Master BAF


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Posted

I just need Strong and Pretty for this one.


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Well we've completed the collect 10 Molecular Acids and not use them, but we were not awarded the badge, so I petitoned that bug.

We tried the collect 10 Pacification Grenades, but wasn't able to take him dwn in time, we had him down to 4% life but not enough time. So this will be done soonish
Kotchie's team on Friday night hit the same bug. We met the requirements for Antacid but didn't get the badge. Unfortunately, we were no where near the 4% you got him down to, lol. We started lobbing grenades around 60% with only 7-8 minutes left so that we could at least finish. Managed to defeat him with something around 45 seconds left.


 

Posted

couple of questions for you guys.

On testing, it seems only certain powers inflict damage while Marauder is enraged. Have you guys genuinely damaged him significantly using NO Pacification Grenades whatsoever or are you achieving this damage using grenades obtained in the courtyard?

When completing the trial using no Molecular Acids, are you just ignoring the mobs and focusing on Marauder? Or are you intercepting the reinforcements?



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Posted

Quote:
Originally Posted by TsumijuZero View Post
couple of questions for you guys.

On testing, it seems only certain powers inflict damage while Marauder is enraged. Have you guys genuinely damaged him significantly using NO Pacification Grenades whatsoever or are you achieving this damage using grenades obtained in the courtyard?

When completing the trial using no Molecular Acids, are you just ignoring the mobs and focusing on Marauder? Or are you intercepting the reinforcements?
As far as I can tell, when he's enraged he's affected by Unstoppable and Vengeance. Using a grenade negates them. I assume if you bring enough debuffs and exotic damage, killing him without grenades would be easy. He doesn't have his normal Unstoppable for the trial, for some reason. We managed to knock off about 40% of his health without a single grenade, but it was taking too long and we wouldn't have finished in time, so we all decided we'd rather complete the trial than do all this work and fail due to this one thing.

I was on a Mind Control Dominator for Kotchie's run. I spent most of my time locking down or confusing the reinforcements, which thinned out the incoming damage a lot.


 

Posted

This may have been asked before and I just missed it or it may even be unanswerable at thsi time but; if you get the 10 grenades and/or acids inside, then collect (for example) 5 more of each outside and use only 5 of each, would that count for the badge?


 

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Originally Posted by Redbone View Post
This may have been asked before and I just missed it or it may even be unanswerable at thsi time but; if you get the 10 grenades and/or acids inside, then collect (for example) 5 more of each outside and use only 5 of each, would that count for the badge?
I would highly doubt it. I can't be sure, but I would guess that the game cannot tell the difference between the items in the sabotage and outside. The three item badges most likely have two triggers:

1) Did you get all 10 items of type X from the sabotage phase? If yes, go to 2. If no, go to 3.
2) Did any items of type X get used in the Marauder fight? If no, award badge. If yes, go to 3.
3) Do not award badge.

That is, it only checks whether or not an item was used at all, not whether it's from the lab/warehouse or courtyard. Again, this is just a guess and until the badges are unbugged, there's no way to know for sure.


 

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Quote:
Originally Posted by Paragon View Post
I would highly doubt it. I can't be sure, but I would guess that the game cannot tell the difference between the items in the sabotage and outside. The three item badges most likely have two triggers:

1) Did you get all 10 items of type X from the sabotage phase? If yes, go to 2. If no, go to 3.
2) Did any items of type X get used in the Marauder fight? If no, award badge. If yes, go to 3.
3) Do not award badge.

That is, it only checks whether or not an item was used at all, not whether it's from the lab/warehouse or courtyard. Again, this is just a guess and until the badges are unbugged, there's no way to know for sure.
I considered that. I'm not thinking the items themselves are "marked" but that one way it could award the badge would be:

1) Did you get all 10 items of type X from the sabotage phase? If yes, go to 2. If no, go to 3.
2) Count number of items of type X on the league after the Marauder fight; If 10 or more than 10, award badge. If less than 10, go to 3.
3) Do not award badge.

If it's done this way it has good and bad implications. Good in that so long as the league held 10 of each after the fight they could use any they collect over 10. Bad in that if a person holding one was to DC at an inopportune time their temps would not be counted and you'd lose the badge. It would also have some serious implications for tactics to use on him (and be a possible reason for the badge failing if those who tried were unlucky enough to have a DC at the wrong point).


 

Posted

Quote:
Originally Posted by TsumijuZero View Post
couple of questions for you guys.

On testing, it seems only certain powers inflict damage while Marauder is enraged. Have you guys genuinely damaged him significantly using NO Pacification Grenades whatsoever or are you achieving this damage using grenades obtained in the courtyard?

When completing the trial using no Molecular Acids, are you just ignoring the mobs and focusing on Marauder? Or are you intercepting the reinforcements?
I was with Beef when we got him to 4%. We used the acids on the doors then used no grenades whatsoever and got him down to 4%. He hits unstoppable around 20% so it's best to get him to 20% as fast as possible IMO.

