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.
IntroductionThe 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 TeamI 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
)
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.
PreparationThe 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 OneOn 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 ThreeMost 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.