess is they aren't staying tight, people are chasing mobs, or whoever was buffing, wasn't doing so. There is AoE damage but by funnelling the ambushes into those tight areas, any reasonable team should be able to destroy them quite easily; as I said, all my Master runs are done like that.

I wonder if one person died and went to the hospital, dragging stuff across the map on their return. As I said above; that's a bad idea.
Yes, that is where we tried to fight them. Several players died. It was during a master run, so no one was hitting the hospital at that point. The buffers were the first to die due to less health and getting knocked into walls by the grenades (I speak from first-hand experience about this).




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