Preliminary Strategy analysis for Keyes Island!


TsumijuZero

 

Posted

By cross analysing the reference material from tonights patch notes, and the recent news article on the main page of the website, a pre battle strategy can be discerned about each of the noted sections. As we actually get to run the trial EU side, this can be refined and adjusted as required. Hopefully without numpty's stumbling through the trial as happened with the BAF and the resulting "Tennis Court" Strategies.

***oh no wait, we have a completed trial by... ughh... tennis courts all over again!***

  • Anti-Matter:
    • Antimatter Pulse: this is linked to HP and antimatter has no regeneration other than the following disintegration ability. Pulse hits every 30 seconds and as his HP decreases the damage increases, best bet to ignore AntiMatter during first 3 phases or damage him down to key HP markers.
    • Entanglement ability: all characters with opposing aura’s should be moved around team wise in the league when this ability is used and retasked to different duties to negate the debuff imposed.
    • Disintegration: Any players effected by this ability should retreat in a similar manner to sequestrian during the BAF trial, however failure to do so heals antimatter.
    • Devastation beam: When it fires, don’t be in it, similar to the Nano-Weapons from the Battle Maiden fight of the Apex Task Force.
    • Systematic Decay: Melee fighters are encouraged to "throw" their melee attacks at AntiMatter to bypass the majority of his AoE damage aura.
    • Re-Generation: During the final fight, task a team to sabotage the 4 terminals controlling anti-matters regeneration ability, while the other 2 lay on the punishment.

  • Reactor Hope
    • Power Cells: 30 glowies to collect and use at 10 objects – similar mechanic to Molecular Acids and Portal Doors during the Lambda Sector trial, however these are defended by Warworks.
  • Reactor Genesis
    • Chase down Warworks: these are escaping with power cells (guessing another 30 required) and in order to be used they must be placed whilst Anti-Matter is present. I would suggest a single team taunt him round the area systematically whilst the other teams gather and place the Power Cells.

  • Reactor Infinity
    • Power Cells located in Secure Bunkers: Power cells (guessing another 30 required) are located in undisclosed bunkers around the last reactor. In order to be used they must be placed whilst Anti-Matter is present and this time, all defending targets defeated. To make this last phase easier, it would be beneficial to have the taunt and placement teams tackle Genesis and Infinity in the same manner. I would suggest a single team taunt him round the area systematically whilst the other teams gather and place the Power Cells.

Edits to follow as more data is compiled.



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

Additional information discerned from testing / feedback.

Visual Reference Attached:


The biggest obstacle at the moment is the aforementioned Antimatter pulse, which if characters are not sticking together becomes extremely difficult to survive over time. Additionally powers that cause a debuff which are also slotted for damage should NOT be used on Antimatter himself as he will naturally lose HP over time if these are applied, casing the following pulses to be more harmful to ourselves. As time and consisntency develop, a "Master Of" run will naturally be availiable once my fellow Unionites are familiar with the trial and strategy.

It would be logical for the league to consist of two teams, each with simple effective duties. Team 1 as noted in the visual reference should be an outright kill/clearing team with heals/rebirth powers to survive the pulse. This team will systematicially eliminate opposition from the bottom of each reactor upwards making it easier for the second team to complete objectives.

The second team will handle the objectives proper such as gathering the Power Cells / Defeating Warworks before they withdraw and attacking the various bunkers. Once the kill team has completed their sweep they can rejoin Team 1 and use and Power Cells they might have obtained.

Additionall information to follow.



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