Master of Lambda Strategy open discussion.
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 |
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.
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
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
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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. |
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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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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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.
"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."
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.
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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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Dark Miasma and Trick Arrow are also capable of a fair bit of -res.
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that gets really annoying when he does that jumping or wanders out of the tar patches
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.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I dont have screenies, but i monitored his mez prot and resist once pacified and it was still 1000 on protection, and 50 on resist
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LRSF Mission 4, Get the code with no Agroo at all , Guide | Speed SMSF Guide | Speedy LGTF Guide |Post your Mids Build in game Guide
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."
See the purple dots? I've seen the "extra" crate at all three locations on different runs. It is not static.
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The markers may be a pixel or two off but this is what I have...
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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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Grrrrr
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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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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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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.
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I did see it in the large south west room twice during open beta, but only twice.
Image not viewable.
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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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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.
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And yes, I can see the image this time.
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https://help.ncsoft.com/app/answers/detail/a_id/7997
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