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 Ace's Troller Guide

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Mandos
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PostSubject: Ace's Troller Guide   Ace's Troller Guide I_icon_minitimeSat Mar 21, 2009 2:38 pm

Look here for Aces troller guide, how to solo to 50, with lots of game content and badges!!

Plz dont post here so Ace can have a continuous run of guidance, if u find a glitch or an update, plz refer to fed back post, thanks for your understanding Very Happy
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ace of hearts
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PostSubject: Introduction   Ace's Troller Guide I_icon_minitimeSun Mar 22, 2009 6:40 am

The problem with writing a guide like this is that it is going to be a bit hodge potch to start off with, just basic ramblings of what I have seen throughout the course of my life as a controller. I will try to keep things in as much order as possible but I suspect that after a while a little editing will be required.

The guide itself will be done in three parts - the first a walkthrough from levels 1 to 50 - explaining story arcs, task forces and missions as and when I see them. All AT's should find that useful but it will be written with the controller in mind.

The second part will be other things to see and do in Paragon City. Badgehunting, inventing, events and so on. This section will cover all the things that are not covered in the walkthrough.

The final part will be more of a guide to builds and how to play controllers. Because this is going to be such a large section I have decided to write this kind of like a diary as I get my controllers from level 1 to 50. Unfortunately i have not recorded the exploits of Summer Goddess or Ace of Hearts so I intend to start with Winter Goddess. Throughout this part of the guide I will be noting what powers she takes, how she slots them, problems and successes. The hope is in reading the diary you all get a fair idea as to how I believe a controller will be played.
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PostSubject: My Gaming Philosophy   Ace's Troller Guide I_icon_minitimeSun Mar 22, 2009 6:55 am

Before I write this guide I think its important for me to quickly state how and why I play this game.

I largely solo but there is a reason for this (and no Mandos its not because I am an antisocial drunken old lush with no friends - although you are broadly correct). I think the best way to describe it is to post here a statement I made on the official forums some months ago when I was curious to see whether or not anyone played the same way as me:

Quote :
I have just had my 42 month veteran badge and during my enjoyable time of playing COX I have always wondered one thing....

How many different ways are there to play this game?

This may sound like a silly question but there seems to be so many different variations. For example the PVPer plays differently to the badgehunter who plays differently to the solo artist who certainly plays differently to the team player and they all play differently to the Power Leveller.

And so I would like you all to tell me how do you specifically like to play the game and get your heroes (and villiains) from level 1 to 50. Tell me warts and all. What are the advantages to playing the way you play? What are the drawbacks? Why do you like playing the way you play? Is it game over at level 50 or do you continue making the perfect build or the biggest badgehunter? I have no reason for asking this I am just really curious if there is one overall popular way of playing.

To get the ball rolling I will tell you my way. I personally try to progress from 1 to 50 by seeing as much game content as possible in the right order. What this means is that I set myself the goal of getting all the mission badges, all the storylines (major and minor) and all the tfs in each level. This means I solo a lot, especially at lower levels. I also badgehunt on the side and try to get those badges in order as well.

For example, at level 10 I know I have to get the Clockwork Captive, Vahzilok Pollutant Plot and Bonefire Plots as well as Julious the Kind Hearted Troll and the Heart of the Hollows Storylines. I also should be getting Spelunker and Kings Righteousness Badges and I should cumulate in the Cavern Trial and Positrons TF. Believe me that is a lot of work to do in five levels and requires soloing with a lot of ghosting. Once I finish Posi I know I can then go on to get the level 15 storylines and badge etc which, of course, will end with Synapse.

When I get to level 25 I retrace my steps via Ouroboros and work on getting those pesky time traveller badges. Everything (as much as possible) is done in the right logical order until I get to level 50.

This may seem time consuming, labourious and (in some cases) downright dull - and too be honest in certain cases you would be right but playing this way means that the ding at level 50 is still a big achievement for me and still worth celebrating. It also means that throughout the journey I have a better understanding of my hero as I have been using their powers and developing new tactics which (in theory at least) makes me a better player. I also rack up a massive amount of prestige for my SG.

But its a lonely life playing the game this way. But for the TFs there is no teaming. Many people who play in teams would think I'm mad. My SG certainly does!

So how I play isnt perfect. I wouldnt even recommend it for new players and powerlevellers would hate it but that doesnt make it wrong. Its just how I enjoy the game.

Hope you all understand how and why I play the way that I do.
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PostSubject: Walkthrough - Part 1 Levels 1 Through 4   Ace's Troller Guide I_icon_minitimeSun Mar 22, 2009 7:30 am

Subject: Walkthrough - Part 1 Levels 1 Through 4 Today at 1:27 pm

--------------------------------------------------------------------------------

Outbreak

Ok, you've made a start. You've got your concept, you've made your controller and you are about to enter the game.

