Master of Lambda Strategy open discussion.


Adeon Hawkwood

 

Posted

As far as lambda goes, I have some ideas about the MO run, which I'll detail here, and some tests that I'd like to complete. By discussing the mechanics of the trial, we may be able to deduce a strategy, similar to the BAF whereby we can undermine the enemy's ability to overwhelm us.

  • Synchronized Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other during the Lambda Sector Incarnate Trial.
    • This is easily achieveable at random, teams can always get to 9/10 temps and do a synchronised assault to try and match defeat times.
    • This badge is already confirmed to award successfully on the live servers.
  • Well-Stocked Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them.
    • Teams have tried varying strategies from hoarding the 20 temps in the Sabotage stage and using only courtyard obtained temps to complete, to just ignoring the courtyard temps and focusing on Marauder. I can see a debuff heavy team having the capability to reduce Marauder's HP, but I would imagine the spawns would overrun such a focused team makeup in the majority of cases.
    • The courtyard temps spawn every 90 seconds (if memory serves) with a total battle time of 15 minutes, meaning that as long as every temp is awarded during the courtyard stage, it is possible to have 20 of each temporary power. I imagine that these powers in the courtyard do play a role in obtaining the Well-Stocked badge.
    • This badge is yet to be confirmed to award successfully on the live servers, downtime 12/04/11 may resolve this.
  • Antacid Complete the Lambda Sector Incarnate Trial having acquired 10 molecular Acids but using none of them.
    • Teams have reported achieving theses criteria by completing the trial ignoring the mob spawns in the courtyard. Because nobody has reliably recieved the badge for this (there is one report, but where are the other 15 players confirming it) we cannot eliminate raid griefing by using or deleting Molecular Acids.
    • This badge is yet to be confirmed to award successfully on the live servers, downtime 12/04/11 may resolve this.
  • Lambda Looter Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades but using none of them.
    • Teams have reported achieving theses criteria by completing the trial ignoring Marauders enrage status in the courtyard. We cannot eliminate raid griefing by using or deleting Pacification Grenades because again, the badge has not been issued.
    • This badge is yet to be confirmed to award successfully on the live servers, downtime 12/04/11 may resolve this.

Given that Well-Stocked also includes the requirements for Antacid and Lambda Looter it would be sensible to achieve these three in one attempt. My suggestion is to attack the facility as normal with 2 teams, one taking lab, one taking warehouse.


Things to note, experiment with and test.
  • Attacking the mobs that spawn with the courtyard supply deliveries does seem to attack attention from the main reinforcements, I really need to verify this myself by attacking the supply spawn while the remainder of the league waits on the ramp to the inner facility.
    Tested 12/04/11 and confirmed that attacking the supply mobs does NOT aggro the main gathering of mobs.
  • There appears to be no visual indicator (like the Willforges in the Cathedral of Pain) where the reinforcement portals will spawn troops. It would be interesting to have a team complete the sabotage, assign one person to each portal and record now many and in what location each time reinforcements appear.
  • Would Marauder be affected by being Pacified and then someone using a Molecular acid on him? If that were the case using the courtyard temporary powers could be a lot more viable.
    Tested 12/04/11 and confirmed that Marauder is an invalid target for Molecular Acid
  • The bunkers in the SW and NE corners will always send a trickle of mobs up regardless of all 10 portals being down, given that these are relatively close to the supply drops, is there a 2 team strategy for obtaining the supply drop temporary powers we are missing?
  • Obtaining a comprehensive list of the exotic damage types that Marauder can be affected by whilst enraged would be extremely helpful.
  • Mapping both the Lab and Warehouse for the supply locations would be helpful (I am part way through mapping the lab already, just need all the locations marked)
  • Trial completed this morning with just 5 grenades, making courtyard strategy plausable if that IS the suggested way to do it.



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Posted

Problem is that a lot of the questions will remain unanswered until the badges actually start being awarded.

I think having a preset pattern for doing the mazes would help; they're not linear maps so it's easy for people to split up, run off and do really inefficient pathing between temps.

In theory, if you pile into Marauder straight away, the fact that he leaps all over the place should help with the reinforcements as you and he can move much faster than they can, though you're realistically going to have to dedicate one of the teams to keeping them in check otherwise you very quickly reach a critical mass whereby nothing you do will keep the team alive. Concentrated Judgement assaults would probably help deal with them quickly (especially as long as Ion is still bugged )


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Posted

As far as the maps go I now have layouts for both, just need to correct the object locations for each. You are right that without the badges being awarded, this IS difficult to test.



