Need a little help with BAF


Badaxe

 

Posted

I did multiple runs of BAF last night and we could not get past the part with the escapees. When I did this on the beta server it was signifcantly easier due to everyone having the incarnate nukes already. We tried camping the exits, we tried camping the spawn points, we tried sending runners after them and still we fail each time. Its like its the longest 5 minutes in the game for some reason. Any strategies for this part would be great. I hope it doesnt come down to requiring 3 bubblers with force bubble just to do this.


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Posted

Force bubble is useless there actually. What you 'need' to easily success: 6 control archetypes(dom/troller/anything with an aoe mez)
Put one at each spawn point. Then have all your damage patrol the walkways and destroy the commandos. Watch the backs of the exit points.

I've succeeded in 4/10 of the BAFs I've done in the escapee phase. I've failed twice after that due to critical buildup of 9CUs.


 

Posted

Quote:
Originally Posted by Chaos Creator View Post
Force bubble is useless there actually.
I used it in beta and while it didn't knockback all of them, it did knockback some and significantly slowed the progress of most. Unless there was a recent change, I wouldn't call it useless.


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Posted

The Commando's are IMMUNE to ANY type of control. What you need to do is not try to slow them or hold or immobilize or whatever and just kill them. Get the higher Dmg AT's like scrappers, blasters, or even brutes to go after them and let the control and other types take the others that actually can be held, slowed, or whatever.

I haven't completed the trial either but I've never been on a team that had a problem with the escapee's part. The part that always get us is the battle with Seige and the tons of 9cu's that spawn.


 

Posted

I've only done one BAF (others crashed at the door), but my fire/storm troller was able to control one spawn point all by herself with easy. Outside of Commandos who didn't even stop to say hello, I was able to stop all of the rest.

So from that, I would say put a troller/dom at each spawn point with back-up of a few scappers/blasters/Corr/Brutes to take care of the runners.


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Posted

Quote:
Originally Posted by EvilRyu View Post
I did multiple runs of BAF last night and we could not get past the part with the escapees. When I did this on the beta server it was signifcantly easier due to everyone having the incarnate nukes already. We tried camping the exits, we tried camping the spawn points, we tried sending runners after them and still we fail each time. Its like its the longest 5 minutes in the game for some reason. Any strategies for this part would be great. I hope it doesnt come down to requiring 3 bubblers with force bubble just to do this.
Strategy for the Behavioural Adjustment Facility Trial

You might want to give what I use a try: http://boards.cityofheroes.com/showt...96#post3574096




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Posted

Quote:
Originally Posted by Chaos Creator View Post
What you 'need' to easily success: 6 control archetypes(dom/troller/anything with an aoe mez) Put one at each spawn point.
Hold on, I thought the Devs made a big point about you not needing any particular ATs for these trails?

I think I was on the same attempts as the OP, and each attempt we tried seem to be different. One seem to spawn heaps more escapees then the other attempts, one seem to go on for more than five minutes and another saw the 20 escape in the first 45 seconds somehow.

They were all still fun for me, and I don't think anyone else got upset or quit at all – was pretty much the same 24 players each attempt with just a couple swapping characters to try and help.

My biggest concern is that this was all during US prime time which I could only try because I had a day off work. However, in my normal time later that night I joined the queue and no trails started for the two hours I was playing. Made it a pretty boring night, not to be able to enter any mission etc.

Hopefully that doesn’t become the norm, but I wouldn’t be surprised if it does.


 

Posted

I did 5 successful BAF trials yesterday. And not any of them had a specific mix of ATs. I just took whatever ATs people wanted to bring. What I do on that particular part is something similar to what Snow_Globe discribed. I put a team of 5 people on the north spawn area, 2 teams of 5 on the south spawn areas, and a team of 5 on the 2 spawn areas on the north east. Then have 4 people patrol the middle grounds to catch any stragglers. Worked every time.


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Posted

Badaxe, I don't know if your server is similar, but on Victory and Pinnacle people don't seem to join the queue, instead forming leagues via the badge channels or by hanging out in Pocket D and joining a league that got started in a badge channel. You might also check out your server here on the forums and see if people are planning trial runs.


 

Posted

Quote:
Originally Posted by Badaxe View Post
Hold on, I thought the Devs made a big point about you not needing any particular ATs for these trails?
You 'need' them as a crutch like you 'need' a stoner, emp and kin on all STFs.

