Master of Lambda Strategy open discussion.
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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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.
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iirc he does take dmg from energy
not much but some...
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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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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.
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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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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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.
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.
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.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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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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yep, im so making a bane build for my crab....
to bad my dev blaster is not on my main server anymore (moved him for room when xfer where free)
Global Co VG's/SG's | xeaon plot
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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.
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Those 2 are in the offices behind the shut doors.
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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. |
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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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[edit] I hope Tsumiju doesn't mind me using his image for this
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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.
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Good information here, thanks and keep it up all
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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.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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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.
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.
Tested 12/04/11 and confirmed that attacking the supply mobs does NOT aggro the main gathering of mobs.
Tested 12/04/11 and confirmed that Marauder is an invalid target for Molecular Acid
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