On the runs without using acids, we just rushed him and ignored the ambushes. If you have enough damage, Marauder will jump around to his different locations fairly frequently so the ambushes are constantly trying to keep up. This will be much easier when more people are level shifted and have more incarnate powers. Only about 5 of us were +3 and a couple were +2.

We also ran a 12:45 Lambda. Got in the mission, cleared the turrets and courtyard ASAP, killed the security team, and then sent BOTH teams to the munitions depot and got all ten pacification grenades. We skipped the training facility alltogether. We then had about a minute/minute and a half to buff up, pass grenades and set up (and get inthe cutscene) while Marauder spawned. We took him down in about 2:30 with grenades.

If people are still having trouble with the lambda, the most important thing is to instruct the team to locate all ten acid temps and either get them to one person, or have them ready before starting marauders timer. I like to send a faster team to the training facility and then they have a minute or so to swap out the acids so they are all accounted for before we start. Get the doors destroyed quickly so there is hardly an ambush. It's also a good idea to not use any grenades until about 90% of Marauders ambush is down, so you can maximize the grenades by having everyone attack.


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Posted

Quote:
Originally Posted by XFUNK View Post
I was with Beef when we got him to 4%. We used the acids on the doors then used no grenades whatsoever and got him down to 4%. He hits unstoppable around 20% so it's best to get him to 20% as fast as possible IMO.

On the runs without using acids, we just rushed him and ignored the ambushes. If you have enough damage, Marauder will jump around to his different locations fairly frequently so the ambushes are constantly trying to keep up. This will be much easier when more people are level shifted and have more incarnate powers. Only about 5 of us were +3 and a couple were +2.

We also ran a 12:45 Lambda. Got in the mission, cleared the turrets and courtyard ASAP, killed the security team, and then sent BOTH teams to the munitions depot and got all ten pacification grenades. We skipped the training facility alltogether. We then had about a minute/minute and a half to buff up, pass grenades and set up (and get inthe cutscene) while Marauder spawned. We took him down in about 2:30 with grenades.

If people are still having trouble with the lambda, the most important thing is to instruct the team to locate all ten acid temps and either get them to one person, or have them ready before starting marauders timer. I like to send a faster team to the training facility and then they have a minute or so to swap out the acids so they are all accounted for before we start. Get the doors destroyed quickly so there is hardly an ambush. It's also a good idea to not use any grenades until about 90% of Marauders ambush is down, so you can maximize the grenades by having everyone attack.
Having quite a few corruptors I think really helped us kill him with no Pacification Grenades.

And I think you'll find you can shave a good bit more time off of that by not killing the turrets. Our group has found that part to be extremely optional (ie: not needed at all).


 

Posted

We've been pounding on Marauder now for a while last night and it seems you have to have a LOT of exotic damage to take him down without pacifying him. I really doubt thats the mechanic that the dev's invisiged to complete this MO badge set however



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Quote:
Originally Posted by TsumijuZero View Post
We've been pounding on Marauder now for a while last night and it seems you have to have a LOT of exotic damage to take him down without pacifying him. I really doubt thats the mechanic that the dev's invisiged to complete this MO badge set however
You sure about that? This trial was designed with the idea in mind that eventually people will not only have the current 5 incarnate aspects unlocked but that people will eventually have all 10 aspects unlocked and slotted. At some point it'll probably almost be trivial to take Marauder down without pacifying him

Basically the pacification grenades are like "training wheels" to allow "low" level incarnates to finish the trial. So-called "high" level incarnates won't need them.


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Posted

Grats Beef. I got all the badges except the ones where you fight the AVs where they spawn. Hard to find or convince a group to do this now.


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Posted

Quote:
Originally Posted by MarvelatMee View Post
Grats Beef. I got all the badges except the ones where you fight the AVs where they spawn. Hard to find or convince a group to do this now.
I run Master BAFs quasi-regularly (it's a regular request on the PUG teams, so if everyone agrees to Master, I usually take voice lead to give 'em the skivvy). If you want this one, just ask the team before you guys roll that you want to do the AVs in their spawn points. Most teams have been amenable to this on Freedom. If not, lemme know and I'll set one up this week for you.


 

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Quote:
Originally Posted by Lothic View Post
You sure about that? This trial was designed with the idea in mind that eventually people will not only have the current 5 incarnate aspects unlocked but that people will eventually have all 10 aspects unlocked and slotted. At some point it'll probably almost be trivial to take Marauder down without pacifying him

Basically the pacification grenades are like "training wheels" to allow "low" level incarnates to finish the trial. So-called "high" level incarnates won't need them.
Last night we had 3 rads bombarding Marauder and likely would have obtained the win until someone got a grenade from the crate and threw it.......despite being repeatedly told by the league leader NO GRENADES, ad infinitum.