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.
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Posted

iirc he does take dmg from energy

not much but some...


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Posted

He also takes psi damage but not a lot. My combat logs show TK Blast was doing 0 smashing and between 6-9 points of psi dmg. With a pacification grenade TK Blast was doing around 160 smashing and 146 psi dmg.


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Posted

A league I formed yesterday tried this and it is very possible to do. The only problem we ran across is that you need more then half of the team at +3. Other then that he dies a lot like Rieschman, very slowly his HP does move. After beating on him until there was only 2 minutes left on timer we had him at around 30% health at that point we abandoned and use pacification grenades so we got the reward table at the end. However, after using none of the acid we were never awarded the Anatacid badge.


 

Posted

I attempted the MoLambda 2 times so far, on the first try we actualy got it.

The second time, we decided to use grenades in the end, cause we clearly saw will lacked time. But did not used any acid temps, and we got no badge at all. Seems that part is broken. We should had gotten the "no use of acid temp" badge.

Strategy (from my little experience)

As far as Strategy, at this point i think you need to maximise the 20 min allowed to beat Marauder. That mean, take less then 30sec to regroup, buff then rush him. On the two attemps we made, we asked one of the 2 teams to focus on the Adds, while one was constantly on the AV.

On the second run we did, the one we failed, we asked for everyone to focus on AV at some point to see how that would go. For us, it was not a good idea, since ppl started to die, and that mean loosing momentum.

So for the now, i will stick with 1 team on AV 1 team on adds. With a good crew, the team on the adds, have time to clear immediate treat, then DPS on the AV a bit before more adds get in range of the whole league.

Even if we splitted tasks, we sticked together.

You also need to reserve some extra time, because at the end, Marauder pop Unstopable, that soak some precious time on the run.


Team Setup
Beside the tactics, what you need is a good setup of AT's, and good players.

Best to have at least 1 kin per team, for the ++damage from FS and Transfusion (you get hit by fist of tyrany, transfusion from 2 kins will get you to 100% hp in 2sec). Speed boost is nice, but if i would have to pick between FS+transfusion, VS Speed Boost, on an AV fight i rather have the kin focusing on FS+transfusion. Offcourse, its even better if the kin can do all that.

You also need a good load of debuff, and obviously buff, and heal. Im so totaly sold out on Corruptors, as they can do all that +good dps. Trolls and Fender are good as well im not saying they should be avoided.

But we also have to think that at some point the debuff you will do, will be floored.
So 16 cors, is prolly not the utterly setup (still it would be nice to see). What i mean is... have some regular DPS unit with the group, scrapper, blaster, brutes, etc.

To Tank the AV you can pick a good brute you trust, or a Tank. IMO, there is lame tanks and there is lame brutes.
With all IO'ed+incarnates+teambuff+team incarnate buff, im not sure the difference between the brute and the Tank will matter much. But the DPS output from a brute, specialy near damage cap, might be more important.


To Maximize the assault you need enough debuff to floor the AV on debuff, or get close to it, then when you reach that, you need to maximize the DPS output, hence the kins and FS.


Last note, +2 and +3 level shifted is a must. We would have won our second attempt, but we lacked those level shift.
Also if you have ppl at +2+3 taht also mean they have Lore unlocked.
Wich mean more fire power.

About Lore : hint: tell you pet to attack the AV... or they will do whatever. If you havent noticed yet, you can control the lore pet like a MM do.


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Posted

We had some tries yesterday afternoon on Union - and so far can say using grenades from yard only doesn't work (we tried only for no grenades badge so that is already known - no acid only try unfortunately haven't worked because of failure to communicate ).

Second thing - he had less then 70% after 5 minutes of beating when he started to regenerate and we decided to try yard grenades. Teams had people with level shift from 0 to +3 so having more people with level shifts might be solution (also having t3 Interface for -resistance or - reg might be useful). Incarnate pets also help - think we have lost lot of our damage when our pets died. So maybe making sure to have pets recharged and summon them when he goes under 50% of health?


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Posted

Perma Barrier from Destiny slot.
Coordinated Judgement for adds.
Team 1 set to follow leader and target through leader.
Team 2 max AoE for adds.

Not sure how to max damage on him.


 

Posted

Just going to put this out there, but Psi seem to be completely unresisted in Enrage.