I suggest you read the post "Fun with Codes" done by Holy Angel Gabriel. There is a lot of stuff in there that can make your life easier. I wont repost here because its just unnecessary duplication. You may also want to ensure that you join an event channel such as Sals Badgehunters which frequently posts upcoming TF's and badgehunts etc. Union Taskforce is also good but concentrates solely on TF's.

Question 1 - Do you do outbreak?

I think the answer to that question is a definite "Yes". I know its just a tutorial and seasoned veterans get nothing from it but there is a purpose in doing the outbreak tutorial.

First of all - its a really easy way of getting to level 2 without much bother
Secondly - its probably still the best way to get the isolator badge.

I'm not going to run through the outbreak mission itself - really dont see the point. Its just a case of follow the on screen instructions until you reach Coyote and then do his mission which involves clearing all the contaminated out of the office and rescuing Flower Knight. This mission is actually extremely easy as Flower Knight is a pretty good archery blaster that can make light work of most of the mobs. All I suggest you do is lockdown the enemies with a hold or immobilize and let her do all the work.

One the mission is over you will level. Now its up to you what you want to do. If you are not bothered about badges then return to Coyote and choose either Atlas Park or Galaxy City.

If you are collecting badges DO NOT RETURN TO COYOTE AT THIS TIME. If you do you can miss out on an opportunity to get the Isolator badge (note you can get it again later but why bother?) Now you have levelled the mobs will be blue and easier to kill. Return to the outbreak zone and kill 100 contaminated and you will be awarded the badge. In actual fact you have probably killed between 10-15 just doing the outbreak tutorial meaning you have approximately 85-90 left to kill. They should all be one level lower than you. If you have sands of mu, undead slaying axe, nemesis staff or blackwand then use them. it makes this bit go a whole lot quicker!

When you have your badge return to Coyote and go to your city zone of choice. I personally always choose Atlas Park but it makes no real difference.

Welcome to Paragon City

The first thing to do is go see your trainer and get your level 2 power. The best piece of advice I can give you at this stage is to make sure you now have your hold! All controllers will have a single target hold available to them from level 2 onwards and this hold will also cause damage. Its an absolute staple power - i cannot stress that enough! I am not going to talk about slotting powers etc at this stage as this will be covered in the diary section of the guide.

Now all you need to do is get to level 5 as quickly as possible, there is very little more left for you to do at this stage of the game. I suggest that you do the missions from your initial contact so that he will open up his store for you and you are able to buy all the inspirations which you will find invaluable from levels 5-10 - especially dealing with Vahzilok in the safeguard mission - more on that later.

If you're soloing you will probably run out of missions at about level 4 and be unable to get any new ones until you reach level 5. there are a couple of easy ways to get to level 5. You could go to Kings Row and wail on a few low level Skulls - there are plenty in the Gish or go to a red area in Atlas Park or Galaxy City and beat up a few hellions -always good for a laugh! Or you could mess about in the Sewers if you are that way inclined but if you consider this I wouldnt go in there alone because the mobs are big.

Come back and see me when you get to level 5....


Last edited by ace of hearts on Sun Mar 22, 2009 12:04 pm; edited 1 time in total
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PostSubject: Winter Goddesses Diary - Part 1   Ace's Troller Guide I_icon_minitimeSun Mar 22, 2009 7:58 am

Winter Goddess

Winter Goddess is an Ice/Storm Controller. She is currently level 24. As I level her I have been keeping notes on her build and what I have noticed.

My overall aim will be to slot Winter for recharge so that she can be permanently hastened, have two tornados, three lightening storms and Jack Frost out at any one time - this should make her Uber Damage. Combined with the soft control slowing effects, mobs will have slow recharge whereas Winter will be quick.

Here are the notes that I have made so far from level 1 to 24 - sorry if they appear a bit confusing but I have just jotted them down as I go:

