Master of Lambda Strategy open discussion.


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Snow Globe View Post
I'm beginning to think that one crate moves. Most of the time the Hangar (south east large room) only has the crate in the center.
After several Lambas tonight, that 2nd crate does move. It isn't static and will appear in one of the four large rooms somewhat randomly.

Quote:
Originally Posted by Von Krieger View Post
According to the GM's when I petitioned it, the Antacid and Lambda Looter badges award with 10 of the item and using none of them as well as getting ZERO of the other one.

https://help.ncsoft.com/app/answers/detail/a_id/7997
One of two choices: Either the GM in question doesn't know what he's talking about as that directly contradicts the place holder text, or the badge is bugged. Given the place holder text, I'll go with option #1.

Quote:
Originally Posted by Necrotech_Master View Post
as ive mentioned and ive seen other poeple mention, either the GMs dont know what the heck they are talking about and badges are bugged, or thats just an awful way they programmed the badges basically forcing you to get all 3 at once
I vote for GM being unaware of the actual requirements, the badge is bugged, and suffers from epic logic fail.




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Posted

Quote:
Originally Posted by Necrotech_Master View Post
rad emission, cold dom, and sonic blast/resonance are almsot a necessity due to the -resist, a kin wouldnt hurt either to give everyone as much dmg as possible too

i dont think ive heard too many threads saying they had psi blasters on hand, but i know poeple use the seer lore pets a lot since they are heavy psi dmg

basically you need a lot of exotic dmg types since smash/lethal are out of the question for a majority of it
don't forget /traps. it has just as much -res as /rad, even more if you can triple stack acid mortars.


 

Posted

Quote:
Originally Posted by Arbegla View Post
don't forget /traps. it has just as much -res as /rad, even more if you can triple stack acid mortars.
traps can help, but i was focusing with sets that you could actually control where it targets, the only problem with acid mortar is that you cant control what it shoots at, so it could shoot at a random baddy thats behind you and ignore marauder completely


 

Posted

Quote:
Originally Posted by Snow Globe View Post
I'm beginning to think that one crate moves. Most of the time the Hangar (south east large room) only has the crate in the center.
No and yes. The crates have static locations. But the hangar only has crate. The hangar is on the SW side of the map. The room with 2 crates is the one on the SE side of the map.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I got Master of Lambda today and it took a team of
5 rad debuffer
1 kin buffer
1 FF buffer
and I think the rest are lvl 52-53 damage dealer just to took out Marauder with a few min to spare.


After my team got TP out, we gather outside and buff up, then use judgments to nuke the hell out of Marauder mobs. Debuff him and attack, it was easy until he health drop to 24% then he seen unstoppable. At that point my team summon our Lore Pet and that help us quickly drop his health and win the battle with a few min to spare.


On a side note, you can't get Antacid badge by itself, the badge is bugged, I did it twice without using any of the 10 Molecular Acids and didn't get the badge. I don't know if Well-Stocked badge is bugged or not. But, if you did the whole thing without using any of the temp, then you will get Lambda Looter, Antacid, and Well-Stocked badge at the same time.

MoLambda Badge


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
traps can help, but i was focusing with sets that you could actually control where it targets, the only problem with acid mortar is that you cant control what it shoots at, so it could shoot at a random baddy thats behind you and ignore marauder completely
Dark Miasma and Trick Arrow are also capable of a fair bit of -res.


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Posted

Quote:
Originally Posted by Ms. Mesmer View Post
Thanks for those, especially the status ones. I wonder why Siege occasionally looks held for a few seconds?

My guesstimate of 95% to everything but Smash and Lethal was pretty darned close.
The numbers are When he is enraged, maybe his mez status is way lower once pacified.... your turn to show us screenies, :P





As for team setup,
Obviously youneed balance between -res debuffers, DPS units, kin to add more +dam bonus from fulcrum shift, buffers/healers/rezerz to keep the team alive.
But i suspect, at some point will find out its more about, having ppl at +2/+3.

Last MoLambda we succeded, we still had 4min30sec on the timer. And that w/out all at +2/+3. We did had a good team setup tho.

What i mean is, you could build a less optimal league setup (AT wise), but have all at +3, and easily get the badge.


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Posted

Quote:
Originally Posted by Rylas View Post

On the Warehouse map, after you hit the southernmost location, if you go west, as the map shows, you'll be going through the elevator shafts... don't... IT'S A TRAP!!! (i.e., difficult to navigate).

Instead, after hitting the southernmost cache, backtrack north and take the first left, heading west and pick up the path there and you'll be golden.


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Posted

Quote:
Originally Posted by Zombie Man View Post
Instead, after hitting the southernmost cache, backtrack north and take the first left, heading west and pick up the path there and you'll be golden.
I concur with this assessment. I often take the southern path anyway, but it is not the better way.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Instead, after hitting the southernmost cache, backtrack north and take the first left, heading west and pick up the path there and you'll be golden.
Fix'd. All other images have been removed to avoid confusion.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by OV_ohms View Post
Dark Miasma and Trick Arrow are also capable of a fair bit of -res.
The problem is they're location-based, and Marauder likes to hop around. I can keep Tar Patch double-stacked on my miasmist, but it does no good when he heads to the far corner of the map and I have to start over. Traps at least has sticky debuffs so they're not negated as soon as he leaves the area.