In other words, you don't.


 

Posted

Never underestimate MMs here, other ATs have access to the sets too.

Trick Arrow has the Oil Slick and Glue arrow these work on the minions. While the pets pound them. (Controllers and Doms Pets too)

Dark has Tar Patch, slows and debuffs while pets attack

Traps has Caltrops, Poison trap for minions, Trip Mines and Acid Mortars for minions, lts, and bosses. (Defenders and Corruptors also) Device Blasters have Caltrops and Trip Mines also. Plus they can get early hits and AoE attacks in to damage all of them.

I think Storm has a Sleet like power(Knockdown and minor DoT), Cold Dominations Corr/Def/Controllers)

Soft Control powers at the spawn point keep the minions there so they can be handled by those with less damage.

The Bosses and Lts, should be up to all the damage types. I know melee gets the short end of the stick here, but if they can get them as they come out the higher damage longer animation attacks first are best. then proceeds with the faster animation attacks for constant damage. Blaster and Corr are good here too, as Range is better for moving targets.


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Posted

Got the Not On My Watch badge on one run for having no resistacne escape. THe next run with the same league left only 2 resistance escape.

What we did was 6 teams at each (green dots) doors. Caltrops, Earthquakes, Bonfires, Tar Patches, mines, you name it, were planted there. Trollers, Dominators and the like were holding everyhing and killing them. Those un-held (Commando) were getting hammered by the damage dealers (blasters, brutes, scrappers, etc...). Damage dealers were responsible to follow Commando when they were getting away, but would come back if they went to far away from their green dot. Those Commandos that ran too far would be dealt with by the damage dealers near the other green dots they would pass by.

I'm still suprised we got the badge since the teams were made on the fly. People were warned to click Options on their minimap and enable Leaguemates. With that, you see the green arrows of all the league on your minimap, your own team being a darker green color. So we said spread to the 6 doors equally and people moved around till we where about 4 at each doors.

One thing also when you do trials. Always say in Local, Broadcast, Request and even Team while you're at it, to have people add League in a chat box so they can read it. Lots of Leagues are using it and many people don't even have the idea it exists.


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Posted

Quote:
Originally Posted by Pattern Walker View Post
Badaxe, I don't know if your server is similar, but on Victory and Pinnacle people don't seem to join the queue, instead forming leagues via the badge channels or by hanging out in Pocket D and joining a league that got started in a badge channel. You might also check out your server here on the forums and see if people are planning trial runs.
Yes same on my server, however I was checking all the global channels as well (I'm aware of the ones that get used) and no TF's or Trails where starting. A common occurance during off prime US time, it's only on weekends that some people get a chance to group.

In a way I've been luckly by refusing to work weekends for the last couple of months - but soon I'll have to go back to working weekends and then it will no TFs or Trails for me

Been only able to (full) group only once or twice every month was not a huge problem, until now.


 

Posted

Quote:
Originally Posted by Chaos Creator View Post
Force bubble is useless there actually. What you 'need' to easily success: 6 control archetypes(dom/troller/anything with an aoe mez)
Put one at each spawn point. Then have all your damage patrol the walkways and destroy the commandos. Watch the backs of the exit points.

I've succeeded in 4/10 of the BAFs I've done in the escapee phase. I've failed twice after that due to critical buildup of 9CUs.
You can also substitute high-damage, multiple-AoE characters for characters with control. I have a Fire/Fire/Flame blaster that can cover a door just about by herself...between Hot Feet and Rain of Fire, everything minion coming out that door arrives dead, and the Lts almost too, with a Fireball, and maybe a Flares or two taking care of the rest. I like to have a high damage melee with me on the door I cover, but I could probably do it without help in a pinch with a tray full of reds. This was before she got her +2...I'm sure there are others out there who could do the same.



 

Posted

I'm 2 for 2 on BAFs.. and we have never let one escapee go. My blaster is fire/fire/flame and i stood at the doorway with as much AoE running and just watched stuff die. i prioritize targets by going after bosses and LTs,a nd the troller or dom at my dorr made sure minions got held in the Aoe long enough to die without me having to target them.

BAF is crucial in that you need to looka round and be aware who is at your dorrway, and balance out the damage amongst all six doors.