1. Level 1 - Chilblain (slot this for damage rather than immobilize - ice trollers need damage), hold taken at level 2.
2. Despite advice to the contrary from the official forums I took Frostbite at level 4. It actually works well with Arctic Air which I took at level 8. Arctic Air causes mobs to flee from the immediate area. Frostbite locks everyone in place therefore causing the recharge slow to be more effective.
3. Took air superiority at level 6 and have found it adds some much needed damage to my build. Has a really good recharge as well.
4. Ice Slick was taken at level 12 - again because the recharge is slow it is not slotted enough to be permanent at low levels. Current tactic is to slap down an ice slick before running into a mob of enemies with Arctic Air switched on and then t polish the enemies off with block of ice, chilblain and frostbite.
5. Elite Bosses Frostfire and Atta were taken out using the blackwand, frostbite, chilblain and block of ice. Arctic Air was not used as they were easier to take out from a distance.
6. At level 16 I took Hail Storm to compliment ice slick and to debuff - the aim is to use it after ice slick to debuff enemies resistance and therefore making my damage more effective.
7. Night Widow Nocture and Doc Vahzilok were both taken out relatively easily with a load of purple and blue inspirations. Arctic air slowed them down enough for me to get some good attacks in and the confuse element helped as well. Had two purples switched on at all times and used the blues when end when down. Damage was mainly through use of the black wand and sands of mu - which I consider cheating to a certain extent but needs must at this low level.
8. OK great idea to take freezing rain at lvl 16. Current tactic, switch on arctic air, drop down an ice slick, run into mob, drop down a freezing rain. Use chilblain, block of ice and air superiority to take out enemies. Only real difficulty at the moment is the recharge of block ice slick and freezing rain. They both need to be slotted for recharge.
9. Lvl 20 - finally got Stamina but still arctic air is still very draining. This build could be very endurance intensive. May need to factor this into the build. More stamina regeneration may be necessary.
10. Lvl 22 - took Steamy Mist. The Stealth element will be useful for ghosting. Completely reslotted Winter Goddess with lvl 25 S/O enhancements but for Arctic Air which now has five malaise illusions (including the chance for psionic Proc) and the Proc from Impeded Swiftness. Also reslotted frostbite with Enfeebled Operation. The slotting also gives an overall 10% increase on recharge. The extra damage is noticeable. Stamina is now also slotted and has made a big difference to my endurance. Noticing though that endurance drain will be an issue at later levels especially having hurricane, steamy mist, arctic air and snow storm all working at the same time not to mention the shield from the epic power pools. It may be difficult to have a dual perma tornados and three perma lightening storms and the build may need to be adjusted for endurance regeneration.
11. Lvl 24 - Got Hurricane. Switched it on with Steamy mist and arctic air and even with stamina the endurance drain was painful. THIS BUILD WILL HAVE TO BE SLOTTED FOR ENDURANCE if I want to last longer than two minutes in battle with an EB.

Stay tuned for more Winter Goddess Notes
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PostSubject: Policeband and Safeguard Missions - General and Atlas Park   Ace's Troller Guide I_icon_minitimeMon Mar 23, 2009 5:34 pm

POLICEBAND MISSIONS AND SAFEGUARD MISSIONS

OK once you reach level 5 you should go to Kings Row. Immediately check your contacts and you will see that a new one has been added. He will be a detective. Go and see him (he will be in or outside the police station at Kings Row) and he will give you your police radio. You can now do policeband missions.

Policeband missions are mini missions. They have no storyline or arcs and are just one off missions you do through the police radio. I know a lot of players actually use them to level as they can be done quick and easy and thats fine but if you are following my guide and are just as nutty about game content as I am we wont be doing that Smile

When you do a certain number of policeband missions you will be told to contact your detective. He will then give you a Safeguard mission - this is a special mission that involves preventing a bank robbery and, if you want to, clearing up some side missions. Safeguard missions also award numerous badges and you can also get two accolades for them but more on this later.

Policeband Missions

You need to do three policeband missions between levels 5 and 10 to get the Atlas Park Safeguard Mission. As I said above, policeband missions are just mini missions that wont take long. I do however suggest ghosting them just to make them go a bit quicker. When you bring up your radio you will be offered a choice of three missions. Be selective in choosing as some are easier than others:

1. An "Arrest" mission - this is actually defeating a named villain who will be a boss on a small map (although he will actually be listed as a lieutenant he will have boss powers). You should note that the arrest will also mean defeating the boss and all the minions in the same area as him. For example, if the mission is in a warehouse, the villain will normally be in a large room at the back of the mission and you will need to defeat him and all other villains in the same room but NOT the villains in adjacent rooms or corridors and they can safely be ignored.
2. An "Acquisition" mission - similar to an arrest mission except that you are clicking on a glowy rather than defeating a villain. As with the arrest missions you will need to defeat all the villains in the immediate area.
3. The prevention of a robbery / jewel heist - these generally show up at later levels but usually involve rescuing a few people and defeating all the villains round by a vault. Can be quite entertaining as they are different to the normal mission types but not readily available at early levels
4. Rescue mission - involves entering a map, rescuing a person at the end of a mission (usually guarded by a boss) and then escorting that person back through the map to the mission entrance. By far the most annoying of all radio missions. I hate them. Avoid doing this if you can help it.