 

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Quote:
Originally Posted by Nericus View Post
Last night we had 3 rads bombarding Marauder and likely would have obtained the win until someone got a grenade from the crate and threw it.......despite being repeatedly told by the league leader NO GRENADES, ad infinitum.
Yeah sadly these new style-Master trials do have a number of new ways they can be griefed.
Fortunately I don't think that's going to happen all too often.
Better luck next time.


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Posted

Quote:
Originally Posted by Lothic View Post
Yeah sadly these new style-Master trials do have a number of new ways they can be griefed.
Fortunately I don't think that's going to happen all too often.
Better luck next time.
I'd like to think it wasn't intentional but the person was lol'ing it up and acting like a buffoon...at least until the league leader gave him the boot before we ended the trial.

ah well, next time.


 

Posted

These sets of badges have officially killed my interest in badging. It was a fun (well, not really, but it kept me involved) 6.5ish years. What the 1 billion Empath, Day Jobs, and sundry other PITA tasks couldn't do, Master of BAF and Lambda did.

It's hard enough coordinating 8 people for a run at ITF (which, despite many many attempts still haven't gotten Master Of) or LRSF, for instance, but now they want to coordinate 16 and 24 people? That's just plain out and out stupid. I imagine they'll come up with something that'll require 48 people at some point for a Master Of badge. I'm done.

*claps hands* *shows palms and backs* Good luck to those still interested.



 

Posted

Quote:
Originally Posted by Lothic View Post
Yeah sadly these new style-Master trials do have a number of new ways they can be griefed.
Fortunately I don't think that's going to happen all too often.
Better luck next time.
It is happening often right now on the BAF. After being told not to click the tower glowies, people are because they know better than everyone else.




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Posted

Quote:
Originally Posted by Snow Globe View Post
It is happening often right now on the BAF. After being told not to click the tower glowies, people are because they know better than everyone else.
Luckily, my SG has enough member that we don't need to rely on PUGs to fill the team, so we don't have this issue. But I said it before somewhere, just can't remember, these badges are very easily griefed and to rely on other players outside the standard 8 player team for a badge, let alone a Master of badge is only asking for trouble.

I'm sure there are many good hearted people in this game but there are still a few bad apples out there that strive on causing people trouble and live for it each and every day.


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Luckily, my SG has enough member that we don't need to rely on PUGs to fill the team, so we don't have this issue. But I said it before somewhere, just can't remember, these badges are very easily griefed and to rely on other players outside the standard 8 player team for a badge, let alone a Master of badge is only asking for trouble.

I'm sure there are many good hearted people in this game but there are still a few bad apples out there that strive on causing people trouble and live for it each and every day.
When I pointed this fact out to the developers during beta, I got one of the following responses from fellow beta testers and the developers:
  • Make a better team.
  • It is possible to do.
  • It will get better with level shifts.
  • People will want to get the badges and the rewards so there isn't any problem. Just try again another time.
Sometimes I hate being right. Oh, and things will likely only get worse with future badges as far as griefing is concerned.




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Posted

Quote:
Originally Posted by Dark One View Post
It's hard enough coordinating 8 people for a run at ITF (which, despite many many attempts still haven't gotten Master Of) or LRSF, for instance, but now they want to coordinate 16 and 24 people? That's just plain out and out stupid.
And yet a lot of people already have MoBAF, which requires coordinating 24 people. (shrug)


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Posted

Quote:
Originally Posted by Ironblade View Post
And yet a lot of people already have MoBAF, which requires coordinating 24 people. (shrug)
And how many of those are ones with dedicated groups on the larger servers? You either have a group that you run stuff with regularly or you get extremely lucky in not having any ******** in a PUG. Of course, those with it tend to gloss over such trivialities...

While I don't discount smaller server groups and PUGs, face facts and realize that coordinating 24 people to NOT do things like use the acid or pacification grenades or leaving the terminals alone is on par with herding cats (cats that resemble the people of Earth from the Gigantic Floating Brains episode of Futurama at that). And it's only going to get worse as someone will invariably get it in their head that 32, 40, and 48 man Trials need to have a Master Of badge.

But hey, don't worry about it since as tends to happens, once the new Trials come out, the old ones will be forgotten and pushed to the side. Because the ones who've got multiple slotted Purple Incarnate powers will be far too leet to be seen slumming on the previous Trials while they're busy unlocking and getting their new Purple.



 

Posted

I got the MoBAF badge. I don't run with dedicated groups, and I'm on Liberty. In fact, it was mostly a PUG group that netted me the MoBAF badge.

You don't have to do it all in one run. You can get the badge over multiple runs of the BAF. Get a badge here, get another badge there, and eventually you'll get the MoBAF / MoLambda badges. It really isn't that hard now that more and more players are unlocking and slotting the four new incarnate powers. Heck, I only had the t1 Interface and Judgment powers slotted myself.

If I could do it, then pretty much anybody can do it. I don't even have any of the 6 "classical" Mo badges.


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Originally Posted by Zombie Man View Post
Got my MoBAF with PuGs.
Same, two times on Sunday in fact. Now I just need to get MoLambda on those two toons.