IE. My Fort's Psychic Wail will hit 415s + Additional Procs.


 

Posted

Our group tried this with a large handful of +2s and +3s. At the 4:00 mark we still only had him down to 50% HP. His resists are crazy. I imagine it would take a huge number of Sonics and Rads to drop him to a point where he can be reasonably damaged.

If I'm reading the OP right, does that mean you can still get and use pacification grenades you got in the courtyard? If so that's an incredibly important detail.


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Posted

You need -regen, -res and -def, enought to floor the values, or at least enough -res -regen, as +tohit can overcome the def to some extend.

Honnestly i havent monitored what sort of number he have, and now that i think of if, is he not invul?... meaning more ppl around him = more def to him.?!

Anyways, any sort of -res -regen -def work, traps, cold, rads, therma, sonic, ..name it, basicly have any sort of troll/corr/fender.

And all level shifted +2 or +3, and as stated on above post, also add some dps unit to the lot

EDIT: Power Analyser Mark 1,2,3 are temp power sadly


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Posted

Quote:
Originally Posted by xeaon View Post
EDIT: Power Analyser Mark 1,2,3 are temp power sadly
Bane Spiders have the Surveillance Power which is a debuff and Power Analyzer.


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Posted

Quote:
Originally Posted by xeaon View Post
to bad my dev blaster is not on my main server anymore (moved him for room when xfer where free)
Yeah, this is one of the few times I regret speccing out of Munitions Mastery on my AR/Dev.


 

Posted

I have a non incarnate 50 that I rarely use with surveillance on it, i'll take it through a trial asap and get some stats.

In the meantime an (incomplete) map of the inner facilities, I am missing two Pacification Grenade locations that I hope to pick up tomorrow and add.



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

Those 2 are in the offices behind the shut doors.


 

Posted

Quote:
Originally Posted by Bringer_NA View Post
Just going to put this out there, but Psi seem to be completely unresisted in Enrage.

IE. My Fort's Psychic Wail will hit 415s + Additional Procs.
This is contrary to my experience, and that of OV_Ohms, from this thread. It looks to me like Enraged status gives him about 95% resist to everything but Smashing and Lethal. He gets 100% or more to those. I have no Toxic damage to check with, but I have plenty of Psi, some Smashing, some Fire from the Reactive Interface, and some Negative from Void Judgement, and it seems to hold true across them all.


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Posted

Quote:
Originally Posted by TsumijuZero View Post
I have a non incarnate 50 that I rarely use with surveillance on it, i'll take it through a trial asap and get some stats.

In the meantime an (incomplete) map of the inner facilities, I am missing two Pacification Grenade locations that I hope to pick up tomorrow and add.

I think the large room to the north east has 2 (not 1), and the room due west has one as well.




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Posted

Quote:
Originally Posted by Snow Globe View Post
I think the large room to the north east has 2 (not 1), and the room due west has one as well.
So based on that (assuming I placed these correctly) would these be good paths to take?



[edit] I hope Tsumiju doesn't mind me using his image for this


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Posted

Quote:
Originally Posted by Rylas View Post
So based on that (assuming I placed these correctly) would these be good paths to take?



[edit] I hope Tsumiju doesn't mind me using his image for this
Looks good - only problem is that you know full well people won't follow it


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Posted

Quote:
Originally Posted by The_Spad_EU View Post
Looks good - only problem is that you know full well people won't follow it
<shrug> Most groups I've played with split up and solo most of the temp locations.




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Posted

Ok so here a little montage displaying Marauder Numbers
It was a bit a mess to try catch him, w/out debuff applied on him, but at least i have 2 good shoot at his resistance, which is really what matter here, since when Enraged only his resistance seems to change.

Defense :
The Defense seems to be pretty flat (0%) sorry i was not able to take a good print screen , but I saw it with no debuff , at 0%.

Base values:
from the base value i look at the regen, again my print screen is lame, but i got the info i wanted. his regen is low, and get in negative numbers easy.

Resist:
At least i got 2 good shot at resist, Enraged and pacified.
I also saw his resist getting lower then 100% with debuff, when enraged.
So my conclusion ... yes we should only stress about resist.


Global Co VG's/SG's | xeaon plot
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Posted

Good information here, thanks and keep it up all


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Posted

Wait, he has 100% RES to everything except psi which is 94%? He should be completely invincible then unless you have a ton of psi damage dealers. -RES shouldn't do anything to 100% RES.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.