At this stage of the game I would go for either Arrest or Acquisition Missions. You probably wont get the prevention of a robbery missions and rescue missions are just too much like hard work. Also try to avoide missions, at this stage, that involve the Circle of Thorns as there is a very real chance you could come across a Madness Mage at the end of the mission. Madness Mages are exactly that assailing you with sleeps and holds while their minions hack you to pieces.

If you can try to get missions that involve either the Council or Arachnos as these are generally the easier of the earlier villain groups to deal with. Hellions and Skulls are not too bad but both have pretty good ranged attacks which can damage you severely if your hold misses or wares off before you are ready for it. Both the council and arachnos have damaging melee attacks but so long as you stay out of melee range and slap a hold or immobilize down quick enough you should be ok. If you have any doubts go and see one of your contacts (i hope you filled your relationship bar with your first contact) and buy lucks, respites and catch a breathes and activate your lucks before engaging the bosses.

Once you have three completed policeband missions go see your detective contact for your first safeguard mission - save the Atlas Park Bank

Safeguard Mission - Prevent the Robbery on the Atlas Park Bank

Before attempting the safeguard mission you need to stock up on inspirations. Take two or three catch a breaths and fill up on lucks. If you dont have a self heal also take a couple of respites.

Once entering the safeguard mission you will enter a map showing a small area of Atlas Park. The area will be populated by Hellions who play no real part in the safeguard mission itself, they are merely there as a deterent. Ignore them. Also included on the map will be an exploration badge, two or three small groups of Vahzilok (holding keys to side missions) and the Atlas Park Bank.

The idea of any safeguard mission is that the bank is being robbed and you have to prevent that robbery. To do this you have to defeat all villains in the bank. In addition to this there will also be an exploration badge to collect and a few side missions.

At this early stage of the game, I would not bother with the side missions. Especially in Atlas Park as you are dealing with Vahzilok which can be a real nusiance to a low damage dealing toon like a controller.

When you enter the mission turn to your left and you should see a letter box. Run towards it and you should get a badge. Each safeguard mission has its own exploration badge and when you collect all 9 you will be given an accolade. After getting the badge make your way to the bank as quickly as possible. You should get a message saying it is being robbed fairly soon.

Word of warning - there used to be a bug in the game that if you entered the bank before getting a message saying "The Bank is Being Robbed" then the villains wont show up and you cannot complete the mission - I cannot say for certain whether or not this bug has been removed.

On entering the bank you will be presented with three Vahzilok minions and, probably a little further off them, a lieutenant. There will also be a named villain (either a stalker or corruptor at this stage of the game) making his way to the bank vault. He will also have a Vahzilok minion with him. The idea of the mission is to defeat every villain in the bank. If any villain is allowed to escape then the mission is classed as a failure. You should note that the first time you do any safeguard mission you are given what is usually a very hand temporary power so completion is desired.

The biggest problem you will face as a controller is at this level you will not be doing much damage but have to take out some fairly tough enemies quite quick.

Psionic controllers (mind and illusion) should find this easiest of all. Mind controllers can cause a lot of damage with their single target sleep power and illusion have access to spectral wounds that can really hurt. Both also have holds that will damage. In addition both these toons have access to confusion which can really help speed matters up. Plant controllers also have a confuse ability but this may or may not be available depending on your level. Fire controllers will also fair ok as the Vahzilok are weak to fire.

If you are relying on your immobilize power then you are at a disadvantage as Vahzilok are resistant to immobilize. it takes either an overpower or two applications for a Vahz to be locked down.

If you are not fortunate enough to have the veteran reward powers and have a low damage dealing toon (Earth or Ice spring to mind but probably gravity and Plant wont be doing much damage at this stage either) I would get to level 6 before attempting the safeguard and choose a damage dealing power from your pool powers. What you take depends on your concept but the boxing, flight and super jumping pool powers all have powers that can deal damage with a fair recharge or, if you want to be a super speedster, try taking haste which will speed up your recharge allowing you to do more damage with the powers already at your disposal.

Dont engage all the Vahzilok at once. Take out the lieutenant first and then engage the three minions. Use your lucks for much needed defence. Try to have them all down by the time the villain returns with the loot as you will then need to defeat the villain and the minion with him. Try to save a couple of lucks and a catch a breath for this battle. He's not difficult but there is a real chance you will be all but exhausted when you meet him.

If you correctly defeat all villains you will be rewarded with a mission complete and a new temporary power - the Raptor Pack. The Raptor Pack is an excellent travel power for early game and will easily help you through to level 14 when you get the chance to take your travel power. If you use it sparingly (together with the jump pack you get from Kings Row Safeguard) you will have a reliable travel power until probably level 20 and beyond.