 

Posted

Quote:
Originally Posted by xeaon View Post
The numbers are When he is enraged, maybe his mez status is way lower once pacified.... your turn to show us screenies, :P
If only I had something with Surveillance that could do the Trials. Marauder might have higher protection than Nightstar and Siege in order to keep him from being locked down and unable to leap to the next checkpoint, or perhaps it's just an animation glitch that makes them do the twitchy held animation for a moment when they really aren't.


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Posted

Quote:
Originally Posted by StratoNexus View Post
No and yes. The crates have static locations. But the hangar only has crate. The hangar is on the SW side of the map. The room with 2 crates is the one on the SE side of the map.
Ok, to clear things up:

See the purple dots? I've seen the "extra" crate at all three locations on different runs. It is not static.

And the hangar is the room currently with 2 crates in it.




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Posted

Quote:
Originally Posted by OV_ohms View Post
Dark Miasma and Trick Arrow are also capable of a fair bit of -res.
this is true, but they suffer from the problem that if he leaves the patches, the debuff does not stick with him like sleet

that gets really annoying when he does that jumping or wanders out of the tar patches


 

Posted

On a good group he shouldn't be wandering. He does jump but only at set HP intervals, and since the killspeed is going to be slow it won't be that often. Other sets might be more ideal, but Miasma, Traps, and TA are still useful.


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

 

Posted

Thank you again for checking on it. I now think that his is probably absurdly high to keep you from locking him down so that he won't SJ around. Nightstar and Siege don't have that mechainc as part of their encounters, so their protection probably isn't quite that high.


"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."

 

Posted

Quote:
Originally Posted by Snow Globe View Post
See the purple dots? I've seen the "extra" crate at all three locations on different runs. It is not static.
Snow, you sure about it not being static? I've run this thing about 20 times to get the exact locations for the map I'm working on and they've always been in the same spots for me.

The markers may be a pixel or two off but this is what I have...



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Posted

Quote:
Originally Posted by Beef_Cake View Post
Snow, you sure about it not being static? I've run this thing about 20 times to get the exact locations for the map I'm working on and they've always been in the same spots for me.

The markers may be a pixel or two off but this is what I have...


apologies Beef, but I ran a Lambda this morning and there was one crate SE and two elsewhere, I was the first to the room but didn't see where the duplicate crate was.



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Posted

Quote:
Originally Posted by TsumijuZero View Post
apologies Beef, but I ran a Lambda this morning and there was one crate SE and two elsewhere, I was the first to the room but didn't see where the duplicate crate was.
I must be unlucky then, I just ran it 4 more times and the spots are still the saem for me...lol

Grrrrr


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Posted

I was quite puzzled too, I think the best way we can cover this off is to continue to monitor the spawn points and compare data, on future runs I'll keep an eye on the SE room, see what we get.

btw, managed MO this morning with a gank run ignoring mobs, a few things that helped were:

  • The team finishing sabotage first exiting the inner facility instead of hunting objects in the opposing area and buffing for an immediate assault on Marauder before the reinforcements get there.
  • Staggered use of Call to Justice at the opening stages of the fight to dent the initial HP faster, holding off a few that recharged and using them in time to push through his unstoppable.
  • Deploying Non-Seer Lore pets at the start of the battle and summoning the Seer pets around the 25* mark to assist fighting through.
  • balls the size of death stars

overall, despite my hopes for a technical strategy, we do seem to have correlated enough data that a direct attack strategy is the way to go. I'm pleased with the map data and the tips we have amassed though, so I'm glad I posted this thread and initial data![/list]



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Posted

OK, I showed my incomplete map to my SG members and asked them to watch my map and compare it to what they see ingame, and everyone said the map was dead on, the markers were a itsy off, but very close to where th crates are.

They've yet to see any crates in different spots. So I'm wondering if you guys may have been discombobulate on which angle you approached the room and made it seem different, I don't know. But myself and the rest of my SG will be monitoring this, but for the most part they all seem to say the crates haven't moved on them at all. So we will see.


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Snow, you sure about it not being static? I've run this thing about 20 times to get the exact locations for the map I'm working on and they've always been in the same spots for me.
I'm absolutely positive. I always use the crate/room in the east as a reference point. I've went directly from the starting point to the south west room (the room with the 2 glowies on the marked green path), skipping everything while the other people in the group went north. There was only the one weapons cache in the middle of the room. Most of the time I've seen two weapons caches in the large south east room, but I have also seen it in the large north east room.

I did see it in the large south west room twice during open beta, but only twice.

Quote:
Originally Posted by Beef_Cake View Post
Image not viewable.




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Posted

Well, not that I'm saying you or anyone else is wrong, but I've run this Lambda I couldn't tell you how many times now and I've never seen what you guys are seeing, nor is the group I run with. The SE room is the room we always see the 2 crates in all the time. And so far with all of us paying close attention, we have yet to see anything different than what I have shown in the map I'm working on for the site.

Here is the image again, hopefully it shows up this time...lol


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Well, not that I'm saying you or anyone else is wrong, but I've run this Lambda I couldn't tell you how many times now and I've never seen what you guys are seeing, nor is the group I run with. The SE room is the room we always see the 2 crates in all the time. And so far with all of us paying close attention, we have yet to see anything different than what I have shown in the map I'm working on for the site.
Yes, I've seen the "moving" crate in that room (a couple of times at that location even), just not consistently. Maybe time of day, sunspots, or team mix has something to do with it. All I know is that one cache isn't 100% in the same spot all the time.

And yes, I can see the image this time.




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