After mission complete you then have 15 minutes to do any of the side missions if you want. I would not recommend doing them at this stage (you are probably too low a level) and will cover the side missions in a update.
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PostSubject: Level 5 to 10 - Checklist   Ace's Troller Guide I_icon_minitimeThu Mar 26, 2009 8:20 am

Things to do from level 5 to 10

1. Atlas Park Safeguard Mission - Dont forget to get the exploration badge
2. Negotiator Badge - Mission completion badge
3. Lt. Wincott vs. the Trolls - Your first story arc in the Hollows
4. Flux the Outcast - Your second story arc in the Hollows and your first Elite Boss. Hope you're ready for him Smile
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PostSubject: Master of Statesmans Task Force - Part One (First three missions)   Ace's Troller Guide I_icon_minitimeThu Mar 26, 2009 3:06 pm

Apologies for doing this part of the guide totally out of sync with everything else but Summer Goddess got this badge last night and I really must commit our team tactics to paper before I forget them. In addition I am actually very excited about it!

I would like to thank all members of my team that allowed us to do it especially our principle tank and leader, True Faith and our excellent healer Storm Aura who has an uncanny knack of being in the right place at the right time.

Introduction

The Master of Statesmans Task Force (MoSTF) Badge has to be one of the most prestigious badges in the game. Certainly there are badges to get that are rarer and there are badges that are harder but when the Master of Statesmans Task Force badge is awarded it is a true acknowledgement of the skill of the team and its ability to work together and have effective tactics.

Put simply, the MoSTF is a Statesmans Task Force run with the challenge settings of No Defeats and No Temp Powers. This means that a lot of acknowledged tactics within the game cannot be used - for example, the tactic of bringing out all your Shivans on the last mission is not possible, vengeance as a power cannot be used so suicide blasters are out. Combine this with some of the hardest AV's in the game means you need to be GOOD to do it.

This guide, as always, has been written with the controller in mind however I have been a bit more general so that all AT's should be able to get something from it.

The Team

I will list the team we had here but do not assume this is the only team combination that will do the MoSTF. Other combinations are possible:

1. One Stone Tank
2. One Inv Tank
3. One Fire / Rad Troller (that was me Very Happy )
4. One Empath Defender
5. One Kinetic Defender
6. One fire blaster
7. One Claws Scrapper
8. One Energy Blaster

At the bare minimum, an MoSTF must have AT LEAST one tank (not necessarily a stone tank - other options are available and can be used) and AT LEAST one empath. Whether or not that empath is a controller or defender is really a matter for the team however certainly empath defenders powers are more effective. For optimum performance I would suggest aiming for at least two tanks and one empath. Try to get some buffage (for example kinetic, force fields, sonic), debuffage (e.g. radiation, storm, dark) and fill the rest of the team with damage dealers. Poor scrappers dont fair well on the STF (i'll come on to why later) and are generally left out in the cold for this task force so I would suggest taking blasters over them but one scrapper in the team will be OK - especially when dealing with general mobs.

Preparation

The above team was ALL seasoned veteran players and we had about six or seven goes before getting the badge. Practice of the tf will be essential - even with this guide helping you. Dont expect to get the badge in the first attempt - especially with a normal Pick Up Group. Do a few practice runs with out the settings just to get used to the team and the style of play - be prepared to put a regular attempt each week aside and dont rush it. Remember that fools rush in where Angels dare to tread.

You may want to reconsider your slotting - Summer Goddess was slotted for normal teams but found her endurance struggled because taking out AV's took so long. You may want to rethink your build (or make use of your 2nd build) so that Endurance is less of an issue. This is advice that is not just limited to Controllers, Tanks may want to look at their build and slot for defence as well as resistance. This will help immeasurably in the final battle.

You probably wont know what weaknesses lie in your build until you attempt the TF a few times and then you will have an idea of where your weaknesses are and try to compensate for them.

Next remember that this is not a quick tf and you should put aside a good five hours. We did it in 3hrs 5minutes but give yourself the extra time just to make sure - You will not be popular if you have to leave the TF half way through. Especially if one person leaves the tf becomes A LOT HARDER and the MO attempt becomes nigh on impossible

Finally, and perhaps the most important piece of advice is to NOMINATE A LEADER AND MAKE SURE YOU ALL FOLLOW THE LEADERS INSTRUCTIONS. Ideally the Leader should be someone who has completed the MoSTF and knows what they are doing but if not then consider making the lead tank the leader as he is right up front taking the hits for the team that the rest cant cope with.

Tactics - Mission One

On entering the map clear above ground and take out all the cables you find except those that are on the ramps leading down into the base - deal with those later.

When the top is clear move down into the base. Clear any mobs that get in your way but dont go out of your way to pick a fight. Work on taking out the cables.

When you get down to five cables left leave the base and work your way back up the ramps taking out all cables but the one at the very top. Regroup near this cable. Controllers dismiss your pets.

When you have regrouped ensure that you are buffed up (auras, AM, defence buffs, SB etc), have all but one damage dealer jump the fence on the right hand side. When the last cable is taken out ambushes will come from the right.

When ready have the blaster take out the last cable and get ready to engage the first ambush. These ambushes dont stop so the best way to deal with them is to have a controller lockdown a lieutenant and shout out which lieutenant is held. Everyone then takes out the rest of the mob but leaves the the one held lieutenant. If you do this a second ambush wont spawn.

With the ambushes taken out you are now free to engage Arbiter Sands. Usual AV rules apply. Have the tank engage sands and take aggro while everyone else wails on him. Controllers should be working on locking down his group. Blaster can use their nukes so long as they're careful. An announcement that the nuke is about to fire may help as the empath can keep special look out for them.

Remember if the held lieutenant is freed and is defeated a second ambush will spawn which can be a nuisance if you are dealing with Sands at the same time. If you have a backup tank then have him take the aggro of this group while the healers should be concentrating on keeping both tanks alive. Controllers and defenders should be supporting as much as possible letting any damage dealers do their thing.

As soon as the mission completes all squishies get out as soon as possible! The tanks should leave last.

Tactics - Mission Two

Mission two is, in my opinion, easier than mission one. You have to take out four AV's in Recluses Victory. Recluses Victory is spawning with Arachnos but I would only concentrate on the mobs that are with the AV's. Travel powers to get around and ignore the rest. I would not use pets on this mission as they can accidently aggro a villain group when travelling from one AV to the next.

So long as the tanks engage the enemies first then you really should not have too much trouble. Beware of Regent Koral - she has a nuke that can catch squishies unawares. Just take her out at range and have no one but the tanks with her on the platform and you will be fine.

When all four AV's are down everyone but the lead tank should exit the mission via the Ouroboros Portal. The lead tank should exit via the normal method to get the mission complete.

Tactics - Mission Three

Most MO teams will fail on this mission so be warned.

On entering the map, go past the tree and enter the caverns through the entrance on the north side.

The next bit is a whole lot easier if you have a ghoster. Have the ghoster stealth to the main vine room and teleport the team in.

If you dont have a ghoster then you have to do the next bit the hard way. You are up against circle of thorns which is not too difficult. Make your way through the maps slowly taking out the mobs. Watch out for aggroing 2nd groups when at intersections of the map because it can be easily done. When you come to a portal stop as the next part will be tricky. On the otherside of the portal you will go down two flights of stairs and enter the top part of a cavern with a 2nd portal which will teleport you to the bottom of the room. At the bottom you will face a number of named villains (they are actually a respec team which is a clever idea). These villains can catch the unwary team out. Have the tanks do in first and take all aggro. Then the empaths should follow to restore health and finally the rest of the team to mop up. Once this room is done you can go to the vine room quite safely with perhaps another one or two mobs of circle of thorns.

In the centre of the vine room is the AV that you need to defeat. He is surrounded by large vines and guarded by circle of thorns. The team should circumnavigate this room making sure they hug the outer all all the way through with only the tanks venturing further in to pull out the mobs. Bring the mobs to the team and you should be ok. If you get too close the AV could strike and chances are it could one shot a squishy. Only use buff auras at this stage - dismiss all pets and turn off things like Hot Feet, Choking Cloud etc in case you get unnecessary aggro.

Once you have defeated the mobs its time to work on the vines. First of all note that the AV is on the eastern side of the vine room so the tanks should take out all vines on this side of the room. Have the squishies start with the vines on the south western side of the room and slowly work round in a clockwise manner taking out all vines. Its ok to use Pets and auras at this stage.

Once the vines are down retreat and have the tanks taunt the AV from either the right or left. They will need several taunts to take all aggro as the AV is resistant but once they have the aggro have everyone attack the AV head on. If the tanks are taunting from the left or right none of the attacks should hit the other members of the team.

Once the AV is down have the lead tank take the glowy. He will need it for the fourth mission.
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PostSubject: Master of Statesmans Task Force - Part Two (Last Two Missions)   Ace's Troller Guide I_icon_minitimeFri Mar 27, 2009 1:50 pm

Tactics - Mission 4

After mission 3, mission 4 is not so bad - until at least you reach Dr Aeon. The first part of the mission involves you getting a key from a security chief in Cap Au Diable. Unfortunately there are a number of chiefs and you dont know which one has the key. Remember that each chief spawns TWO ambushes. Stick together and dont go running off when a chief is down - thats a fast track to the hospital wait for both ambushes and take them out systematically. Some ambushes will spawn from the rear so have the tanks flank the main party with the lead dealing with the chiefs and the follow up at the back to take the aggro of the ambushes.

Once you have the key wait for the two ambushes (they will follow you into Aeon Corp so you must take them out) then enter Aeon Corp.

The building has five levels. The first four levels will have Wretch, Ice Mistral, Silver Mantis and Barracuda on them - there does not appear to be a set routine that they spawn although generally Silver Mantis and Barracuda are the last two you encounter. Each of these AV's all have a nuke so unless you're a tank keep well back and take them out at range. Scrappers should be OK so long as they are well defended and the healer has them in sight. As always buff up before the battle and use debuffs where appropriate.

On the final level of the mission is Dr. Aeon. He actually isnt that difficult but can take out an unwary team if they are caught unawares. He is always on the 2nd level of the same room, before engaging him take out any other mobs in the room (have the tank pull back to the lifts if you need to) then go upstairs and hug the wall.

Before engaging Dr. Aeon, buff up and make sure the lead tank (or the one who has the temp power from the Thorn Tree) has as many buffs as possible. He should engage and use the temp power to take out Aeons shield.

When he engages Dr. Aeon will spawn clones of himself and they are all elite bosses. Ignore them. Have the controllers lock them down with group immobilize and if you have a rad and/or storm on team, anchor their debuffs on Aeon - the accuracy debuffs should spread to cover the EB's ensuring the tank has some protection. The Empath should be healing the lead tank who incidently will be taunting like crazy. Everyone else is free to attack Aeon but ensure that they do so from range. If an EB manages to get away (they shouldnt if the controller(s) are using their group immoblise correctly) have the back up tank taunt him back into the group.

If (when) Aeons shield comes back up the Lead Tank should use their temp power again to take it down.

Once Aeon is down the mission is completed.

Tactics - Mission 5

The final battle takes place in Grandville. I love this mission. Before entering ensure that the Lead Tank has plenty of purples for Recluse (phenominal luck for preference but good luck and even lucks will also be good) and the empath has a lot of clear minds or similar for the fight with Scirroco.

The mission starts gentle enough, make your way from the docks up the ramps and down the walkway where Lord Recluse is on television. Systematically take out all the mobs of Arachnos - at this stage leave nothing to chance, clear both sides of the walkway and make sure both ramps are clear of mobs - you may need to make a hasty retreat!.

Once the walkway is clear you can prepare for the next bit - the Four Lieutenants.

For an MOSTF probably the best tactic is to pull each lieutenant in turn. Which one you start with is purely a matter of choice but I would suggest that either Ghost Widow or Mako are the two obvious ones because they generally are on the end of the group. Many people go for Ghost Widow first because she is generally considered the hardest (with good reason) and if you can defeat her then you are half way there.

So, assuming your going for Ghost Widow first the best way to do this is to have the Lead Tank, a blaster with snipe and the empath go to the end of the walkway. Have the empath buff up the blaster and tank and then the blaster should take a sniping shot at Ghost Widow. She wont be happy and attack. GET THE BLASTER OUT OF THERE AS QUICKLY AS POSSIBLE with the tank taking over the aggro using the taunt power with the empath supporting him. Drag Ghost Widow down to the opposite end of the walkway and engage her.

Before I talk about Ghost Widow tactics there is one other thing to mention - when pulling an AV it is purely a matter of pot luck whether you get just the AV you want, two AV's or even all four! If you have someone with stealth or invisible and fly it may be an idea to have them at the end of the walkway watching the movement of the other AV's. If they follow shout and at this stage everyone should run for the hospital - stay in the hospital for a minute or so, then leave and repeat the tactic. You may take two or three goes but in the end you will get the AV you want.

Once you have Ghost Widow all you have to do is defeat her - this is no mean feat! Ghost Widow has excellent healing powers and a lot of HP and for this she is considered probably one of the toughest AV's in the game (in my opinion she could kick Recluses ass from Grandville to Kingdom Come). Anyone who gets within melee range of her will be used as fodder for her heals. In addition she has a hold with a magnitude of 100.

To get round the hold make sure the healer always has nine or ten clear minds stacked on the lead tank at all times. Any secondary healers or kinetics should also stack similar affects on the secondary tank so that if the lead is hit with a hold the secondary can step in while the lead recovers (hopefully this wont happen).

To ensure that Ghost Widow cannot use her heals you have to stay outside of Melee range - no problem for most toons but it does mean that scrappers will lag behind and take little part in this fight - unless they have managed to get their hands on a ranged attack in their epic pools in addition controllers DO NOT EVEN THINK ABOUT USING PETS (unless you are an illusion controller in which case Phantom Army is fine). This means all you heavy damage will be coming from the Blasters with some coming from the controllers. Have the controllers lock Ghost Widow in place with immoblise and have the tank taunt her from a safe distance. If she gets free (and she will) she will make a bee line for the tank. He should back off and stay out of range until the controllers can relock her. If anyone else on the team can immoblise, they should use it to keep her in place. Main tank aside, the rest of the team should keep as close together as possible for the buffs you will undoubtably need - AM, Auras etc. The empath should divide his/her time between sorting out the main tank and the rest of the team with the emphasis on the main tank. Once she is down pat yourselves on the back and repeat the pulling tactic for another AV.

Scirroco is standing next to Ghost Widow and he is probably the 2nd hardest AV so it makes sense to go for him next. Use a similar tactic as above to pull him to a safe distance and then engage.

Scirroco is not so much of a problem as Ghost Widow in that he has no heals or holds but his AOE attacks are pretty devastating and again if you are not a tank you should take him on from a safe distance. The rest of the team should stick together firing off their powers as much as possible - pets are fine now by the way but they wont last long in melee combat with Scirroco.

At some stage he will use his nuke and probably more than once. If the nuke hits it will take out all but one of your hit points and hold you. Hopefully the empath has brought plenty of clear minds for this. If the emp is caught held activate a clear mind then heal the rest of the team as quickly as possible. On our team Scirrocos nuke was only hitting three of the squishies suggesting that it isnt particularly accurate or a moderate defence will deflect it but I have no evidence to support this other than the numerous attempts we made.

Other than that just continue to damage him - he will fall eventually

With Scirroco and Ghost Widow down you only have two AV's left and to be honest you can actually take these out together if you have the right team. If you would prefer to take them one at a time use the same pulling tactic and have the tank engage them while the rest pummel away at a safe distance. Now on our attempt the scrapper actually stood back from these two battles but there is no reason why he cant engage if he's strong enough. The only thing I would mention is watch out for Makos Elude which he will activate towards the end of the battle. If you have a few yellows activate them to ensure that you can still hit him.

With the four AV's down you can now move on to the next part of the mission. The Arachnos Flyer.

The flyer is actually not too bad to take down. Have the tanks taunt it, use debuffs and take it out at a distance. The key piece of advice I can give you about the flyer is DO NOT STAND NEXT TO THE TANKS. The reason being is that the flyer will release not only commandos but proximity mines that detonate near tanks. The mines have a PBAOE and they can really hurt a squishy. One or two detonations will knock out a squishy really easily. With the tanks taunting the proximity mines should go for them rather than the other players.

With the flyer down, clear out the gullies of Arachnos soldiers and then retreat to a safe distance and wait for the Flyer to respawn. The reason for this is that the flyer automatically respawns every 20 minutes so if you wait and take it down again you know you have plenty of time to take out Recluse before it respawns. Take out the flyer again and then you know you will have 20 minutes to handle Recluse.

Now the tactic for taking out Recluse is well documented and hardly a secret anymore but its worth going over here. You need to divide the team into two groups, the first group will engage Recluse and distract him. this group should only be the lead tank and the lead healer - have the rest of the team buff these two and then fall back then have the tank run in, engage and retreat back to the entrance of Recluses lair and stand there. The tank should keep attacking Recluse and taunting him until he is sure he has all aggro. The healer will be supporting him.

The rest of the team will attack the pylons. Make sure the red one is taken down first because that buffs recluses damage and with that one down it increases the survivability of the Lead Tank. It doesnt matter which other pylons are next. Make sure when the pylons start spawning repair men that they are taken down quick. If you have a fire/rad troller then hot feet and choking cloud will all but solve this probelm but there are other powers that will do the same thing.

When the last tower is down to about 1/2 health someone should send a tell out. This will be the signal for the Lead Tank to turn Recluse so that he faces the entrance to his castle. The reason for this is that he has cone powers that can really hurt and knock out a squishy really easily. with him facing a wall or the entrance to his lair the cone powers will not have an effect.

When he is turned and all towers are down engage him from a distance, the same way that you would one of his AVs. Debuff where essential.

Dont panic when he starts summoning minions, if the tank is doing his job properly and you have a rad or other good debuffer on the team they will not be a problem. Just keep hitting away at Recluse.

Once he goes down give yourselves a big pat on the back. You have complete the MOSTF!
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